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. void getCasterName(MetaString & text) const override
  150. {
  151. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  152. }
  153. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  154. {
  155. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  156. }
  157. void spendMana(ServerCallback * server, const int spellCost) const override
  158. {
  159. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  160. }
  161. private:
  162. const CGHeroInstance * hero;
  163. const PlayerColor owner;
  164. const SpellCreatedObstacle * obs;
  165. };
  166. }//
  167. VCMI_LIB_NAMESPACE_END
  168. CondSh<bool> battleMadeAction(false);
  169. CondSh<BattleResult *> battleResult(nullptr);
  170. template <typename T> class CApplyOnGH;
  171. class CBaseForGHApply
  172. {
  173. public:
  174. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  175. virtual ~CBaseForGHApply(){}
  176. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  177. {
  178. return new CApplyOnGH<U>();
  179. }
  180. };
  181. template <typename T> class CApplyOnGH : public CBaseForGHApply
  182. {
  183. public:
  184. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  185. {
  186. T *ptr = static_cast<T*>(pack);
  187. try
  188. {
  189. ApplyGhNetPackVisitor applier(*gh, *gs);
  190. ptr->visit(applier);
  191. return applier.getResult();
  192. }
  193. catch(ExceptionNotAllowedAction & e)
  194. {
  195. (void)e;
  196. return false;
  197. }
  198. catch(...)
  199. {
  200. throw;
  201. }
  202. }
  203. };
  204. template <>
  205. class CApplyOnGH<CPack> : public CBaseForGHApply
  206. {
  207. public:
  208. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  209. {
  210. logGlobal->error("Cannot apply on GH plain CPack!");
  211. assert(0);
  212. return false;
  213. }
  214. };
  215. static inline double distance(int3 a, int3 b)
  216. {
  217. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  218. }
  219. static void giveExp(BattleResult &r)
  220. {
  221. if (r.winner > 1)
  222. {
  223. // draw
  224. return;
  225. }
  226. r.exp[0] = 0;
  227. r.exp[1] = 0;
  228. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  229. {
  230. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  231. }
  232. }
  233. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  234. {
  235. int x = targetPosition.getX();
  236. int y = targetPosition.getY();
  237. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  238. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  240. else
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  242. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  243. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  244. {
  245. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  246. {
  247. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  248. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  249. }
  250. else
  251. { //add back-side guardians for two-hex target, side guardians for one-hex
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  254. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  256. else if (targetIsTwoHex)//front-side guardians for two-hex target
  257. {
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  259. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  260. if (x > 3) //back guard for two-hex
  261. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  262. }
  263. }
  264. }
  265. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  266. {
  267. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  268. {
  269. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  270. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  271. }
  272. else
  273. {
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  276. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  278. else if (targetIsTwoHex)
  279. {
  280. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  281. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  282. if (x < GameConstants::BFIELD_WIDTH - 4)
  283. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  284. }
  285. }
  286. }
  287. else if (!targetIsAttacker && y % 2 == 0)
  288. {
  289. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  290. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  291. }
  292. else if (targetIsAttacker && y % 2 == 1)
  293. {
  294. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  295. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  296. }
  297. }
  298. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  299. {
  300. boost::unique_lock<boost::mutex> l(mx);
  301. if (players.find(player) != players.end())
  302. {
  303. return players.at(player);
  304. }
  305. else
  306. {
  307. throw std::runtime_error("No such player!");
  308. }
  309. }
  310. void PlayerStatuses::addPlayer(PlayerColor player)
  311. {
  312. boost::unique_lock<boost::mutex> l(mx);
  313. players[player];
  314. }
  315. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  316. {
  317. boost::unique_lock<boost::mutex> l(mx);
  318. if (players.find(player) != players.end())
  319. {
  320. return players[player].*flag;
  321. }
  322. else
  323. {
  324. throw std::runtime_error("No such player!");
  325. }
  326. }
  327. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  328. {
  329. boost::unique_lock<boost::mutex> l(mx);
  330. if (players.find(player) != players.end())
  331. {
  332. players[player].*flag = val;
  333. }
  334. else
