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/GameSettings.h"
  31. #include "../lib/battle/BattleInfo.h"
  32. #include "../lib/CondSh.h"
  33. #include "ServerNetPackVisitors.h"
  34. #include "../lib/VCMI_Lib.h"
  35. #include "../lib/mapping/CMap.h"
  36. #include "../lib/mapping/CMapService.h"
  37. #include "../lib/rmg/CMapGenOptions.h"
  38. #include "../lib/VCMIDirs.h"
  39. #include "../lib/ScopeGuard.h"
  40. #include "../lib/CSoundBase.h"
  41. #include "../lib/TerrainHandler.h"
  42. #include "CGameHandler.h"
  43. #include "CVCMIServer.h"
  44. #include "../lib/CCreatureSet.h"
  45. #include "../lib/CThreadHelper.h"
  46. #include "../lib/GameConstants.h"
  47. #include "../lib/registerTypes/RegisterTypes.h"
  48. #include "../lib/serializer/CTypeList.h"
  49. #include "../lib/serializer/Connection.h"
  50. #include "../lib/serializer/Cast.h"
  51. #include "../lib/serializer/JsonSerializer.h"
  52. #include "../lib/ScriptHandler.h"
  53. #include "vstd/CLoggerBase.h"
  54. #include <memory>
  55. #include <vcmi/events/EventBus.h>
  56. #include <vcmi/events/GenericEvents.h>
  57. #include <vcmi/events/AdventureEvents.h>
  58. #ifndef _MSC_VER
  59. #include <boost/thread/xtime.hpp>
  60. #endif
  61. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  62. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  63. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  64. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  65. class ServerSpellCastEnvironment : public SpellCastEnvironment
  66. {
  67. public:
  68. ServerSpellCastEnvironment(CGameHandler * gh);
  69. ~ServerSpellCastEnvironment() = default;
  70. void complain(const std::string & problem) override;
  71. bool describeChanges() const override;
  72. vstd::RNG * getRNG() override;
  73. void apply(CPackForClient * pack) override;
  74. void apply(BattleLogMessage * pack) override;
  75. void apply(BattleStackMoved * pack) override;
  76. void apply(BattleUnitsChanged * pack) override;
  77. void apply(SetStackEffect * pack) override;
  78. void apply(StacksInjured * pack) override;
  79. void apply(BattleObstaclesChanged * pack) override;
  80. void apply(CatapultAttack * pack) override;
  81. const CMap * getMap() const override;
  82. const CGameInfoCallback * getCb() const override;
  83. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  84. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  85. private:
  86. CGameHandler * gh;
  87. };
  88. VCMI_LIB_NAMESPACE_BEGIN
  89. namespace spells
  90. {
  91. class ObstacleCasterProxy : public Caster
  92. {
  93. public:
  94. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  95. : owner(owner_),
  96. hero(hero_),
  97. obs(obs_)
  98. {
  99. };
  100. ~ObstacleCasterProxy() = default;
  101. int32_t getCasterUnitId() const override
  102. {
  103. if(hero)
  104. return hero->getCasterUnitId();
  105. else
  106. return -1;
  107. }
  108. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  109. {
  110. return obs->spellLevel;
  111. }
  112. int32_t getEffectLevel(const Spell * spell) const override
  113. {
  114. return obs->spellLevel;
  115. }
  116. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  117. {
  118. if(hero)
  119. return hero->getSpellBonus(spell, base, affectedStack);
  120. else
  121. return base;
  122. }
  123. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  124. {
  125. if(hero)
  126. return hero->getSpecificSpellBonus(spell, base);
  127. else
  128. return base;
  129. }
  130. int32_t getEffectPower(const Spell * spell) const override
  131. {
  132. return obs->casterSpellPower;
  133. }
  134. int32_t getEnchantPower(const Spell * spell) const override
  135. {
  136. return obs->casterSpellPower;
  137. }
  138. int64_t getEffectValue(const Spell * spell) const override
  139. {
  140. if(hero)
  141. return hero->getEffectValue(spell);
  142. else
  143. return 0;
  144. }
  145. PlayerColor getCasterOwner() const override
  146. {
  147. return owner;
  148. }
  149. void getCasterName(MetaString & text) const override
  150. {
  151. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  152. }
  153. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  154. {
  155. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  156. }
  157. void spendMana(ServerCallback * server, const int spellCost) const override
  158. {
  159. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  160. }
  161. private:
  162. const CGHeroInstance * hero;
  163. const PlayerColor owner;
  164. const SpellCreatedObstacle * obs;
  165. };
  166. }//
  167. VCMI_LIB_NAMESPACE_END
  168. CondSh<bool> battleMadeAction(false);
  169. CondSh<BattleResult *> battleResult(nullptr);
  170. template <typename T> class CApplyOnGH;
  171. class CBaseForGHApply
  172. {
  173. public:
  174. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  175. virtual ~CBaseForGHApply(){}
  176. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  177. {
  178. return new CApplyOnGH<U>();
  179. }
  180. };
  181. template <typename T> class CApplyOnGH : public CBaseForGHApply
  182. {
  183. public:
  184. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  185. {
  186. T *ptr = static_cast<T*>(pack);
  187. try
  188. {
  189. ApplyGhNetPackVisitor applier(*gh, *gs);
  190. ptr->visit(applier);
  191. return applier.getResult();
  192. }
  193. catch(ExceptionNotAllowedAction & e)
  194. {
  195. (void)e;
  196. return false;
  197. }
  198. catch(...)
  199. {
  200. throw;
  201. }
  202. }
  203. };
  204. template <>
  205. class CApplyOnGH<CPack> : public CBaseForGHApply
  206. {
  207. public:
  208. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  209. {
  210. logGlobal->error("Cannot apply on GH plain CPack!");
  211. assert(0);
  212. return false;
  213. }
  214. };
  215. static inline double distance(int3 a, int3 b)
  216. {
  217. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  218. }
  219. static void giveExp(BattleResult &r)
  220. {
  221. if (r.winner > 1)
  222. {
  223. // draw
  224. return;
  225. }
  226. r.exp[0] = 0;
  227. r.exp[1] = 0;
  228. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  229. {
  230. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  231. }
  232. }
  233. 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
  234. {
  235. int x = targetPosition.getX();
  236. int y = targetPosition.getY();
  237. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  238. 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...
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  240. else
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  242. //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
  243. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  244. {
  245. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  246. {
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  248. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  249. }
  250. else
  251. { //add back-side guardians for two-hex target, side guardians for one-hex
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  254. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  256. else if (targetIsTwoHex)//front-side guardians for two-hex target
  257. {
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  259. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  260. if (x > 3) //back guard for two-hex
  261. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  262. }
  263. }
  264. }
  265. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  266. {
  267. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  268. {
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  270. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  271. }
  272. else
  273. {
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  276. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  278. else if (targetIsTwoHex)
  279. {
  280. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  281. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  282. if (x < GameConstants::BFIELD_WIDTH - 4)
  283. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  284. }
  285. }
  286. }
  287. else if (!targetIsAttacker && y % 2 == 0)
  288. {
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  290. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  291. }
  292. else if (targetIsAttacker && y % 2 == 1)
  293. {
  294. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  295. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  296. }
  297. }
  298. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  299. {
  300. boost::unique_lock<boost::mutex> l(mx);
  301. if (players.find(player) != players.end())
  302. {
  303. return players.at(player);
  304. }
  305. else
  306. {
  307. throw std::runtime_error("No such player!");
  308. }
  309. }
  310. void PlayerStatuses::addPlayer(PlayerColor player)
  311. {
  312. boost::unique_lock<boost::mutex> l(mx);
  313. players[player];
  314. }
  315. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  316. {
  317. boost::unique_lock<boost::mutex> l(mx);
  318. if (players.find(player) != players.end())
  319. {
  320. return players[player].*flag;
  321. }
  322. else
  323. {
  324. throw std::runtime_error("No such player!");
  325. }
  326. }
  327. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  328. {
  329. boost::unique_lock<boost::mutex> l(mx);
  330. if (players.find(player) != players.end())
  331. {
  332. players[player].*flag = val;
  333. }
  334. else
  335. {
  336. throw std::runtime_error("No such player!");
  337. }
  338. cv.notify_all();
  339. }
  340. template <typename T>
  341. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  342. {
  343. fun(args[which]);
  344. }
  345. const Services * CGameHandler::services() const
  346. {
  347. return VLC;
  348. }
  349. const CGameHandler::BattleCb * CGameHandler::battle() const
  350. {
  351. return this;
  352. }
  353. const CGameHandler::GameCb * CGameHandler::game() const
  354. {
  355. return this;
  356. }
  357. vstd::CLoggerBase * CGameHandler::logger() const
  358. {
  359. return logGlobal;
  360. }
  361. events::EventBus * CGameHandler::eventBus() const
  362. {
  363. return serverEventBus.get();
  364. }
  365. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  366. {
  367. changeSecSkill(hero, skill, 1, 0);
  368. expGiven(hero);
  369. }
  370. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  371. {
  372. // required exp for at least 1 lvl-up hasn't been reached
  373. if (!hero->gainsLevel())
  374. {
  375. return;
  376. }
  377. // give primary skill
  378. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  379. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  380. SetPrimSkill sps;
  381. sps.id = hero->id;
  382. sps.which = primarySkill;
  383. sps.abs = false;
  384. sps.val = 1;
  385. sendAndApply(&sps);
  386. PrepareHeroLevelUp pre;
  387. pre.heroId = hero->id;
  388. sendAndApply(&pre);
  389. HeroLevelUp hlu;
  390. hlu.player = hero->tempOwner;
  391. hlu.heroId = hero->id;
  392. hlu.primskill = primarySkill;
  393. hlu.skills = pre.skills;
  394. if (hlu.skills.size() == 0)
  395. {
  396. sendAndApply(&hlu);
  397. levelUpHero(hero);
  398. }
  399. else if (hlu.skills.size() == 1)
  400. {
  401. sendAndApply(&hlu);
  402. levelUpHero(hero, pre.skills.front());
  403. }
  404. else if (hlu.skills.size() > 1)
  405. {
  406. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  407. hlu.queryID = levelUpQuery->queryID;
  408. queries.addQuery(levelUpQuery);
  409. sendAndApply(&hlu);
  410. //level up will be called on query reply
  411. }
  412. }
  413. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  414. {
  415. SetCommanderProperty scp;
  416. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  417. if (hero)
  418. scp.heroid = hero->id;
  419. else
  420. {
  421. complain ("Commander is not led by hero!");
  422. return;
  423. }
  424. scp.accumulatedBonus.subtype = 0;
  425. scp.accumulatedBonus.additionalInfo = 0;
  426. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  427. scp.accumulatedBonus.turnsRemain = 0;
  428. scp.accumulatedBonus.source = Bonus::COMMANDER;
  429. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  430. if (skill <= ECommander::SPELL_POWER)
  431. {
  432. scp.which = SetCommanderProperty::BONUS;
  433. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  434. {
  435. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  436. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  437. };
  438. switch (skill)
  439. {
  440. case ECommander::ATTACK:
  441. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  442. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  443. break;
  444. case ECommander::DEFENSE:
  445. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  446. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  447. break;
  448. case ECommander::HEALTH:
  449. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  450. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  451. break;
  452. case ECommander::DAMAGE:
  453. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  454. scp.accumulatedBonus.subtype = 0;
  455. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  456. break;
  457. case ECommander::SPEED:
  458. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  459. break;
  460. case ECommander::SPELL_POWER:
  461. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  466. sendAndApply (&scp); //additional pack
  467. scp.accumulatedBonus.type = Bonus::CASTS;
  468. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  469. sendAndApply (&scp); //additional pack
  470. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  471. break;
  472. }
  473. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  474. sendAndApply (&scp);
  475. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  476. scp.additionalInfo = skill;
  477. scp.amount = c->secondarySkills.at(skill) + 1;
  478. sendAndApply (&scp);
  479. }
  480. else if (skill >= 100)
  481. {
  482. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  483. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  484. scp.additionalInfo = skill; //unnormalized
  485. sendAndApply (&scp);
  486. }
  487. expGiven(hero);
  488. }
  489. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  490. {
  491. if (!c->gainsLevel())
  492. {
  493. return;
  494. }
  495. CommanderLevelUp clu;
  496. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  497. if(hero)
  498. {
  499. clu.heroId = hero->id;
  500. clu.player = hero->tempOwner;
  501. }
  502. else
  503. {
  504. complain ("Commander is not led by hero!");
  505. return;
  506. }
  507. //picking sec. skills for choice
  508. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  509. {
  510. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  511. clu.skills.push_back(i);
  512. }
  513. int i = 100;
  514. for (auto specialSkill : VLC->creh->skillRequirements)
  515. {
  516. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  517. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  518. && !vstd::contains (c->specialSKills, i))
  519. clu.skills.push_back (i);
  520. ++i;
  521. }
  522. int skillAmount = static_cast<int>(clu.skills.size());
  523. if (!skillAmount)
  524. {
  525. sendAndApply(&clu);
  526. levelUpCommander(c);
  527. }
  528. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  529. {
  530. sendAndApply(&clu);
  531. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  532. }
  533. else if (skillAmount > 1) //apply and ask for secondary skill
  534. {
  535. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  536. clu.queryID = commanderLevelUp->queryID;
  537. queries.addQuery(commanderLevelUp);
  538. sendAndApply(&clu);
  539. }
  540. }
  541. void CGameHandler::expGiven(const CGHeroInstance *hero)
  542. {
  543. if (hero->gainsLevel())
  544. levelUpHero(hero);
  545. else if (hero->commander && hero->commander->gainsLevel())
  546. levelUpCommander(hero->commander);
  547. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  548. // levelUpCommander(hero->commander);
  549. // else
  550. // levelUpHero(hero);
  551. }
  552. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  553. {
  554. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  555. {
  556. if (gs->map->levelLimit != 0)
  557. {
  558. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  559. TExpType resultingExp = abs ? val : hero->exp + val;
  560. if (resultingExp > expLimit)
  561. {
  562. // set given experience to max possible, but don't decrease if hero already over top
  563. abs = true;
  564. val = std::max(expLimit, hero->exp);
  565. InfoWindow iw;
  566. iw.player = hero->tempOwner;
  567. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  568. iw.text.addReplacement(hero->getNameTranslated());
  569. sendAndApply(&iw);
  570. }
  571. }
  572. }
  573. SetPrimSkill sps;
  574. sps.id = hero->id;
  575. sps.which = which;
  576. sps.abs = abs;
  577. sps.val = val;
  578. sendAndApply(&sps);
  579. //only for exp - hero may level up
  580. if (which == PrimarySkill::EXPERIENCE)
  581. {
  582. if (hero->commander && hero->commander->alive)
  583. {
  584. //FIXME: trim experience according to map limit?
  585. SetCommanderProperty scp;
  586. scp.heroid = hero->id;
  587. scp.which = SetCommanderProperty::EXPERIENCE;
  588. scp.amount = val;
  589. sendAndApply (&scp);
  590. CBonusSystemNode::treeHasChanged();
  591. }
  592. expGiven(hero);
  593. }
  594. }
  595. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  596. {
  597. if(!hero)
  598. {
  599. logGlobal->error("changeSecSkill provided no hero");
  600. return;
  601. }
  602. SetSecSkill sss;
  603. sss.id = hero->id;
  604. sss.which = which;
  605. sss.val = val;
  606. sss.abs = abs;
  607. sendAndApply(&sss);
  608. if (hero->visitedTown)
  609. giveSpells(hero->visitedTown, hero);
  610. }
  611. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  612. {
  613. LOG_TRACE(logGlobal);
  614. //Fill BattleResult structure with exp info
  615. giveExp(*battleResult.data);
  616. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  617. {
  618. if(heroAttacker)
  619. battleResult.data->exp[1] += 500;
  620. if(heroDefender)
  621. battleResult.data->exp[0] += 500;
  622. }
  623. if(heroAttacker)
  624. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  625. if(heroDefender)
  626. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  627. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  628. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  629. const BattleResult::EResult result = battleResult.get()->result;
  630. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  631. {
  632. for (auto &q : queries.allQueries())
  633. {
  634. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  635. if (bq->bi == gs->curB)
  636. return bq;
  637. }
  638. return std::shared_ptr<CBattleQuery>();
  639. };
  640. auto battleQuery = findBattleQuery();
  641. if (!battleQuery)
  642. {
  643. logGlobal->error("Cannot find battle query!");
  644. }
  645. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  646. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  647. battleQuery->result = boost::make_optional(*battleResult.data);
  648. //Check how many battle queries were created (number of players blocked by battle)
  649. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  650. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  651. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  652. ChangeSpells cs; //for Eagle Eye
  653. if (finishingBattle->winnerHero)
  654. {
  655. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  656. {
  657. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  658. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  659. {
  660. auto spell = spellId.toSpell(VLC->spells());
  661. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  662. cs.spells.insert(spell->getId());
  663. }
  664. }
  665. }
  666. std::vector<const CArtifactInstance *> arts; //display them in window
  667. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  668. {
  669. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  670. {
  671. arts.push_back(art);
  672. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  673. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  674. if(ArtifactUtils::isSlotBackpack(slot))
  675. ma->askAssemble = false;
  676. sendAndApply(ma);
  677. };
  678. if (finishingBattle->loserHero)
  679. {
  680. //TODO: wrap it into a function, somehow (boost::variant -_-)
  681. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  682. for (auto artSlot : artifactsWorn)
  683. {
  684. MoveArtifact ma;
  685. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  686. const CArtifactInstance * art = ma.src.getArt();
  687. if (art && !art->artType->isBig() &&
  688. art->artType->getId() != ArtifactID::SPELLBOOK)
  689. // don't move war machines or locked arts (spellbook)
  690. {
  691. sendMoveArtifact(art, &ma);
  692. }
  693. }
  694. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  695. {
  696. //we assume that no big artifacts can be found
  697. MoveArtifact ma;
  698. ma.src = ArtifactLocation(finishingBattle->loserHero,
  699. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  700. const CArtifactInstance * art = ma.src.getArt();
  701. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  702. {
  703. sendMoveArtifact(art, &ma);
  704. }
  705. }
  706. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  707. {
  708. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  709. for (auto artSlot : artifactsWorn)
  710. {
  711. MoveArtifact ma;
  712. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  713. const CArtifactInstance * art = ma.src.getArt();
  714. if (art && !art->artType->isBig())
  715. {
  716. sendMoveArtifact(art, &ma);
  717. }
  718. }
  719. }
  720. }
  721. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  722. {
  723. auto artifactsWorn = armySlot.second->artifactsWorn;
  724. for (auto artSlot : artifactsWorn)
  725. {
  726. MoveArtifact ma;
  727. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  728. const CArtifactInstance * art = ma.src.getArt();
  729. if (art && !art->artType->isBig())
  730. {
  731. sendMoveArtifact(art, &ma);
  732. }
  733. }
  734. }
  735. }
  736. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  737. if (arts.size()) //display loot
  738. {
  739. InfoWindow iw;
  740. iw.player = finishingBattle->winnerHero->tempOwner;
  741. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  742. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  743. {
  744. iw.components.emplace_back(
  745. Component::EComponentType::ARTIFACT, art->artType->getId(),
  746. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  747. if (iw.components.size() >= 14)
  748. {
  749. sendAndApply(&iw);
  750. iw.components.clear();
  751. }
  752. }
  753. if (iw.components.size())
  754. {
  755. sendAndApply(&iw);
  756. }
  757. }
  758. //Eagle Eye secondary skill handling
  759. if (!cs.spells.empty())
  760. {
  761. cs.learn = 1;
  762. cs.hid = finishingBattle->winnerHero->id;
  763. InfoWindow iw;
  764. iw.player = finishingBattle->winnerHero->tempOwner;
  765. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  766. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  767. std::ostringstream names;
  768. for (int i = 0; i < cs.spells.size(); i++)
  769. {
  770. names << "%s";
  771. if (i < cs.spells.size() - 2)
  772. names << ", ";
  773. else if (i < cs.spells.size() - 1)
  774. names << "%s";
  775. }
  776. names << ".";
  777. iw.text.addReplacement(names.str());
  778. auto it = cs.spells.begin();
  779. for (int i = 0; i < cs.spells.size(); i++, it++)
  780. {
  781. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  782. if (i == cs.spells.size() - 2) //we just added pre-last name
  783. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  784. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  785. }
  786. sendAndApply(&iw);
  787. sendAndApply(&cs);
  788. }
  789. cab1.updateArmy(this);
  790. cab2.updateArmy(this); //take casualties after battle is deleted
  791. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  792. {
  793. RemoveObject ro(heroAttacker->id);
  794. sendAndApply(&ro);
  795. }
  796. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  797. {
  798. RemoveObject ro(heroDefender->id);
  799. sendAndApply(&ro);
  800. }
  801. if(battleResult.data->winner == BattleSide::DEFENDER
  802. && heroDefender
  803. && heroDefender->visitedTown
  804. && !heroDefender->inTownGarrison
  805. && heroDefender->visitedTown->garrisonHero == heroDefender)
  806. {
  807. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  808. }
  809. //give exp
  810. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  811. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  812. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  813. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  814. queries.popIfTop(battleQuery);
  815. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  816. }
  817. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  818. {
  819. LOG_TRACE(logGlobal);
  820. finishingBattle->remainingBattleQueriesCount--;
  821. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  822. if (finishingBattle->remainingBattleQueriesCount > 0)
  823. //Battle results will be handled when all battle queries are closed
  824. return;
  825. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  826. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  827. // Still, it looks like a hole.
  828. // Necromancy if applicable.
