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