  335. {
  336. throw std::runtime_error("No such player!");
  337. }
  338. cv.notify_all();
  339. }
  340. template <typename T>
  341. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  342. {
  343. fun(args[which]);
  344. }
  345. const Services * CGameHandler::services() const
  346. {
  347. return VLC;
  348. }
  349. const CGameHandler::BattleCb * CGameHandler::battle() const
  350. {
  351. return this;
  352. }
  353. const CGameHandler::GameCb * CGameHandler::game() const
  354. {
  355. return this;
  356. }
  357. vstd::CLoggerBase * CGameHandler::logger() const
  358. {
  359. return logGlobal;
  360. }
  361. events::EventBus * CGameHandler::eventBus() const
  362. {
  363. return serverEventBus.get();
  364. }
  365. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  366. {
  367. changeSecSkill(hero, skill, 1, 0);
  368. expGiven(hero);
  369. }
  370. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  371. {
  372. // required exp for at least 1 lvl-up hasn't been reached
  373. if (!hero->gainsLevel())
  374. {
  375. return;
  376. }
  377. // give primary skill
  378. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  379. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  380. SetPrimSkill sps;
  381. sps.id = hero->id;
  382. sps.which = primarySkill;
  383. sps.abs = false;
  384. sps.val = 1;
  385. sendAndApply(&sps);
  386. PrepareHeroLevelUp pre;
  387. pre.heroId = hero->id;
  388. sendAndApply(&pre);
  389. HeroLevelUp hlu;
  390. hlu.player = hero->tempOwner;
  391. hlu.heroId = hero->id;
  392. hlu.primskill = primarySkill;
  393. hlu.skills = pre.skills;
  394. if (hlu.skills.size() == 0)
  395. {
  396. sendAndApply(&hlu);
  397. levelUpHero(hero);
  398. }
  399. else if (hlu.skills.size() == 1)
  400. {
  401. sendAndApply(&hlu);
  402. levelUpHero(hero, pre.skills.front());
  403. }
  404. else if (hlu.skills.size() > 1)
  405. {
  406. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  407. hlu.queryID = levelUpQuery->queryID;
  408. queries.addQuery(levelUpQuery);
  409. sendAndApply(&hlu);
  410. //level up will be called on query reply
  411. }
  412. }
  413. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  414. {
  415. SetCommanderProperty scp;
  416. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  417. if (hero)
  418. scp.heroid = hero->id;
  419. else
  420. {
  421. complain ("Commander is not led by hero!");
  422. return;
  423. }
  424. scp.accumulatedBonus.subtype = 0;
  425. scp.accumulatedBonus.additionalInfo = 0;
  426. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  427. scp.accumulatedBonus.turnsRemain = 0;
  428. scp.accumulatedBonus.source = Bonus::COMMANDER;
  429. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  430. if (skill <= ECommander::SPELL_POWER)
  431. {
  432. scp.which = SetCommanderProperty::BONUS;
  433. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  434. {
  435. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  436. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  437. };
  438. switch (skill)
  439. {
  440. case ECommander::ATTACK:
  441. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  442. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  443. break;
  444. case ECommander::DEFENSE:
  445. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  446. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  447. break;
  448. case ECommander::HEALTH:
  449. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  450. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  451. break;
  452. case ECommander::DAMAGE:
  453. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  454. scp.accumulatedBonus.subtype = 0;
  455. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  456. break;
  457. case ECommander::SPEED:
  458. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  459. break;
  460. case ECommander::SPELL_POWER:
  461. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  466. sendAndApply (&scp); //additional pack
  467. scp.accumulatedBonus.type = Bonus::CASTS;
  468. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  469. sendAndApply (&scp); //additional pack
  470. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  471. break;
  472. }
  473. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  474. sendAndApply (&scp);
  475. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  476. scp.additionalInfo = skill;
  477. scp.amount = c->secondarySkills.at(skill) + 1;
  478. sendAndApply (&scp);
  479. }
  480. else if (skill >= 100)
  481. {
  482. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  483. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  484. scp.additionalInfo = skill; //unnormalized
  485. sendAndApply (&scp);
  486. }
  487. expGiven(hero);
  488. }
  489. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  490. {
  491. if (!c->gainsLevel())
  492. {
  493. return;
  494. }
  495. CommanderLevelUp clu;
  496. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  497. if(hero)
  498. {
  499. clu.heroId = hero->id;
  500. clu.player = hero->tempOwner;
  501. }
  502. else
  503. {
  504. complain ("Commander is not led by hero!");
  505. return;
  506. }
  507. //picking sec. skills for choice
  508. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  509. {
  510. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  511. clu.skills.push_back(i);
  512. }
  513. int i = 100;
  514. for (auto specialSkill : VLC->creh->skillRequirements)
  515. {