  829. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  830. // Give raised units to winner and show dialog, if any were raised,
  831. // units will be given after casualties are taken
  832. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  833. if (necroSlot != SlotID())
  834. {
  835. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  836. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  837. }
  838. BattleResultsApplied resultsApplied;
  839. resultsApplied.player1 = finishingBattle->victor;
  840. resultsApplied.player2 = finishingBattle->loser;
  841. sendAndApply(&resultsApplied);
  842. setBattle(nullptr);
  843. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  844. {
  845. logGlobal->trace("post-victory visit");
  846. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  847. }
  848. visitObjectAfterVictory = false;
  849. //handle victory/loss of engaged players
  850. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  851. checkVictoryLossConditions(playerColors);
  852. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  853. {
  854. SetAvailableHeroes sah;
  855. sah.player = finishingBattle->loser;
  856. sah.hid[0] = finishingBattle->loserHero->subID;
  857. if (result.result == BattleResult::ESCAPE) //retreat
  858. {
  859. sah.army[0].clear();
  860. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  861. }
  862. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  863. sah.hid[1] = another->subID;
  864. else
  865. sah.hid[1] = -1;
  866. sendAndApply(&sah);
  867. }
  868. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  869. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  870. {
  871. RemoveObject ro(finishingBattle->winnerHero->id);
  872. sendAndApply(&ro);
  873. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  874. {
  875. SetAvailableHeroes sah;
  876. sah.player = finishingBattle->victor;
  877. sah.hid[0] = finishingBattle->winnerHero->subID;
  878. sah.army[0].clear();
  879. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  880. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  881. sah.hid[1] = another->subID;
  882. else
  883. sah.hid[1] = -1;
  884. sendAndApply(&sah);
  885. }
  886. }
  887. }
  888. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  889. {
  890. if(first && !counter)
  891. handleAttackBeforeCasting(ranged, attacker, defender);
  892. FireShieldInfo fireShield;
  893. BattleAttack bat;
  894. BattleLogMessage blm;
  895. bat.stackAttacking = attacker->unitId();
  896. bat.tile = targetHex;
  897. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  898. if(ranged)
  899. bat.flags |= BattleAttack::SHOT;
  900. if(counter)
  901. bat.flags |= BattleAttack::COUNTER;
  902. const int attackerLuck = attacker->LuckVal();
  903. if(attackerLuck > 0)
  904. {
  905. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  906. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  907. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  908. bat.flags |= BattleAttack::LUCKY;
  909. }
  910. if(attackerLuck < 0)
  911. {
  912. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  913. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  914. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  915. bat.flags |= BattleAttack::UNLUCKY;
  916. }
  917. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  918. {
  919. bat.flags |= BattleAttack::DEATH_BLOW;
  920. }
  921. const auto * owner = gs->curB->getHero(attacker->owner);
  922. if(owner)
  923. {
  924. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  925. if (chance > getRandomGenerator().nextInt(99))
  926. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  927. }
  928. int64_t drainedLife = 0;
  929. // only primary target
  930. if(defender->alive())
  931. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  932. //multiple-hex normal attack
  933. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  934. for(const CStack * stack : attackedCreatures)
  935. {
  936. if(stack != defender && stack->alive()) //do not hit same stack twice
  937. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  938. }
  939. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  940. if(bonus && ranged) //TODO: make it work in melee?
  941. {
  942. //this is need for displaying hit animation
  943. bat.flags |= BattleAttack::SPELL_LIKE;
  944. bat.spellID = SpellID(bonus->subtype);
  945. //TODO: should spell override creature`s projectile?
  946. auto spell = bat.spellID.toSpell();
  947. battle::Target target;
  948. target.emplace_back(defender);
  949. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  950. event.setSpellLevel(bonus->val);
  951. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  952. //TODO: get exact attacked hex for defender
  953. for(const CStack * stack : attackedCreatures)
  954. {
  955. if(stack != defender && stack->alive()) //do not hit same stack twice
  956. {
  957. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  958. }
  959. }
  960. //now add effect info for all attacked stacks
  961. for (BattleStackAttacked & bsa : bat.bsa)
  962. {
  963. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  964. {
  965. //this is need for displaying affect animation
  966. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  967. bsa.spellID = SpellID(bonus->subtype);
  968. }
  969. }
  970. }
  971. attackerState->afterAttack(ranged, counter);
  972. {
  973. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  974. attackerState->save(info.data);
  975. bat.attackerChanges.changedStacks.push_back(info);
  976. }
  977. if (drainedLife > 0)
  978. bat.flags |= BattleAttack::LIFE_DRAIN;
  979. sendAndApply(&bat);
  980. {
  981. const bool multipleTargets = bat.bsa.size() > 1;
  982. int64_t totalDamage = 0;
  983. int32_t totalKills = 0;
  984. for(const BattleStackAttacked & bsa : bat.bsa)
  985. {
  986. totalDamage += bsa.damageAmount;
  987. totalKills += bsa.killedAmount;
  988. }
  989. {
  990. MetaString text;
  991. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  992. attacker->addNameReplacement(text);
  993. text.addReplacement(totalDamage);
  994. blm.lines.push_back(text);
  995. }
  996. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  997. }
  998. // drain life effect (as well as log entry) must be applied after the attack
  999. if(drainedLife > 0)
  1000. {
  1001. MetaString text;
  1002. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1003. attackerState->addNameReplacement(text, false);
  1004. text.addReplacement(drainedLife);
  1005. defender->addNameReplacement(text, true);
  1006. blm.lines.push_back(std::move(text));
  1007. }
  1008. if(!fireShield.empty())
  1009. {
  1010. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1011. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1012. int64_t totalDamage = 0;
  1013. for(const auto & item : fireShield)
  1014. {
  1015. const CStack * actor = item.first;
  1016. int64_t rawDamage = item.second;
  1017. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1018. if(actorOwner)
  1019. {
  1020. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1021. }
  1022. else
  1023. {
  1024. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1025. }
  1026. totalDamage+=rawDamage;
  1027. //FIXME: add custom effect on actor
  1028. }
  1029. if (totalDamage > 0)
  1030. {
  1031. BattleStackAttacked bsa;
  1032. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1033. bsa.stackAttacked = attacker->ID; //invert
  1034. bsa.attackerID = defender->ID;
  1035. bsa.damageAmount = totalDamage;
  1036. attacker->prepareAttacked(bsa, getRandomGenerator());
  1037. StacksInjured pack;
  1038. pack.stacks.push_back(bsa);
  1039. sendAndApply(&pack);
  1040. // TODO: this is already implemented in Damage::describeEffect()
  1041. {
  1042. MetaString text;
  1043. text.addTxt(MetaString::GENERAL_TXT, 376);
  1044. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1045. text.addReplacement(totalDamage);
  1046. blm.lines.push_back(std::move(text));
  1047. }
  1048. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1049. }
  1050. }
  1051. sendAndApply(&blm);
  1052. handleAfterAttackCasting(ranged, attacker, defender);
  1053. }
  1054. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1055. {
  1056. BattleStackAttacked bsa;
  1057. if(secondary)
  1058. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1059. bsa.attackerID = attackerState->unitId();
  1060. bsa.stackAttacked = def->unitId();
  1061. {
  1062. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1063. bai.deathBlow = bat.deathBlow();
  1064. bai.doubleDamage = bat.ballistaDoubleDmg();
  1065. bai.luckyStrike = bat.lucky();
  1066. bai.unluckyStrike = bat.unlucky();
  1067. auto range = gs->curB->calculateDmgRange(bai);
  1068. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  1069. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1070. }
  1071. int64_t drainedLife = 0;
  1072. //life drain handling
  1073. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1074. {
  1075. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1076. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1077. drainedLife += toHeal;
  1078. }
  1079. //soul steal handling
  1080. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1081. {
  1082. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1083. //try to use permanent first, use only one of two
  1084. for(si32 subtype = 1; subtype >= 0; subtype--)
  1085. {
  1086. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1087. {
  1088. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1089. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1090. drainedLife += toHeal;
  1091. break;
  1092. }
  1093. }
  1094. }
  1095. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1096. //fire shield handling
  1097. if(!bat.shot() &&
  1098. !def->isClone() &&
  1099. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1100. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1101. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1102. )
  1103. {
  1104. //TODO: use damage with bonus but without penalties
  1105. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1106. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1107. }
  1108. return drainedLife;
  1109. }
  1110. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1111. {
  1112. if(killed > 0)
  1113. {
  1114. BattleLogMessage blm;
  1115. addGenericKilledLog(blm, defender, killed, multiple);
  1116. sendAndApply(&blm);
  1117. }
  1118. }
  1119. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1120. {
  1121. if(killed > 0)
  1122. {
  1123. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1124. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1125. // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
  1126. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1127. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1128. boost::algorithm::trim(formatString);
  1129. boost::format txt(formatString);
  1130. if(killed > 1)
  1131. {
  1132. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1133. }
  1134. else //killed == 1
  1135. {
  1136. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1137. }
  1138. MetaString line;
  1139. line << txt.str();
  1140. blm.lines.push_back(std::move(line));
  1141. }
  1142. }
  1143. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1144. {
  1145. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1146. return;
  1147. for(auto & playerConnections : connections)
  1148. {
  1149. PlayerColor playerId = playerConnections.first;
  1150. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1151. if(!playerSettings)
  1152. continue;
  1153. auto playerConnection = vstd::find(playerConnections.second, c);
  1154. if(playerConnection != playerConnections.second.end())
  1155. {
  1156. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1157. playerMessage(playerId, messageText, ObjectInstanceID{});
  1158. }
  1159. }
  1160. }
  1161. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1162. {
  1163. //prepare struct informing that action was applied
  1164. auto sendPackageResponse = [&](bool succesfullyApplied)
  1165. {
  1166. PackageApplied applied;
  1167. applied.player = pack->player;
  1168. applied.result = succesfullyApplied;
  1169. applied.packType = typeList.getTypeID(pack);
  1170. applied.requestID = pack->requestID;
  1171. pack->c->sendPack(&applied);
  1172. };
  1173. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1174. if(isBlockedByQueries(pack, pack->player))
  1175. {
  1176. sendPackageResponse(false);
  1177. }
  1178. else if(apply)
  1179. {
  1180. const bool result = apply->applyOnGH(this, this->gs, pack);
  1181. if(result)
  1182. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1183. else
  1184. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1185. % typeid(*pack).name()).str());
  1186. sendPackageResponse(true);
  1187. }
  1188. else
  1189. {
  1190. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1191. sendPackageResponse(false);
  1192. }
  1193. vstd::clear_pointer(pack);
  1194. }
  1195. int CGameHandler::moveStack(int stack, BattleHex dest)
  1196. {
  1197. int ret = 0;
  1198. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1199. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1200. assert(curStack);
  1201. assert(dest < GameConstants::BFIELD_SIZE);
  1202. if (gs->curB->tacticDistance)
  1203. {
  1204. assert(gs->curB->isInTacticRange(dest));
  1205. }
  1206. auto start = curStack->getPosition();
  1207. if (start == dest)
  1208. return 0;
  1209. //initing necessary tables
  1210. auto accessibility = getAccesibility(curStack);
  1211. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1212. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1213. {
  1214. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1215. if(accessibility.accessible(shifted, curStack))
  1216. dest = shifted;
  1217. }
  1218. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1219. {
  1220. complain("Given destination is not accessible!");
  1221. return 0;
  1222. }
  1223. bool canUseGate = false;
  1224. auto dbState = gs->curB->si.gateState;
  1225. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1226. dbState != EGateState::DESTROYED &&
  1227. dbState != EGateState::BLOCKED)
  1228. {
  1229. canUseGate = true;
  1230. }
  1231. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1232. ret = path.second;
  1233. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1234. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1235. {
  1236. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1237. return true;
  1238. if (hex == ESiegeHex::GATE_OUTER)
  1239. return true;
  1240. if (hex == ESiegeHex::GATE_INNER)
  1241. return true;
  1242. return false;
  1243. };
  1244. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1245. {
  1246. if (isGateDrawbridgeHex(hex))
  1247. return true;
  1248. if (curStack->doubleWide())
  1249. {
  1250. BattleHex otherHex = curStack->occupiedHex(hex);
  1251. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1252. return true;
  1253. }
  1254. return false;
  1255. };
  1256. if (curStack->hasBonusOfType(Bonus::FLYING))
  1257. {
  1258. if (path.second <= creSpeed && path.first.size() > 0)
  1259. {
  1260. if (canUseGate && dbState != EGateState::OPENED &&
  1261. occupyGateDrawbridgeHex(dest))
  1262. {
  1263. BattleUpdateGateState db;
  1264. db.state = EGateState::OPENED;
  1265. sendAndApply(&db);
  1266. }
  1267. //inform clients about move
  1268. BattleStackMoved sm;
  1269. sm.stack = curStack->ID;
  1270. std::vector<BattleHex> tiles;
  1271. tiles.push_back(path.first[0]);
  1272. sm.tilesToMove = tiles;
  1273. sm.distance = path.second;
  1274. sm.teleporting = false;
  1275. sendAndApply(&sm);
  1276. }
  1277. }
  1278. else //for non-flying creatures
  1279. {
  1280. std::vector<BattleHex> tiles;
  1281. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1282. int v = (int)path.first.size()-1;
  1283. path.first.push_back(start);
  1284. // check if gate need to be open or closed at some point
  1285. BattleHex openGateAtHex, gateMayCloseAtHex;
  1286. if (canUseGate)
  1287. {
  1288. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1289. {
  1290. auto needOpenGates = [&](BattleHex hex) -> bool
  1291. {
  1292. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1293. return true;
  1294. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1295. return true;
  1296. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1297. return true;
  1298. return false;
  1299. };
  1300. auto hex = path.first[i];
  1301. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1302. {
  1303. if (needOpenGates(hex))
  1304. openGateAtHex = path.first[i+1];
  1305. //TODO we need find batter way to handle double-wide stacks
  1306. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1307. if (curStack->doubleWide())
  1308. {
  1309. BattleHex otherHex = curStack->occupiedHex(hex);
  1310. if (otherHex.isValid() && needOpenGates(otherHex))
  1311. openGateAtHex = path.first[i+2];
  1312. }
  1313. //gate may be opened and then closed during stack movement, but not other way around
  1314. if (openGateAtHex.isValid())
  1315. dbState = EGateState::OPENED;
  1316. }
  1317. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1318. {
  1319. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1320. {
  1321. gateMayCloseAtHex = path.first[i-1];
  1322. }
  1323. if (gs->curB->town->subID == ETownType::FORTRESS)
  1324. {
  1325. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1326. {
  1327. gateMayCloseAtHex = path.first[i-1];
  1328. }
  1329. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1330. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1331. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1332. {
  1333. gateMayCloseAtHex = path.first[i-1];
  1334. }
  1335. }
  1336. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1337. {
  1338. gateMayCloseAtHex = path.first[i-1];
  1339. }
  1340. }
  1341. }
  1342. }
  1343. bool stackIsMoving = true;
  1344. while(stackIsMoving)
  1345. {
  1346. if (v<tilesToMove)
  1347. {
  1348. logGlobal->error("Movement terminated abnormally");
  1349. break;
  1350. }
  1351. bool gateStateChanging = false;
  1352. //special handling for opening gate on from starting hex
  1353. if (openGateAtHex.isValid() && openGateAtHex == start)
  1354. gateStateChanging = true;
  1355. else
  1356. {
  1357. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1358. {
  1359. BattleHex hex = path.first[v];
  1360. tiles.push_back(hex);
  1361. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1362. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1363. {
  1364. gateStateChanging = true;
  1365. }
  1366. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1367. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1368. obstacleHit = true;
  1369. if (curStack->doubleWide())
  1370. {
  1371. BattleHex otherHex = curStack->occupiedHex(hex);
  1372. //two hex creature hit obstacle by backside
  1373. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1374. if(otherHex.isValid() && !obstacle2.empty())
  1375. obstacleHit = true;
  1376. }
  1377. }
  1378. }
  1379. if (tiles.size() > 0)
  1380. {
  1381. //commit movement
  1382. BattleStackMoved sm;
  1383. sm.stack = curStack->ID;
  1384. sm.distance = path.second;
  1385. sm.teleporting = false;
  1386. sm.tilesToMove = tiles;
  1387. sendAndApply(&sm);
  1388. tiles.clear();
  1389. }
  1390. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1391. if (curStack->getPosition() != dest)
  1392. {
  1393. if(stackIsMoving && start != curStack->getPosition())
  1394. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1395. if (gateStateChanging)
  1396. {
  1397. if (curStack->getPosition() == openGateAtHex)
  1398. {
  1399. openGateAtHex = BattleHex();
  1400. //only open gate if stack is still alive
  1401. if (curStack->alive())
  1402. {
  1403. BattleUpdateGateState db;
  1404. db.state = EGateState::OPENED;
  1405. sendAndApply(&db);
  1406. }
  1407. }
  1408. else if (curStack->getPosition() == gateMayCloseAtHex)
  1409. {
  1410. gateMayCloseAtHex = BattleHex();
  1411. updateGateState();
  1412. }
  1413. }
  1414. }
  1415. else
  1416. //movement finished normally: we reached destination
  1417. stackIsMoving = false;
  1418. }
  1419. }
  1420. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1421. handleDamageFromObstacle(curStack);
  1422. return ret;
  1423. }
  1424. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1425. : lobby(lobby)
  1426. , complainNoCreatures("No creatures to split")
  1427. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1428. , complainInvalidSlot("Invalid slot accessed!")
  1429. {
  1430. QID = 1;
  1431. IObjectInterface::cb = this;
  1432. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1433. registerTypesServerPacks(*applier);
  1434. visitObjectAfterVictory = false;
  1435. spellEnv = new ServerSpellCastEnvironment(this);
  1436. }
  1437. CGameHandler::~CGameHandler()
  1438. {
  1439. if (battleThread)
  1440. {
  1441. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1442. battleMadeAction.setn(true);
  1443. battleThread->join();
  1444. }
  1445. delete spellEnv;
  1446. delete gs;
  1447. }
  1448. void CGameHandler::reinitScripting()
  1449. {
  1450. serverEventBus = std::make_unique<events::EventBus>();
  1451. #if SCRIPTING_ENABLED
  1452. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1453. #endif
  1454. }
  1455. void CGameHandler::init(StartInfo *si)
  1456. {
  1457. if (si->seedToBeUsed == 0)
  1458. {
  1459. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1460. }
  1461. CMapService mapService;
  1462. gs = new CGameState();
  1463. gs->preInit(VLC);
  1464. logGlobal->info("Gamestate created!");
  1465. gs->init(&mapService, si);
  1466. logGlobal->info("Gamestate initialized!");
  1467. // reset seed, so that clients can't predict any following random values
  1468. getRandomGenerator().resetSeed();
  1469. for (auto & elem : gs->players)
  1470. {
  1471. states.addPlayer(elem.first);
  1472. }
  1473. reinitScripting();
  1474. }
  1475. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1476. {
  1477. return a.earlierThan(b);
  1478. }
  1479. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1480. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1481. const PlayerState * p = getPlayerState(town->tempOwner);
  1482. if (!p)
  1483. {
  1484. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1485. return;
  1486. }
  1487. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1488. {
  1489. SetAvailableCreatures ssi;
  1490. ssi.tid = town->id;
  1491. ssi.creatures = town->creatures;
  1492. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1493. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1494. if (dwellings.empty())//no dwellings - just remove
  1495. {
  1496. sendAndApply(&ssi);
  1497. return;
  1498. }
  1499. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1500. // for multi-creature dwellings like Golem Factory
  1501. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1502. if (clear)
  1503. {
  1504. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1505. }
  1506. else
  1507. {
  1508. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1509. }
  1510. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1511. sendAndApply(&ssi);
  1512. }
  1513. }
  1514. void CGameHandler::newTurn()
  1515. {
  1516. logGlobal->trace("Turn %d", gs->day+1);
  1517. NewTurn n;
  1518. n.specialWeek = NewTurn::NO_ACTION;
  1519. n.creatureid = CreatureID::NONE;
  1520. n.day = gs->day + 1;
  1521. bool firstTurn = !getDate(Date::DAY);
  1522. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1523. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1524. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1525. if (firstTurn)
  1526. {
  1527. for (auto obj : gs->map->objects)
  1528. {
  1529. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1530. {
  1531. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1532. }
  1533. }
  1534. }
  1535. if (newWeek && !firstTurn)
  1536. {
  1537. n.specialWeek = NewTurn::NORMAL;
  1538. bool deityOfFireBuilt = false;
  1539. for (const CGTownInstance *t : gs->map->towns)
  1540. {
  1541. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1542. {
  1543. deityOfFireBuilt = true;
  1544. break;
  1545. }
  1546. }
  1547. if (deityOfFireBuilt)
  1548. {
  1549. n.specialWeek = NewTurn::DEITYOFFIRE;
  1550. n.creatureid = CreatureID::IMP;
  1551. }
  1552. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1553. {
  1554. int monthType = getRandomGenerator().nextInt(99);
  1555. if (newMonth) //new month
  1556. {
  1557. if (monthType < 40) //double growth
  1558. {
  1559. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1560. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1561. {
  1562. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1563. }
  1564. else if (VLC->creh->doubledCreatures.size())
  1565. {
  1566. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1567. }
  1568. else
  1569. {
  1570. complain("Cannot find creature that can be spawned!");
  1571. n.specialWeek = NewTurn::NORMAL;
  1572. }
  1573. }
  1574. else if (monthType < 50)
  1575. n.specialWeek = NewTurn::PLAGUE;
  1576. }
  1577. else //it's a week, but not full month
  1578. {
  1579. if (monthType < 25)
  1580. {
  1581. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1582. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1583. do
  1584. {
  1585. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1586. } while (VLC->creh->objects[newMonster.second] &&
  1587. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1588. n.creatureid = newMonster.second;
  1589. }
  1590. }
  1591. }
  1592. }
  1593. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1594. for (auto& hp : pool)
  1595. {
  1596. auto hero = hp.second;
  1597. if (hero->isInitialized() && hero->stacks.size())
  1598. {
  1599. // reset retreated or surrendered heroes
  1600. auto maxmove = hero->maxMovePoints(true);
  1601. // if movement is greater than maxmove, we should decrease it
  1602. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1603. {
  1604. NewTurn::Hero hth;
  1605. hth.id = hero->id;
  1606. hth.move = maxmove;
  1607. hth.mana = hero->getManaNewTurn();
  1608. n.heroes.insert(hth);
  1609. }
  1610. }
  1611. }
  1612. for (auto & elem : gs->players)
  1613. {
  1614. if (elem.first == PlayerColor::NEUTRAL)
  1615. continue;
  1616. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1617. assert(0); //illegal player number!
  1618. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1619. hadGold.insert(playerGold);
  1620. if (newWeek) //new heroes in tavern
  1621. {
  1622. SetAvailableHeroes sah;
  1623. sah.player = elem.first;
  1624. //pick heroes and their armies
  1625. CHeroClass *banned = nullptr;
  1626. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1627. {
  1628. //first hero - native if possible, second hero -> any other class
  1629. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1630. {
  1631. sah.hid[j] = h->subID;
  1632. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1633. banned = h->type->heroClass;
  1634. }
  1635. else
  1636. {
  1637. sah.hid[j] = -1;
  1638. }
  1639. }
  1640. sendAndApply(&sah);
  1641. }
  1642. n.res[elem.first] = elem.second.resources;
  1643. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1644. {
  1645. bool hasCrystalGenCreature = false;
  1646. for(CGHeroInstance * hero : elem.second.heroes)
  1647. {
  1648. for(auto stack : hero->stacks)
  1649. {
  1650. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1651. {
  1652. hasCrystalGenCreature = true;
  1653. break;
  1654. }
  1655. }
  1656. }
  1657. if(!hasCrystalGenCreature) //not found in armies, check towns
  1658. {
  1659. for(CGTownInstance * town : elem.second.towns)
  1660. {
  1661. for(auto stack : town->stacks)
  1662. {
  1663. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1664. {
  1665. hasCrystalGenCreature = true;
  1666. break;
  1667. }
  1668. }
  1669. }
  1670. }
  1671. if(hasCrystalGenCreature)
  1672. n.res[elem.first][Res::CRYSTAL] += 3;
  1673. }
  1674. for (CGHeroInstance *h : (elem).second.heroes)
  1675. {
  1676. if (h->visitedTown)
  1677. giveSpells(h->visitedTown, h);
  1678. NewTurn::Hero hth;
  1679. hth.id = h->id;
  1680. auto ti = std::make_unique<TurnInfo>(h, 1);
  1681. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1682. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1683. hth.mana = h->getManaNewTurn();
  1684. n.heroes.insert(hth);
  1685. if (!firstTurn) //not first day
  1686. {
  1687. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1688. {
  1689. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1690. }
  1691. }
  1692. }
  1693. }
  1694. for (CGTownInstance *t : gs->map->towns)
  1695. {
  1696. PlayerColor player = t->tempOwner;
  1697. handleTownEvents(t, n);
  1698. if (newWeek) //first day of week
  1699. {
  1700. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1701. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1702. if (!firstTurn)
  1703. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1704. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1705. if (!vstd::contains(n.cres, t->id))
  1706. {
  1707. n.cres[t->id].tid = t->id;
  1708. n.cres[t->id].creatures = t->creatures;
  1709. }
  1710. auto & sac = n.cres.at(t->id);
  1711. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1712. {
  1713. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1714. {
  1715. ui32 &availableCount = sac.creatures.at(k).first;
  1716. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1717. if (n.specialWeek == NewTurn::PLAGUE)
  1718. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1719. else
  1720. {
  1721. if (firstTurn) //first day of game: use only basic growths
  1722. availableCount = cre->growth;
  1723. else
  1724. availableCount += t->creatureGrowth(k);
  1725. //Deity of fire week - upgrade both imps and upgrades
  1726. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1727. availableCount += 15;
  1728. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1729. {
  1730. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1731. availableCount *= 2;
  1732. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1733. availableCount += 5;
  1734. }
  1735. }
  1736. }
  1737. }
  1738. }
  1739. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1740. {
  1741. n.res[player] = n.res[player] + t->dailyIncome();
  1742. }
  1743. if(t->hasBuilt(BuildingID::GRAIL)
  1744. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1745. {
  1746. // Skyship, probably easier to handle same as Veil of darkness
  1747. //do it every new day after veils apply
  1748. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1749. {
  1750. FoWChange fw;
  1751. fw.mode = 1;
  1752. fw.player = player;
  1753. // find all hidden tiles
  1754. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1755. auto shape = fow->shape();
  1756. for(size_t z = 0; z < shape[0]; z++)
  1757. for(size_t x = 0; x < shape[1]; x++)
  1758. for(size_t y = 0; y < shape[2]; y++)
  1759. if (!(*fow)[z][x][y])
  1760. fw.tiles.insert(int3(x, y, z));
  1761. sendAndApply (&fw);
  1762. }
  1763. }
  1764. if (t->hasBonusOfType (Bonus::DARKNESS))
  1765. {
  1766. for (auto & player : gs->players)
  1767. {
  1768. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1769. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1770. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1771. }
  1772. }
  1773. }
  1774. if (newMonth)
  1775. {
  1776. SetAvailableArtifacts saa;
  1777. saa.id = -1;
  1778. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1779. sendAndApply(&saa);
  1780. }
  1781. sendAndApply(&n);
  1782. if (newWeek)
  1783. {
  1784. //spawn wandering monsters
  1785. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1786. {
  1787. spawnWanderingMonsters(n.creatureid);
  1788. }
  1789. //new week info popup
  1790. if (!firstTurn)
  1791. {
  1792. InfoWindow iw;
  1793. switch (n.specialWeek)
  1794. {
  1795. case NewTurn::DOUBLE_GROWTH:
  1796. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1797. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1798. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1799. break;
  1800. case NewTurn::PLAGUE:
  1801. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1802. break;
  1803. case NewTurn::BONUS_GROWTH:
  1804. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1805. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1806. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1807. break;
  1808. case NewTurn::DEITYOFFIRE:
  1809. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1810. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1812. iw.text.addReplacement2(15); //%+d 15
  1813. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1814. iw.text.addReplacement2(15); //%+d 15
  1815. break;
  1816. default:
  1817. if (newMonth)
  1818. {
  1819. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1820. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1821. }
  1822. else
  1823. {
  1824. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1825. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1826. }
  1827. }
  1828. for (auto & elem : gs->players)
  1829. {
  1830. iw.player = elem.first;
  1831. sendAndApply(&iw);
  1832. }
  1833. }
  1834. }
  1835. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1836. handleTimeEvents();
  1837. //call objects
  1838. for (auto & elem : gs->map->objects)
  1839. {
  1840. if (elem)
  1841. elem->newTurn(getRandomGenerator());
  1842. }
  1843. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1844. }
  1845. void CGameHandler::run(bool resume)
  1846. {
  1847. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1848. using namespace boost::posix_time;
  1849. for (auto cc : lobby->connections)
  1850. {
  1851. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1852. std::stringstream sbuffer;
  1853. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1854. for (PlayerColor color : players)
  1855. {
  1856. sbuffer << color << " ";
  1857. {
  1858. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1859. connections[color].insert(cc);
  1860. }
  1861. }
  1862. logGlobal->info(sbuffer.str());
  1863. }
  1864. #if SCRIPTING_ENABLED
  1865. services()->scripts()->run(serverScripts);
  1866. #endif
  1867. if(resume)
  1868. events::GameResumed::defaultExecute(serverEventBus.get());
  1869. auto playerTurnOrder = generatePlayerTurnOrder();
  1870. while(lobby->state == EServerState::GAMEPLAY)
  1871. {
  1872. if(!resume)
  1873. {
  1874. newTurn();
  1875. events::TurnStarted::defaultExecute(serverEventBus.get());
  1876. }
  1877. std::list<PlayerColor>::iterator it;
  1878. if (resume)
  1879. {
  1880. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1881. }
  1882. else
  1883. {
  1884. it = playerTurnOrder.begin();
  1885. }
  1886. resume = false;
  1887. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1888. {
  1889. auto playerColor = *it;
  1890. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1891. {
  1892. //if player runs out of time, he shouldn't get the turn (especially AI)
  1893. //pre-trigger may change anything, should check before each player
  1894. //TODO: is it enough to check only one player?
  1895. checkVictoryLossConditionsForAll();
  1896. auto player = event.getPlayer();
  1897. const PlayerState * playerState = &gs->players[player];
  1898. if(playerState->status != EPlayerStatus::INGAME)
  1899. {
  1900. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1901. }
  1902. else
  1903. {
  1904. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1905. YourTurn yt;
  1906. yt.player = player;
  1907. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1908. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1909. applyAndSend(&yt);
  1910. }
  1911. };
  1912. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1913. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1914. {
  1915. //wait till turn is done
  1916. boost::unique_lock<boost::mutex> lock(states.mx);
  1917. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1918. {
  1919. static time_duration p = milliseconds(100);
  1920. states.cv.timed_wait(lock, p);
  1921. }
  1922. }
  1923. }
  1924. //additional check that game is not finished
  1925. bool activePlayer = false;
  1926. for (auto player : playerTurnOrder)
  1927. {
  1928. if (gs->players[player].status == EPlayerStatus::INGAME)
  1929. activePlayer = true;
  1930. }
  1931. if(!activePlayer)
  1932. lobby->state = EServerState::GAMEPLAY_ENDED;
  1933. }
  1934. }
  1935. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1936. {
  1937. // Generate player turn order
  1938. std::list<PlayerColor> playerTurnOrder;
  1939. for (const auto & player : gs->players) // add human players first
  1940. {
  1941. if (player.second.human)
  1942. playerTurnOrder.push_back(player.first);
  1943. }
  1944. for (const auto & player : gs->players) // then add non-human players
  1945. {
  1946. if (!player.second.human)
  1947. playerTurnOrder.push_back(player.first);
  1948. }
  1949. return playerTurnOrder;
  1950. }
  1951. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1952. {
  1953. battleResult.set(nullptr);
  1954. const auto & t = *getTile(tile);
  1955. TerrainId terrain = t.terType->getId();
  1956. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1957. terrain = ETerrainId::SAND;
  1958. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1959. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1960. terType = BattleField::fromString("ship_to_ship");
  1961. //send info about battles
  1962. BattleStart bs;
  1963. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1964. sendAndApply(&bs);
  1965. }
  1966. void CGameHandler::checkBattleStateChanges()
  1967. {
  1968. //check if drawbridge state need to be changes
  1969. if (battleGetSiegeLevel() > 0)
  1970. updateGateState();
  1971. //check if battle ended
  1972. if (auto result = battleIsFinished())
  1973. {
  1974. setBattleResult(BattleResult::NORMAL, *result);
  1975. }
  1976. }
  1977. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1978. {
  1979. if (!h->hasSpellbook())
  1980. return; //hero hasn't spellbook
  1981. ChangeSpells cs;
  1982. cs.hid = h->id;
  1983. cs.learn = true;
  1984. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1985. {
  1986. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1987. for (int i = 0; i < h->maxSpellLevel(); i++)
  1988. {
  1989. std::vector<SpellID> spells;
  1990. getAllowedSpells(spells, i+1);
  1991. for (auto & spell : spells)
  1992. cs.spells.insert(spell);
  1993. }
  1994. }
  1995. else
  1996. {
  1997. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1998. {
  1999. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  2000. {
  2001. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2002. cs.spells.insert(t->spells.at(i).at(j));
  2003. }
  2004. }
  2005. }
  2006. if (!cs.spells.empty())
  2007. sendAndApply(&cs);
  2008. }
  2009. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2010. {
  2011. if (!obj || !getObj(obj->id))
  2012. {
  2013. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2014. return false;
  2015. }
  2016. RemoveObject ro;
  2017. ro.id = obj->id;
  2018. sendAndApply(&ro);
  2019. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2020. return true;
  2021. }
  2022. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2023. {
  2024. const CGHeroInstance *h = getHero(hid);
  2025. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2026. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2027. {
  2028. logGlobal->error("Illegal call to move hero!");
  2029. return false;
  2030. }
  2031. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2032. const int3 hmpos = h->convertToVisitablePos(dst);
  2033. if (!gs->map->isInTheMap(hmpos))
  2034. {
  2035. logGlobal->error("Destination tile is outside the map!");
  2036. return false;
  2037. }
  2038. const TerrainTile t = *getTile(hmpos);
  2039. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2040. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2041. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2042. //result structure for start - movement failed, no move points used
  2043. TryMoveHero tmh;
  2044. tmh.id = hid;
  2045. tmh.start = h->pos;
  2046. tmh.end = dst;
  2047. tmh.result = TryMoveHero::FAILED;
  2048. tmh.movePoints = h->movement;
  2049. //check if destination tile is available
  2050. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2051. auto ti = pathfinderHelper->getTurnInfo();
  2052. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2053. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2054. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2055. //it's a rock or blocked and not visitable tile
  2056. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2057. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2058. && complain("Cannot move hero, destination tile is blocked!"))
  2059. || ((!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)
  2060. && complain("Cannot move hero, destination tile is on water!"))
  2061. || ((h->boat && t.terType->isLand() && t.blocked)
  2062. && complain("Cannot disembark hero, tile is blocked!"))
  2063. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2064. && complain("Tiles are not neighboring!"))
  2065. || ((h->inTownGarrison)
  2066. && complain("Can not move garrisoned hero!"))
  2067. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2068. && complain("Hero doesn't have any movement points left!"))
  2069. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2070. && complain("Hero cannot transit over this tile!"))
  2071. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2072. && complain("Cannot move hero during the battle"))*/)
  2073. {
  2074. //send info about movement failure
  2075. sendAndApply(&tmh);
  2076. return false;
  2077. }
  2078. //several generic blocks of code
  2079. // should be called if hero changes tile but before applying TryMoveHero package
  2080. auto leaveTile = [&]()
  2081. {
  2082. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2083. {
  2084. obj->onHeroLeave(h);
  2085. }
  2086. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2087. };
  2088. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2089. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2090. {
  2091. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2092. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2093. queries.addQuery(moveQuery);
  2094. if (leavingTile == LEAVING_TILE)
  2095. leaveTile();
  2096. tmh.result = result;
  2097. sendAndApply(&tmh);
  2098. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2099. { // Hero should be always able to visit any object he staying on even if there guards around
  2100. visitObjectOnTile(t, h);
  2101. }
  2102. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2103. {
  2104. tmh.attackedFrom = boost::make_optional(guardPos);
  2105. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2106. objectVisited(guardTile.visitableObjects.back(), h);
  2107. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2108. }
  2109. else if (visitDest == VISIT_DEST)
  2110. {
  2111. visitObjectOnTile(t, h);
  2112. }
  2113. queries.popIfTop(moveQuery);
  2114. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2115. return result != TryMoveHero::FAILED;
  2116. };
  2117. //interaction with blocking object (like resources)
  2118. auto blockingVisit = [&]() -> bool
  2119. {
  2120. for (CGObjectInstance *obj : t.visitableObjects)
  2121. {
  2122. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2123. {
  2124. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2125. //this-> is needed for MVS2010 to recognize scope (?)
  2126. }
  2127. }
  2128. return false;
  2129. };
  2130. if (!transit && embarking)
  2131. {
  2132. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2133. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2134. // In H3 embark ignore guards
  2135. }
  2136. if (disembarking)
  2137. {
  2138. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2139. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2140. }
  2141. if (teleporting)
  2142. {
  2143. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2144. return true;
  2145. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2146. // visit town for town portal \ castle gates
  2147. // do not use generic visitObjectOnTile to avoid double-teleporting
  2148. // if this moveHero call was triggered by teleporter
  2149. if (!t.visitableObjects.empty())
  2150. {
  2151. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2152. town->onHeroVisit(h);
  2153. }
  2154. return true;
  2155. }
  2156. //still here? it is standard movement!
  2157. {
  2158. tmh.movePoints = (int)h->movement >= cost
  2159. ? h->movement - cost
  2160. : 0;
  2161. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2162. EVisitDest visitDest = VISIT_DEST;
  2163. if (transit)
  2164. {
  2165. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2166. visitDest = DONT_VISIT_DEST;
  2167. if (canFly)
  2168. {
  2169. lookForGuards = IGNORE_GUARDS;
  2170. visitDest = DONT_VISIT_DEST;
  2171. }
  2172. }
  2173. else if (blockingVisit())
  2174. return true;
  2175. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2176. return true;
  2177. }
  2178. }
  2179. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2180. {
  2181. const CGHeroInstance *h = getHero(hid);
  2182. const CGTownInstance *t = getTown(dstid);
  2183. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2184. COMPLAIN_RET("Invalid call to teleportHero!");
  2185. const CGTownInstance *from = h->visitedTown;
  2186. if (((h->getOwner() != t->getOwner())
  2187. && complain("Cannot teleport hero to another player"))
  2188. || (from->town->faction->getId() != t->town->faction->getId()
  2189. && complain("Source town and destination town should belong to the same faction"))
  2190. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2191. && complain("Hero must be in town with Castle gate for teleporting"))
  2192. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2193. && complain("Cannot teleport hero to town without Castle gate in it")))
  2194. return false;
  2195. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2196. moveHero(hid,pos,1);
  2197. return true;
  2198. }
  2199. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2200. {
  2201. PlayerColor oldOwner = getOwner(obj->id);
  2202. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2203. sendAndApply(&sop);
  2204. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2205. checkVictoryLossConditions(playerColors);
  2206. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2207. if (town) //town captured
  2208. {
  2209. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2210. {
  2211. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2212. setPortalDwelling(town, true, false);
  2213. }
  2214. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2215. {
  2216. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2217. {
  2218. InfoWindow iw;
  2219. iw.player = oldOwner;
  2220. 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.
  2221. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2222. sendAndApply(&iw);
  2223. }
  2224. }
  2225. }
  2226. const PlayerState * p = getPlayerState(owner);
  2227. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2228. {
  2229. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2230. {
  2231. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2232. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2233. }
  2234. }
  2235. }
  2236. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2237. {
  2238. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2239. queries.addQuery(dialogQuery);
  2240. iw->queryID = dialogQuery->queryID;
  2241. sendToAllClients(iw);
  2242. }
  2243. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2244. {
  2245. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2246. queries.addQuery(dialogQuery);
  2247. iw->queryID = dialogQuery->queryID;
  2248. sendToAllClients(iw);
  2249. }
  2250. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2251. {
  2252. if (!val) return; //don't waste time on empty call
  2253. TResources resources;
  2254. resources.at(which) = val;
  2255. giveResources(player, resources);
  2256. }
  2257. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2258. {
  2259. SetResources sr;
  2260. sr.abs = false;
  2261. sr.player = player;
  2262. sr.res = resources;
  2263. sendAndApply(&sr);
  2264. }
  2265. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2266. {
  2267. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2268. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2269. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2270. //first we move creatures to give to make them army of object-source
  2271. for (auto & elem : creatures.Slots())
  2272. {
  2273. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2274. }
  2275. tryJoiningArmy(obj, h, remove, true);
  2276. }
  2277. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2278. {
  2279. std::vector<CStackBasicDescriptor> cres = creatures;
  2280. if (cres.size() <= 0)
  2281. return;
  2282. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2283. for (CStackBasicDescriptor &sbd : cres)
  2284. {
  2285. TQuantity collected = 0;
  2286. while(collected < sbd.count)
  2287. {
  2288. bool foundSth = false;
  2289. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2290. {
  2291. if (i->second->type == sbd.type)
  2292. {
  2293. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2294. changeStackCount(StackLocation(obj, i->first), -take, false);
  2295. collected += take;
  2296. foundSth = true;
  2297. break;
  2298. }
  2299. }
  2300. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2301. {
  2302. complain("Unexpected failure during taking creatures!");
  2303. return;
  2304. }
  2305. }
  2306. }
  2307. }
  2308. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2309. {
  2310. HeroVisitCastle vc;
  2311. vc.hid = hero->id;
  2312. vc.tid = obj->id;
  2313. vc.flags |= 1;
  2314. sendAndApply(&vc);
  2315. visitCastleObjects(obj, hero);
  2316. giveSpells (obj, hero);
  2317. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2318. }
  2319. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2320. {
  2321. for (auto building : t->bonusingBuildings)
  2322. building->onHeroVisit(h);
  2323. }
  2324. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2325. {
  2326. HeroVisitCastle vc;
  2327. vc.hid = hero->id;
  2328. vc.tid = obj->id;
  2329. sendAndApply(&vc);
  2330. }
  2331. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2332. {
  2333. EraseArtifact ea;
  2334. ea.al = al;
  2335. sendAndApply(&ea);
  2336. }
  2337. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2338. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2339. const CGTownInstance *town) //use hero=nullptr for no hero
  2340. {
  2341. engageIntoBattle(army1->tempOwner);
  2342. engageIntoBattle(army2->tempOwner);
  2343. static const CArmedInstance *armies[2];
  2344. armies[0] = army1;
  2345. armies[1] = army2;
  2346. static const CGHeroInstance*heroes[2];
  2347. heroes[0] = hero1;
  2348. heroes[1] = hero2;
  2349. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2350. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2351. queries.addQuery(battleQuery);
  2352. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2353. }
  2354. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2355. {
  2356. startBattlePrimary(army1, army2, tile,
  2357. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2358. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2359. creatureBank);
  2360. }
  2361. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2362. {
  2363. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2364. }
  2365. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2366. {
  2367. ChangeSpells cs;
  2368. cs.hid = hero->id;
  2369. cs.spells = spells;
  2370. cs.learn = give;
  2371. sendAndApply(&cs);
  2372. }
  2373. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2374. {
  2375. SystemMessage sm;
  2376. sm.text = message;
  2377. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2378. *(c.get()) << &sm;
  2379. }
  2380. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2381. {
  2382. sendAndApply(bonus);
  2383. }
  2384. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2385. {
  2386. sendAndApply(smp);
  2387. }
  2388. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2389. {
  2390. SetMana sm;
  2391. sm.hid = hid;
  2392. sm.val = val;
  2393. sm.absolute = true;
  2394. sendAndApply(&sm);
  2395. }
  2396. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2397. {
  2398. GiveHero gh;
  2399. gh.id = id;
  2400. gh.player = player;
  2401. sendAndApply(&gh);
  2402. }
  2403. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2404. {
  2405. ChangeObjPos cop;
  2406. cop.objid = objid;
  2407. cop.nPos = newPos;
  2408. sendAndApply(&cop);
  2409. }
  2410. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2411. {
  2412. const CGHeroInstance * h1 = getHero(fromHero);
  2413. const CGHeroInstance * h2 = getHero(toHero);
  2414. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2415. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2416. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2417. {
  2418. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2419. std::swap(fromHero, toHero);
  2420. }
  2421. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2422. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2423. return;//no scholar skill or no spellbook
  2424. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2425. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2426. ChangeSpells cs1;
  2427. cs1.learn = true;
  2428. cs1.hid = toHero;//giving spells to first hero
  2429. for (auto it : h1->getSpellsInSpellbook())
  2430. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2431. cs1.spells.insert(it);//spell to learn
  2432. ChangeSpells cs2;
  2433. cs2.learn = true;
  2434. cs2.hid = fromHero;
  2435. for (auto it : h2->getSpellsInSpellbook())
  2436. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2437. cs2.spells.insert(it);
  2438. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2439. {
  2440. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2441. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2442. InfoWindow iw;
  2443. iw.player = h1->tempOwner;
  2444. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2445. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2446. iw.text.addReplacement(h1->getNameTranslated());
  2447. if (!cs2.spells.empty())//if found new spell - apply
  2448. {
  2449. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2450. int size = static_cast<int>(cs2.spells.size());
  2451. for (auto it : cs2.spells)
  2452. {
  2453. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2454. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2455. switch (size--)
  2456. {
  2457. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2458. case 1: break;
  2459. default: iw.text << ", ";
  2460. }
  2461. }
  2462. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2463. iw.text.addReplacement(h2->getNameTranslated());
  2464. sendAndApply(&cs2);
  2465. }
  2466. if (!cs1.spells.empty() && !cs2.spells.empty())
  2467. {
  2468. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2469. }
  2470. if (!cs1.spells.empty())
  2471. {
  2472. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2473. int size = static_cast<int>(cs1.spells.size());
  2474. for (auto it : cs1.spells)
  2475. {
  2476. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2477. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2478. switch (size--)
  2479. {
  2480. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2481. case 1: break;
  2482. default: iw.text << ", ";
  2483. }
  2484. }
  2485. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2486. iw.text.addReplacement(h2->getNameTranslated());
  2487. sendAndApply(&cs1);
  2488. }
  2489. sendAndApply(&iw);
  2490. }
  2491. }
  2492. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2493. {
  2494. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2495. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2496. {
  2497. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2498. ExchangeDialog hex;
  2499. hex.queryID = exchange->queryID;
  2500. hex.player = h1->getOwner();
  2501. hex.hero1 = hero1;
  2502. hex.hero2 = hero2;
  2503. sendAndApply(&hex);
  2504. useScholarSkill(hero1,hero2);
  2505. queries.addQuery(exchange);
  2506. }
  2507. }
  2508. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2509. {
  2510. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2511. for (auto c : lobby->connections)
  2512. {
  2513. if(!c->isOpen())
  2514. continue;
  2515. c->sendPack(pack);
  2516. }
  2517. }
  2518. void CGameHandler::sendAndApply(CPackForClient * pack)
  2519. {
  2520. sendToAllClients(pack);
  2521. gs->apply(pack);
  2522. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2523. }
  2524. void CGameHandler::applyAndSend(CPackForClient * pack)
  2525. {
  2526. gs->apply(pack);
  2527. sendToAllClients(pack);
  2528. }
  2529. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2530. {
  2531. sendAndApply(static_cast<CPackForClient *>(pack));
  2532. checkVictoryLossConditionsForAll();
  2533. }
  2534. void CGameHandler::sendAndApply(SetResources * pack)
  2535. {
  2536. sendAndApply(static_cast<CPackForClient *>(pack));
  2537. checkVictoryLossConditionsForPlayer(pack->player);
  2538. }
  2539. void CGameHandler::sendAndApply(NewStructures * pack)
  2540. {
  2541. sendAndApply(static_cast<CPackForClient *>(pack));
  2542. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2543. }
  2544. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2545. {
  2546. return getPlayerAt(pack->c) == getOwner(id);
  2547. }
  2548. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2549. {
  2550. if(pack->c)
  2551. {
  2552. SystemMessage temp_message("You are not allowed to perform this action!");
  2553. pack->c->sendPack(&temp_message);
  2554. }
  2555. logNetwork->error("Player is not allowed to perform this action!");
  2556. throw ExceptionNotAllowedAction();
  2557. }
  2558. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2559. {
  2560. std::ostringstream oss;
  2561. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2562. logNetwork->error(oss.str());
  2563. if(pack->c)
  2564. {
  2565. SystemMessage temp_message(oss.str());
  2566. pack->c->sendPack(&temp_message);
  2567. }
  2568. }
  2569. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2570. {
  2571. if(!isPlayerOwns(pack, id))
  2572. {
  2573. wrongPlayerMessage(pack, getOwner(id));
  2574. throwNotAllowedAction(pack);
  2575. }
  2576. }
  2577. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2578. {
  2579. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2580. {
  2581. wrongPlayerMessage(pack, player);
  2582. throwNotAllowedAction(pack);
  2583. }
  2584. }
  2585. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2586. {
  2587. complain(txt);
  2588. throwNotAllowedAction(pack);
  2589. }
  2590. void CGameHandler::save(const std::string & filename)
  2591. {
  2592. logGlobal->info("Saving to %s", filename);
  2593. const auto stem = FileInfo::GetPathStem(filename);
  2594. const auto savefname = stem.to_string() + ".vsgm1";
  2595. CResourceHandler::get("local")->createResource(savefname);
  2596. {
  2597. logGlobal->info("Ordering clients to serialize...");
  2598. SaveGameClient sg(savefname);
  2599. sendToAllClients(&sg);
  2600. }
  2601. try
  2602. {
  2603. {
  2604. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2605. saveCommonState(save);
  2606. logGlobal->info("Saving server state");
  2607. save << *this;
  2608. }
  2609. logGlobal->info("Game has been successfully saved!");
  2610. }
  2611. catch(std::exception &e)
  2612. {
  2613. logGlobal->error("Failed to save game: %s", e.what());
  2614. }
  2615. }
  2616. bool CGameHandler::load(const std::string & filename)
  2617. {
  2618. logGlobal->info("Loading from %s", filename);
  2619. const auto stem = FileInfo::GetPathStem(filename);
  2620. reinitScripting();
  2621. try
  2622. {
  2623. {
  2624. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2625. loadCommonState(lf);
  2626. logGlobal->info("Loading server state");
  2627. lf >> *this;
  2628. }
  2629. logGlobal->info("Game has been successfully loaded!");
  2630. }
  2631. catch(const CModHandler::Incompatibility & e)
  2632. {
  2633. logGlobal->error("Failed to load game: %s", e.what());
  2634. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2635. errorMsg += e.what();
  2636. lobby->announceMessage(errorMsg);
  2637. return false;
  2638. }
  2639. catch(const std::exception & e)
  2640. {
  2641. logGlobal->error("Failed to load game: %s", e.what());
  2642. return false;
  2643. }
  2644. gs->preInit(VLC);
  2645. gs->updateOnLoad(lobby->si.get());
  2646. return true;
  2647. }
  2648. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2649. {
  2650. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2651. return false;
  2652. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2653. const CCreatureSet & creatureSet = *army;
  2654. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2655. || (howMany < 1 && complain("Invalid split parameter!")))