  516. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  517. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  518. && !vstd::contains (c->specialSKills, i))
  519. clu.skills.push_back (i);
  520. ++i;
  521. }
  522. int skillAmount = static_cast<int>(clu.skills.size());
  523. if (!skillAmount)
  524. {
  525. sendAndApply(&clu);
  526. levelUpCommander(c);
  527. }
  528. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  529. {
  530. sendAndApply(&clu);
  531. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  532. }
  533. else if (skillAmount > 1) //apply and ask for secondary skill
  534. {
  535. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  536. clu.queryID = commanderLevelUp->queryID;
  537. queries.addQuery(commanderLevelUp);
  538. sendAndApply(&clu);
  539. }
  540. }
  541. void CGameHandler::expGiven(const CGHeroInstance *hero)
  542. {
  543. if (hero->gainsLevel())
  544. levelUpHero(hero);
  545. else if (hero->commander && hero->commander->gainsLevel())
  546. levelUpCommander(hero->commander);
  547. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  548. // levelUpCommander(hero->commander);
  549. // else
  550. // levelUpHero(hero);
  551. }
  552. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  553. {
  554. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  555. {
  556. if (gs->map->levelLimit != 0)
  557. {
  558. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  559. TExpType resultingExp = abs ? val : hero->exp + val;
  560. if (resultingExp > expLimit)
  561. {
  562. // set given experience to max possible, but don't decrease if hero already over top
  563. abs = true;
  564. val = std::max(expLimit, hero->exp);
  565. InfoWindow iw;
  566. iw.player = hero->tempOwner;
  567. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  568. iw.text.addReplacement(hero->getNameTranslated());
  569. sendAndApply(&iw);
  570. }
  571. }
  572. }
  573. SetPrimSkill sps;
  574. sps.id = hero->id;
  575. sps.which = which;
  576. sps.abs = abs;
  577. sps.val = val;
  578. sendAndApply(&sps);
  579. //only for exp - hero may level up
  580. if (which == PrimarySkill::EXPERIENCE)
  581. {
  582. if (hero->commander && hero->commander->alive)
  583. {
  584. //FIXME: trim experience according to map limit?
  585. SetCommanderProperty scp;
  586. scp.heroid = hero->id;
  587. scp.which = SetCommanderProperty::EXPERIENCE;
  588. scp.amount = val;
  589. sendAndApply (&scp);
  590. CBonusSystemNode::treeHasChanged();
  591. }
  592. expGiven(hero);
  593. }
  594. }
  595. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  596. {
  597. if(!hero)
  598. {
  599. logGlobal->error("changeSecSkill provided no hero");
  600. return;
  601. }
  602. SetSecSkill sss;
  603. sss.id = hero->id;
  604. sss.which = which;
  605. sss.val = val;
  606. sss.abs = abs;
  607. sendAndApply(&sss);
  608. if (hero->visitedTown)
  609. giveSpells(hero->visitedTown, hero);
  610. }
  611. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  612. {
  613. LOG_TRACE(logGlobal);
  614. //Fill BattleResult structure with exp info
  615. giveExp(*battleResult.data);
  616. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  617. {
  618. if(heroAttacker)
  619. battleResult.data->exp[1] += 500;
  620. if(heroDefender)
  621. battleResult.data->exp[0] += 500;
  622. }
  623. if(heroAttacker)
  624. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  625. if(heroDefender)
  626. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  627. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  628. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  629. const BattleResult::EResult result = battleResult.get()->result;
  630. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  631. {
  632. for (auto &q : queries.allQueries())
  633. {
  634. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  635. if (bq->bi == gs->curB)
  636. return bq;
  637. }
  638. return std::shared_ptr<CBattleQuery>();
  639. };
  640. auto battleQuery = findBattleQuery();
  641. if (!battleQuery)
  642. {
  643. logGlobal->error("Cannot find battle query!");
  644. }
  645. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  646. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  647. battleQuery->result = boost::make_optional(*battleResult.data);
  648. //Check how many battle queries were created (number of players blocked by battle)
  649. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  650. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  651. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  652. ChangeSpells cs; //for Eagle Eye
  653. if (finishingBattle->winnerHero)
  654. {
  655. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  656. {
  657. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  658. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  659. {
  660. auto spell = spellId.toSpell(VLC->spells());
  661. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  662. cs.spells.insert(spell->getId());
  663. }
  664. }
  665. }
  666. std::vector<const CArtifactInstance *> arts; //display them in window
  667. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  668. {
  669. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  670. {
  671. arts.push_back(art);
  672. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  673. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  674. if(ArtifactUtils::isSlotBackpack(slot))
  675. ma->askAssemble = false;
  676. sendAndApply(ma);
  677. };