  2656. {
  2657. return false;
  2658. }
  2659. auto actualAmount = army->getStackCount(slotSrc);
  2660. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2661. return false;
  2662. auto freeSlots = creatureSet.getFreeSlots();
  2663. if(freeSlots.empty() && complain("No empty stacks"))
  2664. return false;
  2665. BulkRebalanceStacks bulkRS;
  2666. for(auto slot : freeSlots)
  2667. {
  2668. RebalanceStacks rs;
  2669. rs.srcArmy = army->id;
  2670. rs.dstArmy = army->id;
  2671. rs.srcSlot = slotSrc;
  2672. rs.dstSlot = slot;
  2673. rs.count = howMany;
  2674. bulkRS.moves.push_back(rs);
  2675. actualAmount -= howMany;
  2676. if(actualAmount <= howMany)
  2677. break;
  2678. }
  2679. sendAndApply(&bulkRS);
  2680. return true;
  2681. }
  2682. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2683. {
  2684. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2685. return false;
  2686. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2687. const CCreatureSet & creatureSet = *army;
  2688. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2689. return false;
  2690. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2691. if(actualAmount < 1 && complain(complainNoCreatures))
  2692. return false;
  2693. auto currentCreature = creatureSet.getCreature(slotSrc);
  2694. if(!currentCreature && complain(complainNoCreatures))
  2695. return false;
  2696. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2697. if(!creatureSlots.size())
  2698. return false;
  2699. BulkRebalanceStacks bulkRS;
  2700. for(auto slot : creatureSlots)
  2701. {
  2702. RebalanceStacks rs;
  2703. rs.srcArmy = army->id;
  2704. rs.dstArmy = army->id;
  2705. rs.srcSlot = slot;
  2706. rs.dstSlot = slotSrc;
  2707. rs.count = creatureSet.getStackCount(slot);
  2708. bulkRS.moves.push_back(rs);
  2709. }
  2710. sendAndApply(&bulkRS);
  2711. return true;
  2712. }
  2713. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2714. {
  2715. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2716. return false;
  2717. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2718. const CCreatureSet & setSrc = *armySrc;
  2719. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2720. return false;
  2721. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2722. const CCreatureSet & setDest = *armyDest;
  2723. auto freeSlots = setDest.getFreeSlotsQueue();
  2724. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2725. TRebalanceMap moves;
  2726. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2727. auto slotsLeft = setSrc.stacksCount();
  2728. auto destMap = setDest.getCreatureMap();
  2729. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2730. while(!srcQueue.empty())
  2731. {
  2732. auto pair = srcQueue.top();
  2733. srcQueue.pop();
  2734. auto currCreature = pair.first;
  2735. auto currSlot = pair.second;
  2736. const auto quantity = setSrc.getStackCount(currSlot);
  2737. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2738. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2739. if(!alreadyExists)
  2740. {
  2741. if(freeSlots.empty())
  2742. continue;
  2743. auto currFreeSlot = freeSlots.front();
  2744. freeSlots.pop();
  2745. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2746. }
  2747. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2748. slotsLeft--;
  2749. }
  2750. if(slotsLeft == 1)
  2751. {
  2752. auto lastCreature = setSrc.getCreature(srcSlot);
  2753. auto slotToMove = SlotID();
  2754. // Try to find a slot for last creature
  2755. if(destMap.find(lastCreature) == destMap.end())
  2756. {
  2757. if(!freeSlots.empty())
  2758. slotToMove = freeSlots.front();
  2759. }
  2760. else
  2761. {
  2762. slotToMove = destMap[lastCreature];
  2763. }
  2764. if(slotToMove != SlotID())
  2765. {
  2766. const bool needsLastStack = armySrc->needsLastStack();
  2767. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2768. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2769. }
  2770. }
  2771. BulkRebalanceStacks bulkRS;
  2772. for(auto & move : moves)
  2773. {
  2774. RebalanceStacks rs;
  2775. rs.srcArmy = armySrc->id;
  2776. rs.dstArmy = armyDest->id;
  2777. rs.srcSlot = move.first;
  2778. rs.dstSlot = move.second.first;
  2779. rs.count = move.second.second;
  2780. bulkRS.moves.push_back(rs);
  2781. }
  2782. sendAndApply(&bulkRS);
  2783. return true;
  2784. }
  2785. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2786. {
  2787. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2788. return false;
  2789. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2790. const CCreatureSet & creatureSet = *army;
  2791. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2792. return false;
  2793. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2794. if(actualAmount <= 1 && complain(complainNoCreatures))
  2795. return false;
  2796. auto freeSlot = creatureSet.getFreeSlot();
  2797. auto currentCreature = creatureSet.getCreature(slotSrc);
  2798. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2799. return true;
  2800. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2801. TQuantity totalCreatures = 0;
  2802. for(auto slot : creatureSlots)
  2803. totalCreatures += creatureSet.getStackCount(slot);
  2804. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2805. return false;
  2806. if(freeSlot != SlotID())
  2807. creatureSlots.push_back(freeSlot);
  2808. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2809. return false;
  2810. const auto totalCreatureSlots = creatureSlots.size();
  2811. const auto rem = totalCreatures % totalCreatureSlots;
  2812. const auto quotient = totalCreatures / totalCreatureSlots;
  2813. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2814. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2815. BulkSmartRebalanceStacks bulkSRS;
  2816. if(freeSlot != SlotID())
  2817. {
  2818. RebalanceStacks rs;
  2819. rs.srcArmy = rs.dstArmy = army->id;
  2820. rs.srcSlot = slotSrc;
  2821. rs.dstSlot = freeSlot;
  2822. rs.count = 1;
  2823. bulkSRS.moves.push_back(rs);
  2824. }
  2825. auto currSlot = 0;
  2826. auto check = 0;
  2827. for(auto slot : creatureSlots)
  2828. {
  2829. ChangeStackCount csc;
  2830. csc.army = army->id;
  2831. csc.slot = slot;
  2832. csc.count = (currSlot < rem)
  2833. ? quotient + 1
  2834. : quotient;
  2835. csc.absoluteValue = true;
  2836. bulkSRS.changes.push_back(csc);
  2837. currSlot++;
  2838. check += csc.count;
  2839. }
  2840. if(check != totalCreatures)
  2841. {
  2842. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2843. return false;
  2844. }
  2845. sendAndApply(&bulkSRS);
  2846. return true;
  2847. }
  2848. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2849. {
  2850. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2851. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2852. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2853. StackLocation sl1(s1, p1), sl2(s2, p2);
  2854. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2855. {
  2856. complain(complainInvalidSlot);
  2857. return false;
  2858. }
  2859. if (!isAllowedExchange(id1,id2))
  2860. {
  2861. complain("Cannot exchange stacks between these two objects!\n");
  2862. return false;
  2863. }
  2864. // We can always put stacks into locked garrison, but not take them out of it
  2865. auto notRemovable = [&](const CArmedInstance * army)
  2866. {
  2867. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2868. {
  2869. auto g = dynamic_cast<const CGGarrison *>(army);
  2870. if (g && !g->removableUnits)
  2871. {
  2872. complain("Stacks in this garrison are not removable!\n");
  2873. return true;
  2874. }
  2875. }
  2876. return false;
  2877. };
  2878. if (what==1) //swap
  2879. {
  2880. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2881. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2882. {
  2883. complain("Can't take troops from another player!");
  2884. return false;
  2885. }
  2886. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2887. {
  2888. complain("Cannot swap stacks - slots are the same!");
  2889. return false;
  2890. }
  2891. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2892. {
  2893. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2894. return false;
  2895. }
  2896. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2897. return false;
  2898. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2899. return false;
  2900. swapStacks(sl1, sl2);
  2901. }
  2902. else if (what==2)//merge
  2903. {
  2904. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2905. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2906. return false;
  2907. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2908. {
  2909. complain("Cannot merge empty stack!");
  2910. return false;
  2911. }
  2912. else if (notRemovable(sl1.army))
  2913. return false;
  2914. moveStack(sl1, sl2);
  2915. }
  2916. else if (what==3) //split
  2917. {
  2918. const int countToMove = val - s2->getStackCount(p2);
  2919. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2920. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2921. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2922. {
  2923. complain("Can't move troops of another player!");
  2924. return false;
  2925. }
  2926. //general conditions checking
  2927. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2928. || (val<1 && complain(complainNoCreatures)) )
  2929. {
  2930. return false;
  2931. }
  2932. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2933. {
  2934. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2935. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2936. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2937. )
  2938. {
  2939. return false;
  2940. }
  2941. if (notRemovable(sl1.army))
  2942. {
  2943. if (s1->getStackCount(p1) > countLeftOnSrc)
  2944. return false;
  2945. }
  2946. else if (notRemovable(sl2.army))
  2947. {
  2948. if (s2->getStackCount(p1) < countLeftOnSrc)
  2949. return false;
  2950. }
  2951. moveStack(sl1, sl2, countToMove);
  2952. //S2.slots[p2]->count = val;
  2953. //S1.slots[p1]->count = total - val;
  2954. }
  2955. else //split one stack to the two
  2956. {
  2957. if (s1->getStackCount(p1) < val)//not enough creatures
  2958. {
  2959. complain(complainNotEnoughCreatures);
  2960. return false;
  2961. }
  2962. if (notRemovable(sl1.army))
  2963. return false;
  2964. moveStack(sl1, sl2, val);
  2965. }
  2966. }
  2967. return true;
  2968. }
  2969. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2970. {
  2971. return connections.at(player).count(c);
  2972. }
  2973. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2974. {
  2975. std::set<PlayerColor> all;
  2976. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2977. if(vstd::contains(i->second, c))
  2978. all.insert(i->first);
  2979. switch(all.size())
  2980. {
  2981. case 0:
  2982. return PlayerColor::NEUTRAL;
  2983. case 1:
  2984. return *all.begin();
  2985. default:
  2986. {
  2987. //if we have more than one player at this connection, try to pick active one
  2988. if (vstd::contains(all, gs->currentPlayer))
  2989. return gs->currentPlayer;
  2990. else
  2991. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2992. }
  2993. }
  2994. }
  2995. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2996. {
  2997. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2998. if (!vstd::contains(s1->stacks,pos))
  2999. {
  3000. complain("Illegal call to disbandCreature - no such stack in army!");
  3001. return false;
  3002. }
  3003. eraseStack(StackLocation(s1, pos));
  3004. return true;
  3005. }
  3006. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3007. {
  3008. const CGTownInstance * t = getTown(tid);
  3009. if(!t)
  3010. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3011. if(!t->town->buildings.count(requestedID))
  3012. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3013. if(t->hasBuilt(requestedID))
  3014. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3015. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3016. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3017. std::vector<const CBuilding*> remainingAutoBuildings;
  3018. std::set<BuildingID> buildingsThatWillBe;
  3019. //Check validity of request
  3020. if(!force)
  3021. {
  3022. switch(requestedBuilding->mode)
  3023. {
  3024. case CBuilding::BUILD_NORMAL :
  3025. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3026. COMPLAIN_RET("Cannot build that building!");
  3027. break;
  3028. case CBuilding::BUILD_AUTO :
  3029. case CBuilding::BUILD_SPECIAL:
  3030. COMPLAIN_RET("This building can not be constructed normally!");
  3031. case CBuilding::BUILD_GRAIL :
  3032. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3033. {
  3034. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3035. COMPLAIN_RET("Cannot build this without grail!")
  3036. else
  3037. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3038. }
  3039. break;
  3040. }
  3041. }
  3042. //Performs stuff that has to be done before new building is built
  3043. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3044. {
  3045. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3046. {
  3047. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3048. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3049. if(upgradeNumber >= t->town->creatures.at(level).size())
  3050. {
  3051. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3052. "no creature found (upgrade number %d, level %d!")
  3053. % buildingID % upgradeNumber % level));
  3054. return;
  3055. }
  3056. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3057. SetAvailableCreatures ssi;
  3058. ssi.tid = t->id;
  3059. ssi.creatures = t->creatures;
  3060. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3061. ssi.creatures[level].first = crea->growth;
  3062. ssi.creatures[level].second.push_back(crea->idNumber);
  3063. sendAndApply(&ssi);
  3064. }
  3065. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3066. {
  3067. setPortalDwelling(t);
  3068. }
  3069. };
  3070. //Performs stuff that has to be done after new building is built
  3071. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3072. {
  3073. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3074. auto isLibrary = isMageGuild ? false
  3075. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3076. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3077. {
  3078. if(t->visitingHero)
  3079. giveSpells(t,t->visitingHero);
  3080. if(t->garrisonHero)
  3081. giveSpells(t,t->garrisonHero);
  3082. }
  3083. };
  3084. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3085. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3086. {
  3087. return buildingsThatWillBe.count(buildID);
  3088. };
  3089. //Init the vectors
  3090. for(auto & build : t->town->buildings)
  3091. {
  3092. if(t->hasBuilt(build.first))
  3093. {
  3094. buildingsThatWillBe.insert(build.first);
  3095. }
  3096. else
  3097. {
  3098. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3099. remainingAutoBuildings.push_back(build.second);
  3100. }
  3101. }
  3102. //Prepare structure (list of building ids will be filled later)
  3103. NewStructures ns;
  3104. ns.tid = tid;
  3105. ns.builded = force ? t->builded : (t->builded+1);
  3106. std::queue<const CBuilding*> buildingsToAdd;
  3107. buildingsToAdd.push(requestedBuilding);
  3108. while(!buildingsToAdd.empty())
  3109. {
  3110. auto b = buildingsToAdd.front();
  3111. buildingsToAdd.pop();
  3112. ns.bid.insert(b->bid);
  3113. buildingsThatWillBe.insert(b->bid);
  3114. remainingAutoBuildings -= b;
  3115. for(auto autoBuilding : remainingAutoBuildings)
  3116. {
  3117. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3118. if(actualRequirements.test(areRequirementsFullfilled))
  3119. buildingsToAdd.push(autoBuilding);
  3120. }
  3121. }
  3122. // 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.
  3123. for(auto builtID : ns.bid)
  3124. processBeforeBuiltStructure(builtID);
  3125. //Take cost
  3126. if(!force)
  3127. giveResources(t->tempOwner, -requestedBuilding->resources);
  3128. //We know what has been built, apply changes. Do this as final step to properly update town window
  3129. sendAndApply(&ns);
  3130. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3131. for(auto builtID : ns.bid)
  3132. processAfterBuiltStructure(builtID);
  3133. // now when everything is built - reveal tiles for lookout tower
  3134. FoWChange fw;
  3135. fw.player = t->tempOwner;
  3136. fw.mode = 1;
  3137. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3138. sendAndApply(&fw);
  3139. if(t->visitingHero)
  3140. visitCastleObjects(t, t->visitingHero);
  3141. if(t->garrisonHero)
  3142. visitCastleObjects(t, t->garrisonHero);
  3143. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3144. return true;
  3145. }
  3146. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3147. {
  3148. ///incomplete, simply erases target building
  3149. const CGTownInstance * t = getTown(tid);
  3150. if (!vstd::contains(t->builtBuildings, bid))
  3151. return false;
  3152. RazeStructures rs;
  3153. rs.tid = tid;
  3154. rs.bid.insert(bid);
  3155. rs.destroyed = t->destroyed + 1;
  3156. sendAndApply(&rs);
  3157. //TODO: Remove dwellers
  3158. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3159. // {
  3160. // RemoveBonus rb(RemoveBonus::TOWN);
  3161. // rb.whoID = t->id;
  3162. // rb.source = Bonus::TOWN_STRUCTURE;
  3163. // rb.id = 17;
  3164. // sendAndApply(&rb);
  3165. // }
  3166. return true;
  3167. }
  3168. void CGameHandler::sendMessageToAll(const std::string &message)
  3169. {
  3170. SystemMessage sm;
  3171. sm.text = message;
  3172. sendToAllClients(&sm);
  3173. }
  3174. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3175. {
  3176. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3177. const CArmedInstance *dst = nullptr;
  3178. const CCreature *c = VLC->creh->objects.at(crid);
  3179. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3180. //TODO: test for owning
  3181. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3182. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3183. assert(dw && dst);
  3184. //verify
  3185. bool found = false;
  3186. int level = 0;
  3187. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3188. {
  3189. if ((fromLvl != -1) && (level !=fromLvl))
  3190. continue;
  3191. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3192. int i = 0;
  3193. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3194. if (cur.second.at(i) == crid)
  3195. break;
  3196. if (i < cur.second.size())
  3197. {
  3198. found = true;
  3199. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3200. break;
  3201. }
  3202. }
  3203. SlotID slot = dst->getSlotFor(crid);
  3204. if ((!found && complain("Cannot recruit: no such creatures!"))
  3205. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3206. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3207. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3208. {
  3209. return false;
  3210. }
  3211. //recruit
  3212. giveResources(dst->tempOwner, -(c->cost * cram));
  3213. SetAvailableCreatures sac;
  3214. sac.tid = objid;
  3215. sac.creatures = dw->creatures;
  3216. sac.creatures[level].first -= cram;
  3217. sendAndApply(&sac);
  3218. if (warMachine)
  3219. {
  3220. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3221. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3222. ArtifactID artId = c->warMachine;
  3223. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3224. const CArtifact * art = artId.toArtifact();
  3225. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3226. return giveHeroNewArtifact(h, art);
  3227. }
  3228. else
  3229. {
  3230. addToSlot(StackLocation(dst, slot), c, cram);
  3231. }
  3232. return true;
  3233. }
  3234. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3235. {
  3236. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3237. if (!obj->hasStackAtSlot(pos))
  3238. {
  3239. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3240. }
  3241. UpgradeInfo ui;
  3242. fillUpgradeInfo(obj, pos, ui);
  3243. PlayerColor player = obj->tempOwner;
  3244. const PlayerState *p = getPlayerState(player);
  3245. int crQuantity = obj->stacks.at(pos)->count;
  3246. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3247. //check if upgrade is possible
  3248. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3249. {
  3250. return false;
  3251. }
  3252. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3253. //check if player has enough resources
  3254. if (!p->resources.canAfford(totalCost))
  3255. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3256. //take resources
  3257. giveResources(player, -totalCost);
  3258. //upgrade creature
  3259. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3260. return true;
  3261. }
  3262. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3263. {
  3264. if (!sl.army->hasStackAtSlot(sl.slot))
  3265. COMPLAIN_RET("Cannot find a stack to change type");
  3266. SetStackType sst;
  3267. sst.army = sl.army->id;
  3268. sst.slot = sl.slot;
  3269. sst.type = c->idNumber;
  3270. sendAndApply(&sst);
  3271. return true;
  3272. }
  3273. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3274. {
  3275. assert(src->canBeMergedWith(*dst, allowMerging));
  3276. while(src->stacksCount())//while there are unmoved creatures
  3277. {
  3278. auto i = src->Slots().begin(); //iterator to stack to move
  3279. StackLocation sl(src, i->first); //location of stack to move
  3280. SlotID pos = dst->getSlotFor(i->second->type);
  3281. if (!pos.validSlot())
  3282. {
  3283. //try to merge two other stacks to make place
  3284. std::pair<SlotID, SlotID> toMerge;
  3285. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3286. {
  3287. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3288. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3289. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3290. }
  3291. else
  3292. {
  3293. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3294. return;
  3295. }
  3296. }
  3297. else
  3298. {
  3299. moveStack(sl, StackLocation(dst, pos));
  3300. }
  3301. }
  3302. }
  3303. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3304. {
  3305. const CGTownInstance * town = getTown(tid);
  3306. if(!town->garrisonHero == !town->visitingHero)
  3307. return false;
  3308. SetHeroesInTown intown;
  3309. intown.tid = tid;
  3310. if(town->garrisonHero) //garrison -> vising
  3311. {
  3312. intown.garrison = ObjectInstanceID();
  3313. intown.visiting = town->garrisonHero->id;
  3314. }
  3315. else //visiting -> garrison
  3316. {
  3317. if(town->armedGarrison())
  3318. town->mergeGarrisonOnSiege();
  3319. intown.visiting = ObjectInstanceID();
  3320. intown.garrison = town->visitingHero->id;
  3321. }
  3322. sendAndApply(&intown);
  3323. return true;
  3324. }
  3325. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3326. {
  3327. const CGTownInstance * town = getTown(tid);
  3328. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3329. {
  3330. if (!town->visitingHero->canBeMergedWith(*town))
  3331. {
  3332. complain("Cannot make garrison swap, not enough free slots!");
  3333. return false;
  3334. }
  3335. moveArmy(town, town->visitingHero, true);
  3336. SetHeroesInTown intown;
  3337. intown.tid = tid;
  3338. intown.visiting = ObjectInstanceID();
  3339. intown.garrison = town->visitingHero->id;
  3340. sendAndApply(&intown);
  3341. return true;
  3342. }
  3343. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3344. {
  3345. //check if moving hero out of town will break 8 wandering heroes limit
  3346. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3347. {
  3348. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3349. return false;
  3350. }
  3351. SetHeroesInTown intown;
  3352. intown.tid = tid;
  3353. intown.garrison = ObjectInstanceID();
  3354. intown.visiting = town->garrisonHero->id;
  3355. sendAndApply(&intown);
  3356. return true;
  3357. }
  3358. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3359. {
  3360. SetHeroesInTown intown;
  3361. intown.tid = tid;
  3362. intown.garrison = town->visitingHero->id;
  3363. intown.visiting = town->garrisonHero->id;
  3364. sendAndApply(&intown);
  3365. return true;
  3366. }
  3367. else
  3368. {
  3369. complain("Cannot swap garrison hero!");
  3370. return false;
  3371. }
  3372. }
  3373. // With the amount of changes done to the function, it's more like transferArtifacts.
  3374. // 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.
  3375. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3376. {
  3377. ArtifactLocation src = al1, dst = al2;
  3378. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3379. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3380. // Make sure exchange is even possible between the two heroes.
  3381. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3382. COMPLAIN_RET("That heroes cannot make any exchange!");
  3383. const CArtifactInstance *srcArtifact = src.getArt();
  3384. const CArtifactInstance *destArtifact = dst.getArt();
  3385. if (srcArtifact == nullptr)
  3386. COMPLAIN_RET("No artifact to move!");
  3387. if (destArtifact && srcPlayer != dstPlayer)
  3388. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3389. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3390. // Moving to the backpack is always allowed.
  3391. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3392. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3393. COMPLAIN_RET("Cannot move artifact!");
  3394. auto srcSlot = src.getSlot();
  3395. auto dstSlot = dst.getSlot();
  3396. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3397. COMPLAIN_RET("Cannot move artifact locks.");
  3398. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3399. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3400. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3401. COMPLAIN_RET("Cannot move catapult!");
  3402. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3403. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3404. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3405. {
  3406. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3407. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3408. // Check if dst slot is occupied
  3409. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3410. {
  3411. // Previous artifact must be removed first
  3412. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3413. }
  3414. try
  3415. {
  3416. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3417. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3418. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3419. }
  3420. catch(const boost::bad_get &)
  3421. {
  3422. // object other than hero received an art - ignore
  3423. }
  3424. MoveArtifact ma(&src, &dst);
  3425. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3426. ma.askAssemble = false;
  3427. sendAndApply(&ma);
  3428. }
  3429. return true;
  3430. }
  3431. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3432. {
  3433. // Make sure exchange is even possible between the two heroes.
  3434. if(!isAllowedExchange(srcHero, dstHero))
  3435. COMPLAIN_RET("That heroes cannot make any exchange!");
  3436. auto psrcHero = getHero(srcHero);
  3437. auto pdstHero = getHero(dstHero);
  3438. if((!psrcHero) || (!pdstHero))
  3439. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3440. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3441. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3442. auto & slotsSrcDst = ma.artsPack0;
  3443. auto & slotsDstSrc = ma.artsPack1;
  3444. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3445. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3446. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3447. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3448. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3449. {
  3450. assert(artifact);
  3451. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
  3452. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3453. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3454. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
  3455. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3456. };
  3457. if(swap)
  3458. {
  3459. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3460. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3461. {
  3462. for(auto & artifact : srcHero->artifactsWorn)
  3463. {
  3464. if(ArtifactUtils::isArtRemovable(artifact))
  3465. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3466. }
  3467. };
  3468. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3469. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3470. {
  3471. for(auto & slotInfo : artSet->artifactsInBackpack)
  3472. {
  3473. auto slot = artSet->getArtPos(slotInfo.artifact);
  3474. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3475. }
  3476. };
  3477. // Move over artifacts that are worn srcHero -> dstHero
  3478. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3479. artFittingSet.artifactsWorn.clear();
  3480. // Move over artifacts that are worn dstHero -> srcHero
  3481. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3482. // Move over artifacts that are in backpack srcHero -> dstHero
  3483. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3484. // Move over artifacts that are in backpack dstHero -> srcHero
  3485. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3486. }
  3487. else
  3488. {
  3489. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3490. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3491. // Move over artifacts that are worn
  3492. for(auto & artInfo : psrcHero->artifactsWorn)
  3493. {
  3494. if(ArtifactUtils::isArtRemovable(artInfo))
  3495. {
  3496. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3497. }
  3498. }
  3499. // Move over artifacts that are in backpack
  3500. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3501. {
  3502. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3503. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3504. }
  3505. }
  3506. sendAndApply(&ma);
  3507. return true;
  3508. }
  3509. /**
  3510. * Assembles or disassembles a combination artifact.
  3511. * @param heroID ID of hero holding the artifact(s).
  3512. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3513. * @param assemble True for assembly operation, false for disassembly.
  3514. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3515. * artifact to assemble to. Otherwise it's not used.
  3516. */
  3517. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3518. {
  3519. const CGHeroInstance * hero = getHero(heroID);
  3520. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3521. if (!destArtifact)
  3522. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3523. if(assemble)
  3524. {
  3525. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3526. if(!combinedArt->constituents)
  3527. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3528. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3529. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3530. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3531. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3532. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3533. AssembledArtifact aa;
  3534. aa.al = ArtifactLocation(hero, artifactSlot);
  3535. aa.builtArt = combinedArt;
  3536. sendAndApply(&aa);
  3537. }
  3538. else
  3539. {
  3540. if (!destArtifact->artType->constituents)
  3541. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3542. DisassembledArtifact da;
  3543. da.al = ArtifactLocation(hero, artifactSlot);
  3544. sendAndApply(&da);
  3545. }
  3546. return true;
  3547. }
  3548. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3549. {
  3550. const CGHeroInstance * hero = getHero(hid);
  3551. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3552. const CGTownInstance * town = hero->visitedTown;
  3553. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3554. if (aid==ArtifactID::SPELLBOOK)
  3555. {
  3556. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3557. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3558. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3559. )
  3560. return false;
  3561. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3562. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3563. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3564. giveSpells(town,hero);
  3565. return true;
  3566. }
  3567. else
  3568. {
  3569. const CArtifact * art = aid.toArtifact();
  3570. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3571. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3572. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3573. const int price = art->price;
  3574. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3575. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3576. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3577. {
  3578. giveResource(hero->getOwner(),Res::GOLD,-price);
  3579. return giveHeroNewArtifact(hero, art);
  3580. }
  3581. else
  3582. COMPLAIN_RET("This machine is unavailable here!");
  3583. }
  3584. }
  3585. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3586. {
  3587. if(!h)
  3588. COMPLAIN_RET("Only hero can buy artifacts!");
  3589. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3590. COMPLAIN_RET("That artifact is unavailable!");
  3591. int b1, b2;
  3592. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3593. if (getResource(h->tempOwner, rid) < b1)
  3594. COMPLAIN_RET("You can't afford to buy this artifact!");
  3595. giveResource(h->tempOwner, rid, -b1);
  3596. SetAvailableArtifacts saa;
  3597. if (m->o->ID == Obj::TOWN)
  3598. {
  3599. saa.id = -1;
  3600. saa.arts = CGTownInstance::merchantArtifacts;
  3601. }
  3602. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3603. {
  3604. saa.id = bm->id.getNum();
  3605. saa.arts = bm->artifacts;
  3606. }
  3607. else
  3608. COMPLAIN_RET("Wrong marktet...");
  3609. bool found = false;
  3610. for (const CArtifact *&art : saa.arts)
  3611. {
  3612. if (art && art->getId() == aid)
  3613. {
  3614. art = nullptr;
  3615. found = true;
  3616. break;
  3617. }
  3618. }
  3619. if (!found)
  3620. COMPLAIN_RET("Cannot find selected artifact on the list");
  3621. sendAndApply(&saa);
  3622. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3623. return true;
  3624. }
  3625. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3626. {
  3627. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3628. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3629. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3630. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3631. int resVal = 0, dump = 1;
  3632. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3633. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3634. giveResource(h->tempOwner, rid, resVal);
  3635. return true;
  3636. }
  3637. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3638. {
  3639. if (!h)
  3640. COMPLAIN_RET("You need hero to buy a skill!");
  3641. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3642. COMPLAIN_RET("Hero already know this skill");
  3643. if (!h->canLearnSkill())
  3644. COMPLAIN_RET("Hero can't learn any more skills");
  3645. if (!h->canLearnSkill(skill))
  3646. COMPLAIN_RET("The hero can't learn this skill!");
  3647. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3648. COMPLAIN_RET("That skill is unavailable!");
  3649. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3650. COMPLAIN_RET("You can't afford to buy this skill");
  3651. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3652. changeSecSkill(h, skill, 1, true);
  3653. return true;
  3654. }
  3655. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3656. {
  3657. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3658. vstd::amin(val, r1); //can't trade more resources than have
  3659. int b1, b2; //base quantities for trade
  3660. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3661. int units = val / b1; //how many base quantities we trade
  3662. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3663. {
  3664. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3665. }
  3666. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3667. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3668. return true;
  3669. }
  3670. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3671. {
  3672. if(!hero)
  3673. COMPLAIN_RET("Only hero can sell creatures!");
  3674. if (!vstd::contains(hero->Slots(), slot))
  3675. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3676. const CStackInstance &s = hero->getStack(slot);
  3677. if (s.count < (TQuantity)count //can't sell more creatures than have
  3678. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3679. {
  3680. COMPLAIN_RET("Not enough creatures in army!");
  3681. }
  3682. int b1, b2; //base quantities for trade
  3683. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3684. int units = count / b1; //how many base quantities we trade
  3685. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3686. {
  3687. //TODO: complain?
  3688. assert(0);
  3689. }
  3690. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3691. giveResource(hero->tempOwner, resourceID, b2 * units);
  3692. return true;
  3693. }
  3694. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3695. {
  3696. const CArmedInstance *army = nullptr;
  3697. if (hero)
  3698. army = hero;
  3699. else
  3700. army = dynamic_cast<const CGTownInstance *>(market->o);
  3701. if (!army)
  3702. COMPLAIN_RET("Incorrect call to transform in undead!");
  3703. if (!army->hasStackAtSlot(slot))
  3704. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3705. const CStackInstance &s = army->getStack(slot);
  3706. //resulting creature - bone dragons or skeletons
  3707. CreatureID resCreature = CreatureID::SKELETON;
  3708. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3709. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3710. || (s.getCreatureID() == CreatureID::HYDRA)
  3711. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3712. resCreature = CreatureID::BONE_DRAGON;
  3713. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3714. return true;
  3715. }
  3716. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3717. {
  3718. const PlayerState *p2 = getPlayerState(r2, false);
  3719. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3720. {
  3721. complain("Dest player must be in game!");
  3722. return false;
  3723. }
  3724. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3725. vstd::amin(val, curRes1);
  3726. giveResource(player, r1, -(int)val);
  3727. giveResource(r2, r1, val);
  3728. return true;
  3729. }
  3730. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3731. {
  3732. const CGHeroInstance *h = getHero(hid);
  3733. if (!h)
  3734. {
  3735. logGlobal->error("Hero doesn't exist!");
  3736. return false;
  3737. }
  3738. ChangeFormation cf;
  3739. cf.hid = hid;
  3740. cf.formation = formation;
  3741. sendAndApply(&cf);
  3742. return true;
  3743. }
  3744. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3745. {
  3746. const PlayerState * p = getPlayerState(player);
  3747. const CGTownInstance * t = getTown(obj->id);
  3748. //common preconditions
  3749. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3750. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3751. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3752. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3753. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3754. {
  3755. return false;
  3756. }
  3757. if (t) //tavern in town
  3758. {
  3759. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3760. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3761. {
  3762. return false;
  3763. }
  3764. }
  3765. else if (obj->ID == Obj::TAVERN)
  3766. {
  3767. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3768. {
  3769. return false;
  3770. }
  3771. }
  3772. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3773. if (!nh)
  3774. {
  3775. complain ("Hero is not available for hiring!");
  3776. return false;
  3777. }
  3778. HeroRecruited hr;
  3779. hr.tid = obj->id;
  3780. hr.hid = nh->subID;
  3781. hr.player = player;
  3782. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3783. sendAndApply(&hr);
  3784. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3785. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3786. const CGHeroInstance *newHero = nullptr;
  3787. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3788. {
  3789. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3790. }
  3791. SetAvailableHeroes sah;
  3792. sah.player = player;
  3793. if (newHero)
  3794. {
  3795. sah.hid[hid] = newHero->subID;
  3796. sah.army[hid].clear();
  3797. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3798. }
  3799. else
  3800. {
  3801. sah.hid[hid] = -1;
  3802. }
  3803. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3804. sendAndApply(&sah);
  3805. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3806. if (t)
  3807. {
  3808. visitCastleObjects(t, nh);
  3809. giveSpells (t,nh);
  3810. }
  3811. return true;
  3812. }
  3813. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3814. {
  3815. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3816. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3817. logGlobal->trace(answer.toJson());
  3818. auto topQuery = queries.topQuery(player);
  3819. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3820. if(topQuery->queryID != qid)
  3821. {
  3822. auto currentQuery = queries.getQuery(qid);
  3823. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3824. currentQuery->setReply(answer);
  3825. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3826. }
  3827. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3828. topQuery->setReply(answer);
  3829. queries.popQuery(topQuery);
  3830. return true;
  3831. }
  3832. static EndAction end_action;
  3833. void CGameHandler::updateGateState()
  3834. {
  3835. // GATE_BRIDGE - leftmost tile, located over moat
  3836. // GATE_OUTER - central tile, mostly covered by gate image
  3837. // GATE_INNER - rightmost tile, inside the walls
  3838. // GATE_OUTER or GATE_INNER:
  3839. // - if defender moves unit on these tiles, bridge will open
  3840. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3841. // - blocked to attacker if bridge is closed
  3842. // GATE_BRIDGE
  3843. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3844. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3845. // - deals moat damage to attacker if bridge is closed (fortress only)
  3846. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3847. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3848. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3849. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3850. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3851. BattleUpdateGateState db;
  3852. db.state = gs->curB->si.gateState;
  3853. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3854. {
  3855. db.state = EGateState::DESTROYED;
  3856. }
  3857. else if (db.state == EGateState::OPENED)
  3858. {
  3859. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3860. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3861. if (gateCanClose)
  3862. db.state = EGateState::CLOSED;
  3863. else
  3864. db.state = EGateState::OPENED;
  3865. }
  3866. else // CLOSED or BLOCKED
  3867. {
  3868. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3869. if (gateBlocked)
  3870. db.state = EGateState::BLOCKED;
  3871. else
  3872. db.state = EGateState::CLOSED;
  3873. }
  3874. if (db.state != gs->curB->si.gateState)
  3875. sendAndApply(&db);
  3876. }
  3877. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3878. {
  3879. bool ok = true;
  3880. battle::Target target = ba.getTarget(gs->curB);
  3881. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3882. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3883. logGlobal->trace("Making action: %s", ba.toString());
  3884. switch(ba.actionType)
  3885. {
  3886. case EActionType::WALK: //walk
  3887. case EActionType::DEFEND: //defend
  3888. case EActionType::WAIT: //wait
  3889. case EActionType::WALK_AND_ATTACK: //walk or attack
  3890. case EActionType::SHOOT: //shoot
  3891. case EActionType::CATAPULT: //catapult
  3892. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3893. case EActionType::MONSTER_SPELL:
  3894. if (!stack)
  3895. {
  3896. complain("No such stack!");
  3897. return false;
  3898. }
  3899. if (!stack->alive())
  3900. {
  3901. complain("This stack is dead: " + stack->nodeName());
  3902. return false;
  3903. }
  3904. if (battleTacticDist())
  3905. {
  3906. if (stack && stack->side != battleGetTacticsSide())
  3907. {
  3908. complain("This is not a stack of side that has tactics!");
  3909. return false;
  3910. }
  3911. }
  3912. else if (!isAboutActiveStack)
  3913. {
  3914. complain("Action has to be about active stack!");
  3915. return false;
  3916. }
  3917. }
  3918. auto wrapAction = [this](BattleAction &ba)
  3919. {
  3920. StartAction startAction(ba);
  3921. sendAndApply(&startAction);
  3922. return vstd::makeScopeGuard([&]()
  3923. {
  3924. sendAndApply(&end_action);
  3925. });
  3926. };
  3927. switch(ba.actionType)
  3928. {
  3929. case EActionType::END_TACTIC_PHASE: //wait
  3930. case EActionType::BAD_MORALE:
  3931. case EActionType::NO_ACTION:
  3932. {
  3933. auto wrapper = wrapAction(ba);
  3934. break;
  3935. }
  3936. case EActionType::WALK:
  3937. {
  3938. auto wrapper = wrapAction(ba);
  3939. if(target.size() < 1)
  3940. {
  3941. complain("Destination required for move action.");
  3942. ok = false;
  3943. break;
  3944. }
  3945. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3946. if (!walkedTiles)
  3947. complain("Stack failed movement!");
  3948. break;
  3949. }
  3950. case EActionType::DEFEND:
  3951. {
  3952. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3953. SetStackEffect sse;
  3954. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3955. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3956. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3957. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3958. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3959. int oldDefenceValue = defence.totalValue();
  3960. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3961. defence.push_back(std::make_shared<Bonus>(bonus2));
  3962. int difference = defence.totalValue() - oldDefenceValue;
  3963. std::vector<Bonus> buffer;
  3964. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3965. {
  3966. difference = 1;
  3967. buffer.push_back(alternativeWeakCreatureBonus);
  3968. }
  3969. else
  3970. {
  3971. buffer.push_back(defenseBonusToAdd);
  3972. }
  3973. buffer.push_back(bonus2);
  3974. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3975. sendAndApply(&sse);
  3976. BattleLogMessage message;
  3977. MetaString text;
  3978. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3979. stack->addNameReplacement(text);
  3980. text.addReplacement(difference);
  3981. message.lines.push_back(text);
  3982. sendAndApply(&message);
  3983. //don't break - we share code with next case
  3984. }
  3985. FALLTHROUGH
  3986. case EActionType::WAIT:
  3987. {
  3988. auto wrapper = wrapAction(ba);
  3989. break;
  3990. }
  3991. case EActionType::RETREAT: //retreat/flee
  3992. {
  3993. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3994. complain("Cannot retreat!");
  3995. else
  3996. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3997. break;
  3998. }
  3999. case EActionType::SURRENDER:
  4000. {
  4001. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4002. int cost = gs->curB->battleGetSurrenderCost(player);
  4003. if (cost < 0)
  4004. complain("Cannot surrender!");
  4005. else if (getResource(player, Res::GOLD) < cost)
  4006. complain("Not enough gold to surrender!");
  4007. else
  4008. {
  4009. giveResource(player, Res::GOLD, -cost);
  4010. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4011. }
  4012. break;
  4013. }
  4014. case EActionType::WALK_AND_ATTACK: //walk or attack
  4015. {
  4016. auto wrapper = wrapAction(ba);
  4017. if(!stack)
  4018. {
  4019. complain("No attacker");
  4020. ok = false;
  4021. break;
  4022. }
  4023. if(target.size() < 2)
  4024. {
  4025. complain("Two destinations required for attack action.");
  4026. ok = false;
  4027. break;
  4028. }
  4029. BattleHex attackPos = target.at(0).hexValue;
  4030. BattleHex destinationTile = target.at(1).hexValue;
  4031. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4032. if(!destinationStack)
  4033. {
  4034. complain("Invalid target to attack");
  4035. ok = false;
  4036. break;
  4037. }
  4038. BattleHex startingPos = stack->getPosition();
  4039. int distance = moveStack(ba.stackNumber, attackPos);
  4040. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4041. if(stack->getPosition() != attackPos
  4042. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4043. )
  4044. {
  4045. // we were not able to reach destination tile, nor occupy specified hex
  4046. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4047. break;
  4048. }
  4049. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4050. {
  4051. destinationStack = nullptr;
  4052. }
  4053. if(!destinationStack)
  4054. {
  4055. complain("Unit can not attack itself");
  4056. ok = false;
  4057. break;
  4058. }
  4059. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4060. {
  4061. complain("Attack cannot be performed!");
  4062. ok = false;
  4063. break;
  4064. }
  4065. //attack
  4066. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4067. //TODO: move to CUnitState
  4068. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4069. if(attackingHero)
  4070. {
  4071. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4072. }
  4073. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4074. const bool retaliation = destinationStack->ableToRetaliate();
  4075. for (int i = 0; i < totalAttacks; ++i)
  4076. {
  4077. //first strike
  4078. if(i == 0 && firstStrike && retaliation)
  4079. {
  4080. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4081. }
  4082. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4083. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4084. {
  4085. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4086. }
  4087. //counterattack
  4088. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4089. if(stack->alive()
  4090. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4091. && (i == 0 && !firstStrike)
  4092. && retaliation && destinationStack->ableToRetaliate())
  4093. {
  4094. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4095. }
  4096. }
  4097. //return
  4098. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4099. && target.size() == 3
  4100. && startingPos != stack->getPosition()
  4101. && startingPos == target.at(2).hexValue
  4102. && stack->alive())
  4103. {
  4104. moveStack(ba.stackNumber, startingPos);
  4105. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4106. }
  4107. break;
  4108. }
  4109. case EActionType::SHOOT:
  4110. {
  4111. if(target.size() < 1)
  4112. {
  4113. complain("Destination required for shot action.");
  4114. ok = false;
  4115. break;
  4116. }
  4117. auto destination = target.at(0).hexValue;
  4118. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4119. if (!gs->curB->battleCanShoot(stack, destination))
  4120. {
  4121. complain("Cannot shoot!");
  4122. break;
  4123. }
  4124. if (!destinationStack)
  4125. {
  4126. complain("No target to shoot!");
  4127. break;
  4128. }
  4129. auto wrapper = wrapAction(ba);
  4130. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4131. //ranged counterattack
  4132. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4133. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4134. && destinationStack->ableToRetaliate()
  4135. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4136. && stack->alive()) //attacker may have died (fire shield)
  4137. {
  4138. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4139. }
  4140. //allow more than one additional attack
  4141. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4142. //TODO: move to CUnitState
  4143. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4144. if(attackingHero)
  4145. {
  4146. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4147. }
  4148. for(int i = 1; i < totalRangedAttacks; ++i)
  4149. {
  4150. if(
  4151. stack->alive()
  4152. && destinationStack->alive()
  4153. && stack->shots.canUse()
  4154. )
  4155. {
  4156. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4157. }
  4158. }
  4159. break;
  4160. }
  4161. case EActionType::CATAPULT:
  4162. {
  4163. auto wrapper = wrapAction(ba);
  4164. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4165. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4166. if(!catapultAbility || catapultAbility->subtype < 0)
  4167. {
  4168. complain("We do not know how to shoot :P");
  4169. }
  4170. else
  4171. {
  4172. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4173. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4174. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4175. parameters.setSpellLevel(shotLevel);
  4176. parameters.cast(spellEnv, target);
  4177. }
  4178. //finish by scope guard
  4179. break;
  4180. }
  4181. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4182. {
  4183. auto wrapper = wrapAction(ba);
  4184. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4185. if(target.size() < 1)
  4186. {
  4187. complain("Destination required for heal action.");
  4188. ok = false;
  4189. break;
  4190. }
  4191. const battle::Unit * destStack = nullptr;
  4192. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4193. if(target.at(0).unitValue)
  4194. destStack = target.at(0).unitValue;
  4195. else
  4196. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4197. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4198. {
  4199. complain("There is either no healer, no destination, or healer cannot heal :P");
  4200. }
  4201. else
  4202. {
  4203. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4204. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4205. parameters.setSpellLevel(0);
  4206. parameters.cast(spellEnv, target);
  4207. }
  4208. break;
  4209. }
  4210. case EActionType::MONSTER_SPELL:
  4211. {
  4212. auto wrapper = wrapAction(ba);
  4213. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4214. SpellID spellID = SpellID(ba.actionSubtype);
  4215. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4216. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4217. //TODO special bonus for genies ability
  4218. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4219. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4220. if (spellID < 0)
  4221. complain("That stack can't cast spells!");
  4222. else
  4223. {
  4224. const CSpell * spell = SpellID(spellID).toSpell();
  4225. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4226. int32_t spellLvl = 0;
  4227. if(spellcaster)
  4228. vstd::amax(spellLvl, spellcaster->val);
  4229. if(randSpellcaster)
  4230. vstd::amax(spellLvl, randSpellcaster->val);
  4231. parameters.setSpellLevel(spellLvl);
  4232. parameters.cast(spellEnv, target);
  4233. }
  4234. break;
  4235. }
  4236. }
  4237. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4238. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4239. handleDamageFromObstacle(stack);
  4240. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4241. battleMadeAction.setn(true);
  4242. return ok;
  4243. }
  4244. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4245. {
  4246. bool cheated = false;
  4247. PlayerMessageClient temp_message(player, message);
  4248. sendAndApply(&temp_message);
  4249. std::vector<std::string> words;
  4250. boost::split(words, message, boost::is_any_of(" "));
  4251. bool isHost = false;
  4252. for(auto & c : connections[player])
  4253. if(lobby->isClientHost(c->connectionID))
  4254. isHost = true;
  4255. if(isHost && words.size() >= 2 && words[0] == "game")
  4256. {
  4257. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4258. {
  4259. SystemMessage temp_message("game was terminated");
  4260. sendAndApply(&temp_message);
  4261. lobby->state = EServerState::SHUTDOWN;
  4262. return;
  4263. }
  4264. if(words.size() == 3 && words[1] == "save")
  4265. {
  4266. save("Saves/" + words[2]);
  4267. SystemMessage temp_message("game saved as " + words[2]);
  4268. sendAndApply(&temp_message);
  4269. return;
  4270. }
  4271. if(words.size() == 3 && words[1] == "kick")
  4272. {
  4273. auto playername = words[2];
  4274. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4275. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4276. playerToKick = PlayerColor(std::stoi(playername));
  4277. else
  4278. {
  4279. for(auto & c : connections)
  4280. {
  4281. if(c.first.getStr(false) == playername)
  4282. playerToKick = c.first;
  4283. }
  4284. }
  4285. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4286. {
  4287. PlayerCheated pc;
  4288. pc.player = playerToKick;
  4289. pc.losingCheatCode = true;
  4290. sendAndApply(&pc);
  4291. checkVictoryLossConditionsForPlayer(playerToKick);
  4292. }
  4293. return;
  4294. }
  4295. }
  4296. int obj = 0;
  4297. if (words.size() == 2 && words[0] != "vcmiexp")
  4298. {
  4299. obj = std::atoi(words[1].c_str());
  4300. if (obj)
  4301. currObj = ObjectInstanceID(obj);
  4302. }
  4303. const CGHeroInstance * hero = getHero(currObj);
  4304. const CGTownInstance * town = getTown(currObj);
  4305. if (!town && hero)
  4306. town = hero->visitedTown;
  4307. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4308. {
  4309. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4310. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4311. }
  4312. else if (words.size() == 1 || obj)
  4313. {
  4314. handleCheatCode(words[0], player, hero, town, cheated);
  4315. }
  4316. else
  4317. {
  4318. for (const auto & i : gs->players)
  4319. {
  4320. if (i.first == PlayerColor::NEUTRAL)
  4321. continue;
  4322. if (words[1] == "ai")
  4323. {
  4324. if (i.second.human)
  4325. continue;
  4326. }
  4327. else if (words[1] != "all" && words[1] != i.first.getStr())
  4328. continue;
  4329. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4330. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4331. {
  4332. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4333. }
  4334. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4335. {
  4336. for (const auto & t : i.second.towns)
  4337. {
  4338. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4339. }
  4340. }
  4341. else
  4342. {
  4343. for (const auto & h : i.second.heroes)
  4344. {
  4345. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4346. }
  4347. }
  4348. }
  4349. }
  4350. if (cheated)
  4351. {
  4352. if(!getPlayerSettings(player)->isControlledByAI())
  4353. {
  4354. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4355. sendAndApply(&temp_message);
  4356. }
  4357. if(!player.isSpectator())
  4358. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4359. }
  4360. }
  4361. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4362. {
  4363. switch(ba.actionType)
  4364. {
  4365. case EActionType::HERO_SPELL:
  4366. {
  4367. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4368. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4369. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4370. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4371. if (!s)
  4372. {
  4373. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4374. return false;
  4375. }
  4376. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4377. spells::detail::ProblemImpl problem;
  4378. auto m = s->battleMechanics(&parameters);
  4379. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4380. {
  4381. logGlobal->warn("Spell cannot be cast!");
  4382. std::vector<std::string> texts;
  4383. problem.getAll(texts);
  4384. for(auto s : texts)
  4385. logGlobal->warn(s);
  4386. return false;
  4387. }
  4388. StartAction start_action(ba);
  4389. sendAndApply(&start_action); //start spell casting
  4390. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4391. sendAndApply(&end_action);
  4392. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4393. {
  4394. battleMadeAction.setn(true);
  4395. }
  4396. checkBattleStateChanges();
  4397. if (battleResult.get())
  4398. {
  4399. battleMadeAction.setn(true);
  4400. //battle will be ended by startBattle function
  4401. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4402. }
  4403. return true;
  4404. }
  4405. }
  4406. return false;
  4407. }
  4408. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4409. {
  4410. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4411. for(auto b : bl)
  4412. {
  4413. const CSpell * sp = SpellID(b->subtype).toSpell();
  4414. if(!sp)
  4415. continue;
  4416. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4417. const int32_t level = ((val > 3) ? (val - 3) : val);
  4418. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4419. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4420. battleCast.setEffectDuration(50);
  4421. battleCast.setSpellLevel(level);
  4422. spells::Target target;
  4423. if(val > 3)
  4424. {
  4425. for(auto s : gs->curB->battleGetAllStacks())
  4426. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4427. target.emplace_back(s);
  4428. }
  4429. else
  4430. {
  4431. target.emplace_back(st);
  4432. }
  4433. battleCast.applyEffects(spellEnv, target, false, true);
  4434. }
  4435. }
  4436. void CGameHandler::stackTurnTrigger(const CStack *st)
  4437. {
  4438. BattleTriggerEffect bte;
  4439. bte.stackID = st->ID;
  4440. bte.effect = -1;
  4441. bte.val = 0;
  4442. bte.additionalInfo = 0;
  4443. if (st->alive())
  4444. {
  4445. //unbind
  4446. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4447. {
  4448. bool unbind = true;
  4449. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4450. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4451. for (auto b : bl)
  4452. {
  4453. if(b->additionalInfo != CAddInfo::NONE)
  4454. {
  4455. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4456. if(stack)
  4457. {
  4458. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4459. unbind = false;
  4460. }
  4461. }
  4462. else
  4463. {
  4464. unbind = false;
  4465. }
  4466. }
  4467. if (unbind)
  4468. {
  4469. BattleSetStackProperty ssp;
  4470. ssp.which = BattleSetStackProperty::UNBIND;
  4471. ssp.stackID = st->ID;
  4472. sendAndApply(&ssp);
  4473. }
  4474. }
  4475. if (st->hasBonusOfType(Bonus::POISON))
  4476. {
  4477. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4478. if (b) //TODO: what if not?...
  4479. {
  4480. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4481. if (bte.val < b->val) //(negative) poison effect increases - update it
  4482. {
  4483. bte.effect = Bonus::POISON;
  4484. sendAndApply(&bte);
  4485. }
  4486. }
  4487. }
  4488. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4489. {
  4490. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4491. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4492. if(opponentHero)
  4493. {
  4494. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4495. vstd::amin(manaDrained, opponentHero->mana);
  4496. if(manaDrained)
  4497. {
  4498. bte.effect = Bonus::MANA_DRAIN;
  4499. bte.val = manaDrained;
  4500. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4501. sendAndApply(&bte);
  4502. }
  4503. }
  4504. }
  4505. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4506. {
  4507. bool fearsomeCreature = false;
  4508. for (CStack * stack : gs->curB->stacks)
  4509. {
  4510. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4511. {
  4512. fearsomeCreature = true;
  4513. break;
  4514. }
  4515. }
  4516. if (fearsomeCreature)
  4517. {
  4518. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4519. {
  4520. bte.effect = Bonus::FEAR;
  4521. sendAndApply(&bte);
  4522. }
  4523. }
  4524. }
  4525. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4526. int side = gs->curB->whatSide(st->owner);
  4527. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4528. {
  4529. bool cast = false;
  4530. while(!bl.empty() && !cast)
  4531. {
  4532. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4533. auto spellID = SpellID(bonus->subtype);
  4534. const CSpell * spell = SpellID(spellID).toSpell();
  4535. bl.remove_if([&bonus](const Bonus * b)
  4536. {
  4537. return b == bonus.get();
  4538. });
  4539. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4540. parameters.setSpellLevel(bonus->val);
  4541. parameters.massive = true;
  4542. parameters.smart = true;
  4543. //todo: recheck effect level
  4544. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4545. {
  4546. cast = true;
  4547. int cooldown = bonus->additionalInfo[0];
  4548. BattleSetStackProperty ssp;
  4549. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4550. ssp.absolute = false;
  4551. ssp.val = cooldown;
  4552. ssp.stackID = st->unitId();
  4553. sendAndApply(&ssp);
  4554. }
  4555. }
  4556. }
  4557. }
  4558. }
  4559. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4560. {
  4561. if(!curStack->alive())
  4562. return false;
  4563. bool containDamageFromMoat = false;
  4564. bool movementStoped = false;
  4565. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4566. {
  4567. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4568. {
  4569. //helper info
  4570. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4571. const ui8 side = curStack->side;
  4572. if(!spellObstacle)
  4573. COMPLAIN_RET("Invalid obstacle instance");
  4574. if(spellObstacle->trigger)
  4575. {
  4576. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4577. //hidden obstacle triggers effects until revealed
  4578. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4579. {
  4580. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4581. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4582. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4583. if(!sp)
  4584. COMPLAIN_RET("Invalid obstacle instance");
  4585. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4586. ObstacleChanges changeInfo;
  4587. changeInfo.id = spellObstacle->uniqueID;
  4588. if (oneTimeObstacle)
  4589. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4590. else
  4591. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4592. SpellCreatedObstacle changedObstacle;
  4593. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4594. changedObstacle.revealed = true;
  4595. changeInfo.data.clear();
  4596. JsonSerializer ser(nullptr, changeInfo.data);
  4597. ser.serializeStruct("obstacle", changedObstacle);
  4598. BattleObstaclesChanged bocp;
  4599. bocp.changes.emplace_back(changeInfo);
  4600. sendAndApply(&bocp);
  4601. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4602. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4603. }
  4604. }
  4605. }
  4606. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4607. {
  4608. auto town = gs->curB->town;
  4609. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4610. if(!containDamageFromMoat)
  4611. {
  4612. containDamageFromMoat = true;
  4613. BattleStackAttacked bsa;
  4614. bsa.damageAmount = damage;
  4615. bsa.stackAttacked = curStack->ID;
  4616. bsa.attackerID = -1;
  4617. curStack->prepareAttacked(bsa, getRandomGenerator());
  4618. StacksInjured si;
  4619. si.stacks.push_back(bsa);
  4620. sendAndApply(&si);
  4621. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4622. }
  4623. }
  4624. if(!curStack->alive())
  4625. return false;
  4626. if((obstacle->stopsMovement() && stackIsMoving))
  4627. movementStoped = true;
  4628. }
  4629. if(stackIsMoving)
  4630. return curStack->alive() && !movementStoped;
  4631. else
  4632. return curStack->alive();
  4633. }
  4634. void CGameHandler::handleTimeEvents()
  4635. {
  4636. gs->map->events.sort(evntCmp);
  4637. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4638. {
  4639. CMapEvent ev = gs->map->events.front();
  4640. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4641. {
  4642. auto color = PlayerColor(player);
  4643. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4644. if (pinfo //player exists
  4645. && (ev.players & 1<<player) //event is enabled to this player
  4646. && ((ev.computerAffected && !pinfo->human)
  4647. || (ev.humanAffected && pinfo->human)
  4648. )
  4649. )
  4650. {
  4651. //give resources
  4652. giveResources(color, ev.resources);
  4653. //prepare dialog
  4654. InfoWindow iw;
  4655. iw.player = color;
  4656. iw.text << ev.message;
  4657. for (int i=0; i<ev.resources.size(); i++)
  4658. {
  4659. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4660. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4661. }
  4662. sendAndApply(&iw); //show dialog
  4663. }
  4664. } //PLAYERS LOOP
  4665. if (ev.nextOccurence)
  4666. {
  4667. gs->map->events.pop_front();
  4668. ev.firstOccurence += ev.nextOccurence;
  4669. auto it = gs->map->events.begin();
  4670. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4671. it++;
  4672. gs->map->events.insert(it, ev);
  4673. }
  4674. else
  4675. {
  4676. gs->map->events.pop_front();
  4677. }
  4678. }
  4679. //TODO send only if changed
  4680. UpdateMapEvents ume;
  4681. ume.events = gs->map->events;
  4682. sendAndApply(&ume);
  4683. }
  4684. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4685. {
  4686. town->events.sort(evntCmp);
  4687. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4688. {
  4689. PlayerColor player = town->tempOwner;
  4690. CCastleEvent ev = town->events.front();
  4691. const PlayerState * pinfo = getPlayerState(player, false);
  4692. if (pinfo //player exists
  4693. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4694. && ((ev.computerAffected && !pinfo->human)
  4695. || (ev.humanAffected && pinfo->human)))
  4696. {
  4697. // dialog
  4698. InfoWindow iw;
  4699. iw.player = player;
  4700. iw.text << ev.message;
  4701. if (ev.resources.nonZero())
  4702. {
  4703. TResources was = n.res[player];
  4704. n.res[player] += ev.resources;
  4705. n.res[player].amax(0);
  4706. for (int i=0; i<ev.resources.size(); i++)
  4707. 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
  4708. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4709. }
  4710. for (auto & i : ev.buildings)
  4711. {
  4712. if (!town->hasBuilt(i))
  4713. {
  4714. buildStructure(town->id, i, true);
  4715. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4716. }
  4717. }
  4718. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4719. {
  4720. n.cres[town->id].tid = town->id;
  4721. n.cres[town->id].creatures = town->creatures;
  4722. }
  4723. auto & sac = n.cres[town->id];
  4724. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4725. {
  4726. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4727. {
  4728. sac.creatures[i].first += ev.creatures.at(i);
  4729. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4730. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4731. }
  4732. }
  4733. sendAndApply(&iw); //show dialog
  4734. }
  4735. if (ev.nextOccurence)
  4736. {
  4737. town->events.pop_front();
  4738. ev.firstOccurence += ev.nextOccurence;
  4739. auto it = town->events.begin();
  4740. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4741. it++;
  4742. town->events.insert(it, ev);
  4743. }
  4744. else
  4745. {
  4746. town->events.pop_front();
  4747. }
  4748. }
  4749. //TODO send only if changed
  4750. UpdateCastleEvents uce;
  4751. uce.town = town->id;
  4752. uce.events = town->events;
  4753. sendAndApply(&uce);
  4754. }
  4755. bool CGameHandler::complain(const std::string &problem)
  4756. {
  4757. sendMessageToAll("Server encountered a problem: " + problem);
  4758. logGlobal->error(problem);
  4759. return true;
  4760. }
  4761. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4762. {
  4763. //PlayerColor player = getOwner(hid);
  4764. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4765. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4766. assert(lowerArmy);
  4767. assert(upperArmy);
  4768. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4769. queries.addQuery(garrisonQuery);
  4770. GarrisonDialog gd;
  4771. gd.hid = hid;
  4772. gd.objid = upobj;
  4773. gd.removableUnits = removableUnits;
  4774. gd.queryID = garrisonQuery->queryID;
  4775. sendAndApply(&gd);
  4776. }
  4777. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4778. {
  4779. OpenWindow ow;
  4780. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4781. ow.id1 = player.getNum();
  4782. ow.id2 = requestingObjId.getNum();
  4783. sendAndApply(&ow);
  4784. }
  4785. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4786. {
  4787. if (id1 == id2)
  4788. return true;
  4789. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4790. if (!o1 || !o2)
  4791. return true; //arranging stacks within an object should be always allowed
  4792. if (o1 && o2)
  4793. {
  4794. if (o1->ID == Obj::TOWN)
  4795. {
  4796. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4797. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4798. return true;
  4799. }
  4800. if (o2->ID == Obj::TOWN)
  4801. {
  4802. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4803. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4804. return true;
  4805. }
  4806. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4807. {
  4808. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4809. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4810. // two heroes in same town (garrisoned and visiting)
  4811. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4812. return true;
  4813. }
  4814. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4815. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4816. if (!dialog)
  4817. {
  4818. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4819. }
  4820. if (dialog)
  4821. {
  4822. auto topArmy = dialog->exchangingArmies.at(0);
  4823. auto bottomArmy = dialog->exchangingArmies.at(1);
  4824. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4825. return true;
  4826. }
  4827. }
  4828. return false;
  4829. }
  4830. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4831. {
  4832. using events::ObjectVisitStarted;
  4833. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4834. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4835. auto startVisit = [&](ObjectVisitStarted & event)
  4836. {
  4837. auto visitedObject = obj;
  4838. if(obj->ID == Obj::HERO)
  4839. {
  4840. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4841. const auto visitedTown = visitedHero->visitedTown;
  4842. if(visitedTown)
  4843. {
  4844. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4845. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4846. visitedObject = visitedTown;
  4847. }
  4848. }
  4849. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4850. queries.addQuery(visitQuery); //TODO real visit pos
  4851. HeroVisit hv;
  4852. hv.objId = obj->id;
  4853. hv.heroId = h->id;
  4854. hv.player = h->tempOwner;
  4855. hv.starting = true;
  4856. sendAndApply(&hv);
  4857. obj->onHeroVisit(h);
  4858. };
  4859. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4860. if(visitQuery)
  4861. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4862. }
  4863. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4864. {
  4865. using events::ObjectVisitEnded;
  4866. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4867. auto endVisit = [&](ObjectVisitEnded & event)
  4868. {
  4869. HeroVisit hv;
  4870. hv.player = event.getPlayer();
  4871. hv.heroId = event.getHero();
  4872. hv.starting = false;
  4873. sendAndApply(&hv);
  4874. };
  4875. //TODO: ObjectVisitEnded should also have id of visited object,
  4876. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4877. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4878. }
  4879. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4880. {
  4881. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4882. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4883. {
  4884. complain("Cannot build boat in this shipyard!");
  4885. return false;
  4886. }
  4887. else if (obj->o->ID == Obj::TOWN
  4888. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4889. {
  4890. complain("Cannot build boat in the town - no shipyard!");
  4891. return false;
  4892. }
  4893. const PlayerColor playerID = obj->o->tempOwner;
  4894. TResources boatCost;
  4895. obj->getBoatCost(boatCost);
  4896. TResources aviable = getPlayerState(playerID)->resources;
  4897. if (!aviable.canAfford(boatCost))
  4898. {
  4899. complain("Not enough resources to build a boat!");
  4900. return false;
  4901. }
  4902. int3 tile = obj->bestLocation();
  4903. if (!gs->map->isInTheMap(tile))
  4904. {
  4905. complain("Cannot find appropriate tile for a boat!");
  4906. return false;
  4907. }
  4908. //take boat cost
  4909. giveResources(playerID, -boatCost);
  4910. //create boat
  4911. NewObject no;
  4912. no.ID = Obj::BOAT;
  4913. no.subID = obj->getBoatType();
  4914. no.pos = tile + int3(1,0,0);
  4915. sendAndApply(&no);
  4916. return true;
  4917. }
  4918. void CGameHandler::engageIntoBattle(PlayerColor player)
  4919. {
  4920. //notify interfaces
  4921. PlayerBlocked pb;
  4922. pb.player = player;
  4923. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4924. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4925. sendAndApply(&pb);
  4926. }
  4927. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4928. {
  4929. for (auto playerColor : playerColors)
  4930. {
  4931. if (getPlayerState(playerColor, false))
  4932. checkVictoryLossConditionsForPlayer(playerColor);
  4933. }
  4934. }
  4935. void CGameHandler::checkVictoryLossConditionsForAll()
  4936. {
  4937. std::set<PlayerColor> playerColors;
  4938. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4939. {
  4940. playerColors.insert(PlayerColor(i));
  4941. }
  4942. checkVictoryLossConditions(playerColors);
  4943. }
  4944. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4945. {
  4946. const PlayerState * p = getPlayerState(player);
  4947. if(!p || p->status != EPlayerStatus::INGAME) return;
  4948. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4949. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4950. {
  4951. InfoWindow iw;
  4952. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4953. sendAndApply(&iw);
  4954. PlayerEndsGame peg;
  4955. peg.player = player;
  4956. peg.victoryLossCheckResult = victoryLossCheckResult;
  4957. sendAndApply(&peg);
  4958. if (victoryLossCheckResult.victory())
  4959. {
  4960. //one player won -> all enemies lost
  4961. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4962. {
  4963. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4964. {
  4965. peg.player = i->first;
  4966. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4967. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4968. InfoWindow iw;
  4969. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4970. iw.player = i->first;
  4971. sendAndApply(&iw);
  4972. sendAndApply(&peg);
  4973. }
  4974. }
  4975. if(p->human)
  4976. {
  4977. lobby->state = EServerState::GAMEPLAY_ENDED;
  4978. }
  4979. }
  4980. else
  4981. {
  4982. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4983. auto hlp = p->heroes;
  4984. for (auto h : hlp) //eliminate heroes
  4985. {
  4986. if (h.get())
  4987. removeObject(h);
  4988. }
  4989. //player lost -> all his objects become unflagged (neutral)
  4990. for (auto obj : gs->map->objects) //unflag objs
  4991. {
  4992. if (obj.get() && obj->tempOwner == player)
  4993. setOwner(obj, PlayerColor::NEUTRAL);
  4994. }
  4995. //eliminating one player may cause victory of another:
  4996. std::set<PlayerColor> playerColors;
  4997. //do not copy player state (CBonusSystemNode) by value
  4998. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4999. {
  5000. if (p.first != player)
  5001. playerColors.insert(p.first);
  5002. }
  5003. //notify all players
  5004. for (auto pc : playerColors)
  5005. {
  5006. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5007. {
  5008. InfoWindow iw;
  5009. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5010. iw.player = pc;
  5011. sendAndApply(&iw);
  5012. }
  5013. }
  5014. checkVictoryLossConditions(playerColors);
  5015. }
  5016. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5017. // If we are called before the actual game start, there might be no current player
  5018. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5019. {
  5020. // If player making turn has lost his turn must be over as well
  5021. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5022. }
  5023. }
  5024. }
  5025. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5026. {
  5027. out.player = player;
  5028. out.text.clear();
  5029. out.text << victoryLossCheckResult.messageToSelf;
  5030. // hackish, insert one player-specific string, if applicable
  5031. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5032. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5033. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5034. }
  5035. bool CGameHandler::dig(const CGHeroInstance *h)
  5036. {
  5037. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5038. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5039. //create a hole
  5040. NewObject no;
  5041. no.ID = Obj::HOLE;
  5042. no.pos = h->visitablePos();
  5043. no.subID = 0;
  5044. sendAndApply(&no);
  5045. //take MPs
  5046. SetMovePoints smp;
  5047. smp.hid = h->id;
  5048. smp.val = 0;
  5049. sendAndApply(&smp);
  5050. InfoWindow iw;
  5051. iw.type = EInfoWindowMode::AUTO;
  5052. iw.player = h->tempOwner;
  5053. if (gs->map->grailPos == h->visitablePos())
  5054. {
  5055. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5056. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5057. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5058. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5059. sendAndApply(&iw);
  5060. iw.soundID = soundBase::invalid;
  5061. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5062. iw.text.clear();
  5063. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5064. sendAndApply(&iw);
  5065. }
  5066. else
  5067. {
  5068. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5069. iw.soundID = soundBase::Dig;
  5070. sendAndApply(&iw);
  5071. }
  5072. return true;
  5073. }
  5074. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5075. {
  5076. if(attacker->hasBonusOfType(attackMode))
  5077. {
  5078. std::set<SpellID> spellsToCast;
  5079. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5080. for(const auto & sf : *spells)
  5081. {
  5082. spellsToCast.insert(SpellID(sf->subtype));
  5083. }
  5084. for(SpellID spellID : spellsToCast)
  5085. {
  5086. bool castMe = false;
  5087. if(!defender->alive())
  5088. {
  5089. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5090. return;
  5091. }
  5092. int32_t spellLevel = 0;
  5093. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5094. for(const auto & sf : *spellsByType)
  5095. {
  5096. int meleeRanged;
  5097. if(sf->additionalInfo.size() < 2)
  5098. {
  5099. // legacy format
  5100. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5101. meleeRanged = sf->additionalInfo[0] / 1000;
  5102. }
  5103. else
  5104. {
  5105. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5106. meleeRanged = sf->additionalInfo[1];
  5107. }
  5108. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5109. castMe = true;
  5110. }
  5111. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5112. vstd::amin(chance, 100);
  5113. const CSpell * spell = SpellID(spellID).toSpell();
  5114. spells::AbilityCaster caster(attacker, spellLevel);
  5115. spells::Target target;
  5116. target.emplace_back(defender);
  5117. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5118. auto m = spell->battleMechanics(&parameters);
  5119. spells::detail::ProblemImpl ignored;
  5120. if(!m->canBeCastAt(target, ignored))
  5121. continue;
  5122. //check if spell should be cast (probability handling)
  5123. if(getRandomGenerator().nextInt(99) >= chance)
  5124. continue;
  5125. //casting
  5126. if(castMe)
  5127. {
  5128. parameters.cast(spellEnv, target);
  5129. }
  5130. }
  5131. }
  5132. }
  5133. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5134. {
  5135. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5136. }
  5137. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5138. {
  5139. if(!attacker->alive() || !defender->alive()) // can be already dead
  5140. return;
  5141. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5142. if(!defender->alive())
  5143. {
  5144. //don't try death stare or acid breath on dead stack (crash!)
  5145. return;
  5146. }
  5147. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5148. {
  5149. // mechanics of Death Stare as in H3:
  5150. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5151. //original formula x = min(x, (gorgons_count + 9)/10);
  5152. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5153. vstd::amin(chanceToKill, 1); //cap at 100%
  5154. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5155. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5156. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5157. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5158. vstd::amin(staredCreatures, maxToKill);
  5159. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5160. if(staredCreatures)
  5161. {
  5162. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5163. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5164. spells::AbilityCaster caster(attacker, 0);
  5165. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5166. spells::Target target;
  5167. target.emplace_back(defender);
  5168. parameters.setEffectValue(staredCreatures);
  5169. parameters.cast(spellEnv, target);
  5170. }
  5171. }
  5172. if(!defender->alive())
  5173. return;
  5174. int64_t acidDamage = 0;
  5175. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5176. for(const auto & b : *acidBreath)
  5177. {
  5178. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5179. acidDamage += b->val;
  5180. }
  5181. if(acidDamage > 0)
  5182. {
  5183. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5184. spells::AbilityCaster caster(attacker, 0);
  5185. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5186. spells::Target target;
  5187. target.emplace_back(defender);
  5188. parameters.setEffectValue(acidDamage * attacker->getCount());
  5189. parameters.cast(spellEnv, target);
  5190. }
  5191. if(!defender->alive())
  5192. return;
  5193. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5194. {
  5195. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5196. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5197. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5198. return;
  5199. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5200. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5201. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5202. return;
  5203. battle::UnitInfo resurrectInfo;
  5204. resurrectInfo.id = gs->curB->battleNextUnitId();
  5205. resurrectInfo.summoned = false;
  5206. resurrectInfo.position = defender->getPosition();
  5207. resurrectInfo.side = defender->unitSide();
  5208. if(bonusAdditionalInfo != CAddInfo::NONE)
  5209. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5210. else
  5211. resurrectInfo.type = attacker->creatureId();
  5212. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5213. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5214. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5215. resurrectInfo.count = defender->getCount();
  5216. else
  5217. return; //wrong subtype
  5218. BattleUnitsChanged addUnits;
  5219. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5220. resurrectInfo.save(addUnits.changedStacks.back().data);
  5221. BattleUnitsChanged removeUnits;
  5222. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5223. sendAndApply(&removeUnits);
  5224. sendAndApply(&addUnits);
  5225. }
  5226. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5227. {
  5228. double chanceToTrigger = 0;
  5229. int amountToDie = 0;
  5230. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5231. {
  5232. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5233. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5234. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5235. }
  5236. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5237. {
  5238. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5239. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5240. }
  5241. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5242. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5243. return;
  5244. BattleStackAttacked bsa;
  5245. bsa.attackerID = -1;
  5246. bsa.stackAttacked = defender->ID;
  5247. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5248. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5249. bsa.spellID = SpellID::SLAYER;
  5250. defender->prepareAttacked(bsa, getRandomGenerator());
  5251. StacksInjured si;
  5252. si.stacks.push_back(bsa);
  5253. sendAndApply(&si);
  5254. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5255. }
  5256. }
  5257. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5258. {
  5259. if (!t.visitableObjects.empty())
  5260. {
  5261. //to prevent self-visiting heroes on space press
  5262. if (t.visitableObjects.back() != h)
  5263. objectVisited(t.visitableObjects.back(), h);
  5264. else if (t.visitableObjects.size() > 1)
  5265. objectVisited(*(t.visitableObjects.end()-2),h);
  5266. }
  5267. }
  5268. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5269. {
  5270. if (!hero)
  5271. COMPLAIN_RET("You need hero to sacrifice creature!");
  5272. int expSum = 0;
  5273. auto finish = [this, &hero, &expSum]()
  5274. {
  5275. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5276. };
  5277. for(int i = 0; i < slot.size(); ++i)
  5278. {
  5279. int oldCount = hero->getStackCount(slot[i]);
  5280. if(oldCount < (int)count[i])
  5281. {
  5282. finish();
  5283. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5284. }
  5285. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5286. {
  5287. finish();
  5288. COMPLAIN_RET("Cannot sacrifice last creature!");
  5289. }
  5290. int crid = hero->getStack(slot[i]).type->idNumber;
  5291. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5292. int dump, exp;
  5293. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5294. exp *= count[i];
  5295. expSum += exp;
  5296. }
  5297. finish();
  5298. return true;
  5299. }
  5300. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5301. {
  5302. if (!hero)
  5303. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5304. int expSum = 0;
  5305. auto finish = [this, &hero, &expSum]()
  5306. {
  5307. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5308. };
  5309. for(int i = 0; i < slot.size(); ++i)
  5310. {
  5311. ArtifactLocation al(hero, slot[i]);
  5312. const CArtifactInstance * a = al.getArt();
  5313. if(!a)
  5314. {
  5315. finish();
  5316. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5317. }
  5318. const CArtifactInstance * art = hero->getArt(slot[i]);
  5319. if(!art)
  5320. {
  5321. finish();
  5322. COMPLAIN_RET("No artifact at position to sacrifice!");
  5323. }
  5324. si32 typId = art->artType->getId();
  5325. int dmp, expToGive;
  5326. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5327. expSum += expToGive;
  5328. removeArtifact(al);
  5329. }
  5330. finish();
  5331. return true;
  5332. }
  5333. void CGameHandler::makeStackDoNothing(const CStack * next)
  5334. {
  5335. BattleAction doNothing;
  5336. doNothing.actionType = EActionType::NO_ACTION;
  5337. doNothing.side = next->side;
  5338. doNothing.stackNumber = next->ID;
  5339. makeAutomaticAction(next, doNothing);
  5340. }
  5341. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5342. {
  5343. if (sl.army->hasStackAtSlot(sl.slot))
  5344. COMPLAIN_RET("Slot is already taken!");
  5345. if (!sl.slot.validSlot())
  5346. COMPLAIN_RET("Cannot insert stack to that slot!");
  5347. InsertNewStack ins;
  5348. ins.army = sl.army->id;
  5349. ins.slot = sl.slot;
  5350. ins.type = c->idNumber;
  5351. ins.count = count;
  5352. sendAndApply(&ins);
  5353. return true;
  5354. }
  5355. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5356. {
  5357. if (!sl.army->hasStackAtSlot(sl.slot))
  5358. COMPLAIN_RET("Cannot find a stack to erase");
  5359. if (sl.army->stacksCount() == 1 //from the last stack
  5360. && sl.army->needsLastStack() //that must be left
  5361. && !forceRemoval) //ignore above conditions if we are forcing removal
  5362. {
  5363. COMPLAIN_RET("Cannot erase the last stack!");
  5364. }
  5365. EraseStack es;
  5366. es.army = sl.army->id;
  5367. es.slot = sl.slot;
  5368. sendAndApply(&es);
  5369. return true;
  5370. }
  5371. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5372. {
  5373. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5374. if ((absoluteValue && count < 0)
  5375. || (!absoluteValue && -count > currentCount))
  5376. {
  5377. COMPLAIN_RET("Cannot take more stacks than present!");
  5378. }
  5379. if ((currentCount == -count && !absoluteValue)
  5380. || (!count && absoluteValue))
  5381. {
  5382. eraseStack(sl);
  5383. }
  5384. else
  5385. {
  5386. ChangeStackCount csc;
  5387. csc.army = sl.army->id;
  5388. csc.slot = sl.slot;
  5389. csc.count = count;
  5390. csc.absoluteValue = absoluteValue;
  5391. sendAndApply(&csc);
  5392. }
  5393. return true;
  5394. }
  5395. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5396. {
  5397. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5398. if (!slotC) //slot is empty
  5399. insertNewStack(sl, c, count);
  5400. else if (c == slotC)
  5401. changeStackCount(sl, count);
  5402. else
  5403. {
  5404. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5405. }
  5406. return true;
  5407. }
  5408. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5409. {
  5410. if (removeObjWhenFinished)
  5411. removeAfterVisit(src);
  5412. if (!src->canBeMergedWith(*dst, allowMerging))
  5413. {
  5414. if (allowMerging) //do that, add all matching creatures.
  5415. {
  5416. bool cont = true;
  5417. while (cont)
  5418. {
  5419. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5420. {
  5421. SlotID pos = dst->getSlotFor(i->second->type);
  5422. if (pos.validSlot())
  5423. {
  5424. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5425. cont = true;
  5426. break; //or iterator crashes
  5427. }
  5428. cont = false;
  5429. }
  5430. }
  5431. }
  5432. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5433. }
  5434. else //merge
  5435. {
  5436. moveArmy(src, dst, allowMerging);
  5437. }
  5438. }
  5439. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5440. {
  5441. if (!src.army->hasStackAtSlot(src.slot))
  5442. COMPLAIN_RET("No stack to move!");
  5443. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5444. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5445. if (!dst.slot.validSlot())
  5446. COMPLAIN_RET("Cannot move stack to that slot!");
  5447. if (count == -1)
  5448. {
  5449. count = src.army->getStackCount(src.slot);
  5450. }
  5451. if (src.army != dst.army //moving away
  5452. && count == src.army->getStackCount(src.slot) //all creatures
  5453. && src.army->stacksCount() == 1 //from the last stack
  5454. && src.army->needsLastStack()) //that must be left
  5455. {
  5456. COMPLAIN_RET("Cannot move away the last creature!");
  5457. }
  5458. RebalanceStacks rs;
  5459. rs.srcArmy = src.army->id;
  5460. rs.dstArmy = dst.army->id;
  5461. rs.srcSlot = src.slot;
  5462. rs.dstSlot = dst.slot;
  5463. rs.count = count;
  5464. sendAndApply(&rs);
  5465. return true;
  5466. }
  5467. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5468. {
  5469. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5470. {
  5471. return moveStack(sl2, sl1);
  5472. }
  5473. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5474. {
  5475. return moveStack(sl1, sl2);
  5476. }
  5477. else
  5478. {
  5479. SwapStacks ss;
  5480. ss.srcArmy = sl1.army->id;
  5481. ss.dstArmy = sl2.army->id;
  5482. ss.srcSlot = sl1.slot;
  5483. ss.dstSlot = sl2.slot;
  5484. sendAndApply(&ss);
  5485. return true;
  5486. }
  5487. }
  5488. void CGameHandler::runBattle()
  5489. {
  5490. setBattle(gs->curB);
  5491. assert(gs->curB);
  5492. //TODO: pre-tactic stuff, call scripts etc.
  5493. //tactic round
  5494. {
  5495. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5496. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5497. }
  5498. //initial stacks appearance triggers, e.g. built-in bonus spells
  5499. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5500. for (CStack * stack : initialStacks)
  5501. {
  5502. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5503. {
  5504. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5505. auto accessibility = getAccesibility();
  5506. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5507. std::vector<BattleHex> targetHexes;
  5508. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5509. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5510. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5511. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5512. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5513. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5514. if (!guardianIsBig)
  5515. targetHexes = stack->getSurroundingHexes();
  5516. else
  5517. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5518. for(auto hex : targetHexes)
  5519. {
  5520. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5521. {
  5522. battle::UnitInfo info;
  5523. info.id = gs->curB->battleNextUnitId();
  5524. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5525. info.type = creatureData;
  5526. info.side = stack->side;
  5527. info.position = hex;
  5528. info.summoned = true;
  5529. BattleUnitsChanged pack;
  5530. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5531. info.save(pack.changedStacks.back().data);
  5532. sendAndApply(&pack);
  5533. }
  5534. }
  5535. }
  5536. stackEnchantedTrigger(stack);
  5537. }
  5538. //spells opening battle
  5539. for (int i = 0; i < 2; ++i)
  5540. {
  5541. auto h = gs->curB->battleGetFightingHero(i);
  5542. if (h)
  5543. {
  5544. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5545. for (auto b : *bl)
  5546. {
  5547. spells::BonusCaster caster(h, b);
  5548. const CSpell * spell = SpellID(b->subtype).toSpell();
  5549. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5550. parameters.setSpellLevel(3);
  5551. parameters.setEffectDuration(b->val);
  5552. parameters.massive = true;
  5553. parameters.castIfPossible(spellEnv, spells::Target());
  5554. }
  5555. }
  5556. }
  5557. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5558. checkBattleStateChanges();
  5559. bool firstRound = true;//FIXME: why first round is -1?
  5560. //main loop
  5561. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5562. {
  5563. BattleNextRound bnr;
  5564. bnr.round = gs->curB->round + 1;
  5565. logGlobal->debug("Round %d", bnr.round);
  5566. sendAndApply(&bnr);
  5567. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5568. for (auto &obstPtr : obstacles)
  5569. {
  5570. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5571. if (sco->turnsRemaining == 0)
  5572. removeObstacle(*obstPtr);
  5573. }
  5574. const BattleInfo & curB = *gs->curB;
  5575. for(auto stack : curB.stacks)
  5576. {
  5577. if(stack->alive() && !firstRound)
  5578. stackEnchantedTrigger(stack);
  5579. }
  5580. //stack loop
  5581. auto getNextStack = [this]() -> const CStack *
  5582. {
  5583. if(battleResult.get())
  5584. return nullptr;
  5585. std::vector<battle::Units> q;
  5586. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5587. if(!q.empty())
  5588. {
  5589. if(!q.front().empty())
  5590. {
  5591. auto next = q.front().front();
  5592. const auto stack = dynamic_cast<const CStack *>(next);
  5593. // regeneration takes place before everything else but only during first turn attempt in each round
  5594. // also works under blind and similar effects
  5595. if(stack && stack->alive() && !stack->waiting)
  5596. {
  5597. BattleTriggerEffect bte;
  5598. bte.stackID = stack->ID;
  5599. bte.effect = Bonus::HP_REGENERATION;
  5600. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5601. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5602. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5603. if(bte.val) // anything to heal
  5604. sendAndApply(&bte);
  5605. }
  5606. if(next->willMove())
  5607. return stack;
  5608. }
  5609. }
  5610. return nullptr;
  5611. };
  5612. const CStack * next = nullptr;
  5613. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5614. {
  5615. BattleUnitsChanged removeGhosts;
  5616. for(auto stack : curB.stacks)
  5617. {
  5618. if(stack->ghostPending)
  5619. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5620. }
  5621. if(!removeGhosts.changedStacks.empty())
  5622. sendAndApply(&removeGhosts);
  5623. //check for bad morale => freeze
  5624. int nextStackMorale = next->MoraleVal();
  5625. if (nextStackMorale < 0)
  5626. {
  5627. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5628. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5629. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5630. {
  5631. //unit loses its turn - empty freeze action
  5632. BattleAction ba;
  5633. ba.actionType = EActionType::BAD_MORALE;
  5634. ba.side = next->side;
  5635. ba.stackNumber = next->ID;
  5636. makeAutomaticAction(next, ba);
  5637. continue;
  5638. }
  5639. }
  5640. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5641. {
  5642. logGlobal->trace("Handle Berserk effect");
  5643. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5644. if (attackInfo.first != nullptr)
  5645. {
  5646. BattleAction attack;
  5647. attack.actionType = EActionType::WALK_AND_ATTACK;
  5648. attack.side = next->side;
  5649. attack.stackNumber = next->ID;
  5650. attack.aimToHex(attackInfo.second);
  5651. attack.aimToUnit(attackInfo.first);
  5652. makeAutomaticAction(next, attack);
  5653. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5654. }
  5655. else
  5656. {
  5657. makeStackDoNothing(next);
  5658. logGlobal->trace("No target found");
  5659. }
  5660. continue;
  5661. }
  5662. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5663. const int stackCreatureId = next->getCreature()->idNumber;
  5664. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5665. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5666. {
  5667. BattleAction attack;
  5668. attack.actionType = EActionType::SHOOT;
  5669. attack.side = next->side;
  5670. attack.stackNumber = next->ID;
  5671. //TODO: select target by priority
  5672. const battle::Unit * target = nullptr;
  5673. for(auto & elem : gs->curB->stacks)
  5674. {
  5675. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5676. && elem->owner != next->owner
  5677. && elem->isValidTarget()
  5678. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5679. {
  5680. target = elem;
  5681. break;
  5682. }
  5683. }
  5684. if(target == nullptr)
  5685. {
  5686. makeStackDoNothing(next);
  5687. }
  5688. else
  5689. {
  5690. attack.aimToUnit(target);
  5691. makeAutomaticAction(next, attack);
  5692. }
  5693. continue;
  5694. }
  5695. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5696. {
  5697. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5698. if (attackableBattleHexes.empty())
  5699. {
  5700. makeStackDoNothing(next);
  5701. continue;
  5702. }
  5703. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5704. {
  5705. BattleAction attack;
  5706. attack.actionType = EActionType::CATAPULT;
  5707. attack.side = next->side;
  5708. attack.stackNumber = next->ID;
  5709. makeAutomaticAction(next, attack);
  5710. continue;
  5711. }
  5712. }
  5713. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5714. {
  5715. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5716. {
  5717. return s->owner == next->owner && s->canBeHealed();
  5718. });
  5719. if (!possibleStacks.size())
  5720. {
  5721. makeStackDoNothing(next);
  5722. continue;
  5723. }
  5724. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5725. {
  5726. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5727. const CStack * toBeHealed = possibleStacks.front();
  5728. BattleAction heal;
  5729. heal.actionType = EActionType::STACK_HEAL;
  5730. heal.aimToUnit(toBeHealed);
  5731. heal.side = next->side;
  5732. heal.stackNumber = next->ID;
  5733. makeAutomaticAction(next, heal);
  5734. continue;
  5735. }
  5736. }
  5737. int numberOfAsks = 1;
  5738. bool breakOuter = false;
  5739. do
  5740. {//ask interface and wait for answer
  5741. if (!battleResult.get())
  5742. {
  5743. stackTurnTrigger(next); //various effects
  5744. if(next->fear)
  5745. {
  5746. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5747. }
  5748. else
  5749. {
  5750. logGlobal->trace("Activating %s", next->nodeName());
  5751. auto nextId = next->ID;
  5752. BattleSetActiveStack sas;
  5753. sas.stack = nextId;
  5754. sendAndApply(&sas);
  5755. auto actionWasMade = [&]() -> bool
  5756. {
  5757. if (battleMadeAction.data)//active stack has made its action
  5758. return true;
  5759. if (battleResult.get())// battle is finished
  5760. return true;
  5761. if (next == nullptr)//active stack was been removed
  5762. return true;
  5763. return !next->alive();//active stack is dead
  5764. };
  5765. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5766. battleMadeAction.data = false;
  5767. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5768. {
  5769. battleMadeAction.cond.wait(lock);
  5770. if (battleGetStackByID(nextId, false) != next)
  5771. next = nullptr; //it may be removed, while we wait
  5772. }
  5773. }
  5774. }
  5775. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5776. {
  5777. breakOuter = true;
  5778. break;
  5779. }
  5780. //we're after action, all results applied
  5781. checkBattleStateChanges(); //check if this action ended the battle
  5782. if(next != nullptr)
  5783. {
  5784. //check for good morale
  5785. nextStackMorale = next->MoraleVal();
  5786. if(!next->hadMorale //only one extra move per turn possible
  5787. && !next->defending
  5788. && !next->waited()
  5789. && !next->fear
  5790. && next->alive()
  5791. && nextStackMorale > 0)
  5792. {
  5793. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5794. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5795. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5796. {
  5797. BattleTriggerEffect bte;
  5798. bte.stackID = next->ID;
  5799. bte.effect = Bonus::MORALE;
  5800. bte.val = 1;
  5801. bte.additionalInfo = 0;
  5802. sendAndApply(&bte); //play animation
  5803. ++numberOfAsks; //move this stack once more
  5804. }
  5805. }
  5806. }
  5807. --numberOfAsks;
  5808. } while (numberOfAsks > 0);
  5809. if (breakOuter)
  5810. {
  5811. break;
  5812. }
  5813. }
  5814. firstRound = false;
  5815. }
  5816. if (lobby->state != EServerState::SHUTDOWN)
  5817. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5818. }
  5819. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5820. {
  5821. BattleSetActiveStack bsa;
  5822. bsa.stack = stack->ID;
  5823. bsa.askPlayerInterface = false;
  5824. sendAndApply(&bsa);
  5825. bool ret = makeBattleAction(ba);
  5826. checkBattleStateChanges();
  5827. return ret;
  5828. }
  5829. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5830. {
  5831. assert(a->artType);
  5832. ArtifactLocation al;
  5833. al.artHolder = const_cast<CGHeroInstance*>(h);
  5834. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5835. if (pos < 0)
  5836. {
  5837. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5838. slot = a->firstAvailableSlot(h);
  5839. else
  5840. slot = a->firstBackpackSlot(h);
  5841. }
  5842. else
  5843. {
  5844. slot = pos;
  5845. }
  5846. al.slot = slot;
  5847. if (slot < 0 || !a->canBePutAt(al))
  5848. {
  5849. complain("Cannot put artifact in that slot!");
  5850. return;
  5851. }
  5852. putArtifact(al, a);
  5853. }
  5854. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5855. {
  5856. PutArtifact pa;
  5857. pa.art = a;
  5858. pa.al = al;
  5859. sendAndApply(&pa);
  5860. }
  5861. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5862. {
  5863. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5864. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5865. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5866. giveHeroNewArtifact(h, art, slot);
  5867. return true;
  5868. }
  5869. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5870. {
  5871. CArtifactInstance *a = nullptr;
  5872. if (!artType->constituents)
  5873. {
  5874. a = new CArtifactInstance();
  5875. }
  5876. else
  5877. {
  5878. a = new CCombinedArtifactInstance();
  5879. }
  5880. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5881. NewArtifact na;
  5882. na.art = a;
  5883. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5884. giveHeroArtifact(h, a, pos);
  5885. }
  5886. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5887. {
  5888. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5889. if (battleResult.data)
  5890. {
  5891. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5892. % battleResult.data->result % resultType).str());
  5893. return;
  5894. }
  5895. auto br = new BattleResult();
  5896. br->result = resultType;
  5897. br->winner = victoriusSide; //surrendering side loses
  5898. gs->curB->calculateCasualties(br->casualties);
  5899. battleResult.data = br;
  5900. }
  5901. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5902. {
  5903. std::vector<int3>::iterator tile;
  5904. std::vector<int3> tiles;
  5905. getFreeTiles(tiles);
  5906. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5907. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5908. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5909. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5910. for (int i = 0; i < (int)amount; ++i)
  5911. {
  5912. tile = tiles.begin();
  5913. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5914. {
  5915. auto count = cre->getRandomAmount(std::rand);
  5916. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5917. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5918. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5919. }
  5920. tiles.erase(tile); //not use it again
  5921. }
  5922. }
  5923. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5924. {
  5925. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5926. {
  5927. cheated = true;
  5928. if (!hero) return;
  5929. ///Give hero spellbook
  5930. if (!hero->hasSpellbook())
  5931. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5932. ///Give all spells with bonus (to allow banned spells)
  5933. GiveBonus giveBonus(GiveBonus::HERO);
  5934. giveBonus.id = hero->id.getNum();
  5935. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5936. //start with level 0 to skip abilities
  5937. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5938. {
  5939. giveBonus.bonus.subtype = level;
  5940. sendAndApply(&giveBonus);
  5941. }
  5942. ///Give mana
  5943. SetMana sm;
  5944. sm.hid = hero->id;
  5945. sm.val = 999;
  5946. sm.absolute = true;
  5947. sendAndApply(&sm);
  5948. }
  5949. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5950. {
  5951. cheated = true;
  5952. if (!town) return;
  5953. ///Build all buildings in selected town
  5954. for (auto & build : town->town->buildings)
  5955. {
  5956. if (!town->hasBuilt(build.first)
  5957. && !build.second->getNameTranslated().empty()
  5958. && build.first != BuildingID::SHIP)
  5959. {
  5960. buildStructure(town->id, build.first, true);
  5961. }
  5962. }
  5963. }
  5964. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5965. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5966. {
  5967. cheated = true;
  5968. if (!hero) return;
  5969. ///Gives N creatures into each slot
  5970. std::map<std::string, std::pair<std::string, int>> creatures;
  5971. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5972. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5973. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5974. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5975. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5976. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5977. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5978. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5979. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5980. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5981. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5982. if (!hero->hasStackAtSlot(SlotID(i)))
  5983. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5984. }
  5985. else if (boost::starts_with(cheat, "vcmiarmy"))
  5986. {
  5987. cheated = true;
  5988. if (!hero) return;
  5989. std::vector<std::string> words;
  5990. boost::split(words, cheat, boost::is_any_of(" "));
  5991. if(words.size() < 2)
  5992. return;
  5993. std::string creatureIdentifier = words[1];
  5994. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5995. if(creatureId.is_initialized())
  5996. {
  5997. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  5998. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5999. if (!hero->hasStackAtSlot(SlotID(i)))
  6000. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6001. }
  6002. }
  6003. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6004. {
  6005. cheated = true;
  6006. if (!hero) return;
  6007. ///Give all war machines to hero
  6008. if (!hero->getArt(ArtifactPosition::MACH1))
  6009. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6010. if (!hero->getArt(ArtifactPosition::MACH2))
  6011. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6012. if (!hero->getArt(ArtifactPosition::MACH3))
  6013. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6014. }
  6015. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6016. {
  6017. cheated = true;
  6018. if (!hero) return;
  6019. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6020. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6021. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6022. }
  6023. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6024. {
  6025. cheated = true;
  6026. if (!hero) return;
  6027. ///selected hero gains a new level
  6028. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6029. }
  6030. else if (boost::starts_with(cheat, "vcmiexp"))
  6031. {
  6032. cheated = true;
  6033. if (!hero) return;
  6034. std::vector<std::string> words;
  6035. boost::split(words, cheat, boost::is_any_of(" "));
  6036. if(words.size() < 2)
  6037. return;
  6038. std::string expAmount = words[1];
  6039. long expAmountProcessed = 0;
  6040. try
  6041. {
  6042. expAmountProcessed = std::stol(expAmount);
  6043. }
  6044. catch(std::exception&)
  6045. {
  6046. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6047. }
  6048. if(expAmountProcessed > 1)
  6049. {
  6050. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6051. }
  6052. }
  6053. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6054. {
  6055. cheated = true;
  6056. if (!hero) return;
  6057. ///Give 1000000 movement points to hero
  6058. SetMovePoints smp;
  6059. smp.hid = hero->id;
  6060. smp.val = 1000000;
  6061. sendAndApply(&smp);
  6062. GiveBonus gb(GiveBonus::HERO);
  6063. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6064. gb.bonus.duration = Bonus::ONE_DAY;
  6065. gb.bonus.source = Bonus::OTHER;
  6066. gb.id = hero->id.getNum();
  6067. giveHeroBonus(&gb);
  6068. }
  6069. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6070. {
  6071. cheated = true;
  6072. ///Give resources to player
  6073. TResources resources;
  6074. resources[Res::GOLD] = 100000;
  6075. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6076. resources[i] = 100;
  6077. giveResources(player, resources);
  6078. }
  6079. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6080. {
  6081. cheated = true;
  6082. ///Player wins
  6083. PlayerCheated pc;
  6084. pc.player = player;
  6085. pc.winningCheatCode = true;
  6086. sendAndApply(&pc);
  6087. }
  6088. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6089. {
  6090. cheated = true;
  6091. ///Player looses
  6092. PlayerCheated pc;
  6093. pc.player = player;
  6094. pc.losingCheatCode = true;
  6095. sendAndApply(&pc);
  6096. }
  6097. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6098. {
  6099. cheated = true;
  6100. ///Reveal or conceal FoW
  6101. FoWChange fc;
  6102. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6103. fc.player = player;
  6104. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6105. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6106. int lastUnc = 0;
  6107. for(int z = 0; z < gs->map->levels(); z++)
  6108. for(int x = 0; x < gs->map->width; x++)
  6109. for(int y = 0; y < gs->map->height; y++)
  6110. if(!(*fowMap)[z][x][y] || !fc.mode)
  6111. hlp_tab[lastUnc++] = int3(x, y, z);
  6112. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6113. delete [] hlp_tab;
  6114. sendAndApply(&fc);
  6115. }
  6116. }
  6117. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6118. {
  6119. BattleObstaclesChanged obsRem;
  6120. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6121. sendAndApply(&obsRem);
  6122. }
  6123. void CGameHandler::synchronizeArtifactHandlerLists()
  6124. {
  6125. UpdateArtHandlerLists uahl;
  6126. uahl.treasures = VLC->arth->treasures;
  6127. uahl.minors = VLC->arth->minors;
  6128. uahl.majors = VLC->arth->majors;
  6129. uahl.relics = VLC->arth->relics;
  6130. sendAndApply(&uahl);
  6131. }
  6132. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6133. {
  6134. return vstd::contains(gs->map->objects, obj);
  6135. }
  6136. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6137. {
  6138. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6139. return false;
  6140. auto query = queries.topQuery(player);
  6141. if (query && query->blocksPack(pack))
  6142. {
  6143. complain(boost::str(boost::format(
  6144. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6145. % boost::to_upper_copy<std::string>(player.getStr())
  6146. % query->toString()
  6147. ));
  6148. return true;
  6149. }
  6150. return false;
  6151. }
  6152. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6153. {
  6154. //If the object is being visited, there must be a matching query
  6155. for (const auto &query : queries.allQueries())
  6156. {
  6157. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6158. {
  6159. if (someVistQuery->visitedObject == object)
  6160. {
  6161. someVistQuery->removeObjectAfterVisit = true;
  6162. return;
  6163. }
  6164. }
  6165. }
  6166. //If we haven't returned so far, there is no query and no visit, call was wrong
  6167. assert("This function needs to be called during the object visit!");
  6168. }
  6169. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6170. {
  6171. std::unordered_set<int3, ShashInt3> tiles;
  6172. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6173. if (hide)
  6174. {
  6175. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6176. auto p = getPlayerState(player);
  6177. for (auto h : p->heroes)
  6178. {
  6179. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6180. }
  6181. for (auto t : p->towns)
  6182. {
  6183. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6184. }
  6185. for (auto tile : observedTiles)
  6186. vstd::erase_if_present (tiles, tile);
  6187. }
  6188. changeFogOfWar(tiles, player, hide);
  6189. }
  6190. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6191. {
  6192. FoWChange fow;
  6193. fow.tiles = tiles;
  6194. fow.player = player;
  6195. fow.mode = hide? 0 : 1;
  6196. sendAndApply(&fow);
  6197. }
  6198. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6199. {
  6200. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6201. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6202. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6203. return true;
  6204. }
  6205. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6206. {
  6207. SetObjectProperty sob;
  6208. sob.id = objid;
  6209. sob.what = prop;
  6210. sob.val = static_cast<ui32>(val);
  6211. sendAndApply(&sob);
  6212. }
  6213. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6214. {
  6215. sendAndApply(iw);
  6216. }
  6217. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6218. {
  6219. InfoWindow iw;
  6220. iw.player = player;
  6221. iw.text << msg;
  6222. showInfoDialog(&iw);
  6223. }
  6224. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6225. army(_army)
  6226. {
  6227. heroWithDeadCommander = ObjectInstanceID();
  6228. PlayerColor color = army->tempOwner;
  6229. if(color == PlayerColor::UNFLAGGABLE)
  6230. color = PlayerColor::NEUTRAL;
  6231. for(CStack * st : bat->stacks)
  6232. {
  6233. if(st->summoned) //don't take into account temporary summoned stacks
  6234. continue;
  6235. if(st->owner != color) //remove only our stacks
  6236. continue;
  6237. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6238. st->health.takeResurrected();
  6239. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6240. {
  6241. logGlobal->debug("Ignored arrow towers stack.");
  6242. }
  6243. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6244. {
  6245. auto warMachine = st->type->warMachine;
  6246. if(warMachine == ArtifactID::NONE)
  6247. {
  6248. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6249. }
  6250. //catapult artifact remain even if "creature" killed in siege
  6251. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6252. {
  6253. logGlobal->debug("War machine has been destroyed");
  6254. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6255. if (hero)
  6256. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6257. else
  6258. logGlobal->error("War machine in army without hero");
  6259. }
  6260. }
  6261. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6262. {
  6263. if(st->alive() && st->getCount() > 0)
  6264. {
  6265. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6266. const CreatureID summonedType = st->type->idNumber;
  6267. summoned[summonedType] += st->getCount();
  6268. }
  6269. }
  6270. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6271. {
  6272. if (nullptr == st->base)
  6273. {
  6274. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6275. }
  6276. else
  6277. {
  6278. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6279. if(c)
  6280. {
  6281. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6282. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6283. {
  6284. logGlobal->debug("Commander is dead.");
  6285. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6286. }
  6287. }
  6288. else
  6289. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6290. }
  6291. }
  6292. else if(st->base && !army->slotEmpty(st->slot))
  6293. {
  6294. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6295. if(st->getCount() == 0 || !st->alive())
  6296. {
  6297. logGlobal->debug("Stack has been destroyed.");
  6298. StackLocation sl(army, st->slot);
  6299. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6300. }
  6301. else if(st->getCount() < army->getStackCount(st->slot))
  6302. {
  6303. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6304. StackLocation sl(army, st->slot);
  6305. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6306. }
  6307. else if(st->getCount() > army->getStackCount(st->slot))
  6308. {
  6309. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6310. StackLocation sl(army, st->slot);
  6311. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6312. }
  6313. }
  6314. else
  6315. {
  6316. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6317. }
  6318. }
  6319. }
  6320. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6321. {
  6322. for (TStackAndItsNewCount &ncount : newStackCounts)
  6323. {
  6324. if (ncount.second > 0)
  6325. gh->changeStackCount(ncount.first, ncount.second, true);
  6326. else
  6327. gh->eraseStack(ncount.first, true);
  6328. }
  6329. for (auto summoned_iter : summoned)
  6330. {
  6331. SlotID slot = army->getSlotFor(summoned_iter.first);
  6332. if (slot.validSlot())
  6333. {
  6334. StackLocation location(army, slot);
  6335. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6336. }
  6337. else
  6338. {
  6339. //even if it will be possible to summon anything permanently it should be checked for free slot
  6340. //necromancy is handled separately
  6341. gh->complain("No free slot to put summoned creature");
  6342. }
  6343. }
  6344. for (auto al : removedWarMachines)
  6345. {
  6346. gh->removeArtifact(al);
  6347. }
  6348. if (heroWithDeadCommander != ObjectInstanceID())
  6349. {
  6350. SetCommanderProperty scp;
  6351. scp.heroid = heroWithDeadCommander;
  6352. scp.which = SetCommanderProperty::ALIVE;
  6353. scp.amount = 0;
  6354. gh->sendAndApply(&scp);
  6355. }
  6356. }
  6357. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6358. {
  6359. assert(Query->result);
  6360. assert(Query->bi);
  6361. auto &result = *Query->result;
  6362. auto &info = *Query->bi;
  6363. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6364. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6365. victor = info.sides[result.winner].color;
  6366. loser = info.sides[!result.winner].color;
  6367. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6368. }
  6369. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6370. {
  6371. winnerHero = loserHero = nullptr;
  6372. remainingBattleQueriesCount = 0;
  6373. }
  6374. CRandomGenerator & CGameHandler::getRandomGenerator()
  6375. {
  6376. return CRandomGenerator::getDefault();
  6377. }
  6378. #if SCRIPTING_ENABLED
  6379. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6380. {
  6381. return serverScripts.get();
  6382. }
  6383. scripting::Pool * CGameHandler::getContextPool() const
  6384. {
  6385. return serverScripts.get();
  6386. }
  6387. #endif
  6388. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6389. {
  6390. NewObject no;
  6391. no.ID = ID; //creature
  6392. no.subID= subID;
  6393. no.pos = pos;
  6394. sendAndApply(&no);
  6395. return no.id; //id field will be filled during applying on gs
  6396. }
  6397. ///ServerSpellCastEnvironment
  6398. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6399. : gh(gh)
  6400. {
  6401. }
  6402. bool ServerSpellCastEnvironment::describeChanges() const
  6403. {
  6404. return true;
  6405. }
  6406. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6407. {
  6408. gh->complain(problem);
  6409. }
  6410. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6411. {
  6412. return &gh->getRandomGenerator();
  6413. }
  6414. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6415. {
  6416. gh->sendAndApply(pack);
  6417. }
  6418. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6419. {
  6420. gh->sendAndApply(pack);
  6421. }
  6422. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6423. {
  6424. gh->sendAndApply(pack);
  6425. }
  6426. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6427. {
  6428. gh->sendAndApply(pack);
  6429. }
  6430. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6431. {
  6432. gh->sendAndApply(pack);
  6433. }
  6434. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6435. {
  6436. gh->sendAndApply(pack);
  6437. }
  6438. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6439. {
  6440. gh->sendAndApply(pack);
  6441. }
  6442. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6443. {
  6444. gh->sendAndApply(pack);
  6445. }
  6446. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6447. {
  6448. return gh;
  6449. }
  6450. const CMap * ServerSpellCastEnvironment::getMap() const
  6451. {
  6452. return gh->gameState()->map;
  6453. }
  6454. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6455. {
  6456. return gh->moveHero(hid, dst, teleporting, false);
  6457. }
  6458. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6459. {
  6460. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6461. request->queryID = query->queryID;
  6462. gh->queries.addQuery(query);
  6463. gh->sendAndApply(request);
  6464. }