  678. if (finishingBattle->loserHero)
  679. {
  680. //TODO: wrap it into a function, somehow (boost::variant -_-)
  681. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  682. for (auto artSlot : artifactsWorn)
  683. {
  684. MoveArtifact ma;
  685. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  686. const CArtifactInstance * art = ma.src.getArt();
  687. if (art && !art->artType->isBig() &&
  688. art->artType->getId() != ArtifactID::SPELLBOOK)
  689. // don't move war machines or locked arts (spellbook)
  690. {
  691. sendMoveArtifact(art, &ma);
  692. }
  693. }
  694. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  695. {
  696. //we assume that no big artifacts can be found
  697. MoveArtifact ma;
  698. ma.src = ArtifactLocation(finishingBattle->loserHero,
  699. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  700. const CArtifactInstance * art = ma.src.getArt();
  701. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  702. {
  703. sendMoveArtifact(art, &ma);
  704. }
  705. }
  706. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  707. {
  708. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  709. for (auto artSlot : artifactsWorn)
  710. {
  711. MoveArtifact ma;
  712. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  713. const CArtifactInstance * art = ma.src.getArt();
  714. if (art && !art->artType->isBig())
  715. {
  716. sendMoveArtifact(art, &ma);
  717. }
  718. }
  719. }
  720. }
  721. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  722. {
  723. auto artifactsWorn = armySlot.second->artifactsWorn;
  724. for (auto artSlot : artifactsWorn)
  725. {
  726. MoveArtifact ma;
  727. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  728. const CArtifactInstance * art = ma.src.getArt();
  729. if (art && !art->artType->isBig())
  730. {
  731. sendMoveArtifact(art, &ma);
  732. }
  733. }
  734. }
  735. }
  736. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  737. if (arts.size()) //display loot
  738. {
  739. InfoWindow iw;
  740. iw.player = finishingBattle->winnerHero->tempOwner;
  741. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  742. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  743. {
  744. iw.components.emplace_back(
  745. Component::EComponentType::ARTIFACT, art->artType->getId(),
  746. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  747. if (iw.components.size() >= 14)
  748. {
  749. sendAndApply(&iw);
  750. iw.components.clear();
  751. }
  752. }
  753. if (iw.components.size())
  754. {
  755. sendAndApply(&iw);
  756. }
  757. }
  758. //Eagle Eye secondary skill handling
  759. if (!cs.spells.empty())
  760. {
  761. cs.learn = 1;
  762. cs.hid = finishingBattle->winnerHero->id;
  763. InfoWindow iw;
  764. iw.player = finishingBattle->winnerHero->tempOwner;
  765. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  766. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  767. std::ostringstream names;
  768. for (int i = 0; i < cs.spells.size(); i++)
  769. {
  770. names << "%s";
  771. if (i < cs.spells.size() - 2)
  772. names << ", ";
  773. else if (i < cs.spells.size() - 1)
  774. names << "%s";
  775. }
  776. names << ".";
  777. iw.text.addReplacement(names.str());
  778. auto it = cs.spells.begin();
  779. for (int i = 0; i < cs.spells.size(); i++, it++)
  780. {
  781. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  782. if (i == cs.spells.size() - 2) //we just added pre-last name
  783. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  784. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  785. }
  786. sendAndApply(&iw);
  787. sendAndApply(&cs);
  788. }
  789. cab1.updateArmy(this);
  790. cab2.updateArmy(this); //take casualties after battle is deleted
  791. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  792. {
  793. RemoveObject ro(heroAttacker->id);
  794. sendAndApply(&ro);
  795. }
  796. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  797. {
  798. RemoveObject ro(heroDefender->id);
  799. sendAndApply(&ro);
  800. }
  801. if(battleResult.data->winner == BattleSide::DEFENDER
  802. && heroDefender
  803. && heroDefender->visitedTown
  804. && !heroDefender->inTownGarrison
  805. && heroDefender->visitedTown->garrisonHero == heroDefender)
  806. {
  807. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  808. }
  809. //give exp
  810. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  811. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  812. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  813. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  814. queries.popIfTop(battleQuery);
  815. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  816. }
  817. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  818. {
  819. LOG_TRACE(logGlobal);
  820. finishingBattle->remainingBattleQueriesCount--;
  821. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  822. if (finishingBattle->remainingBattleQueriesCount > 0)
  823. //Battle results will be handled when all battle queries are closed
  824. return;
  825. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  826. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  827. // Still, it looks like a hole.
  828. // Necromancy if applicable.
  829. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  830. // Give raised units to winner and show dialog, if any were raised,
  831. // units will be given after casualties are taken
  832. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  833. if (necroSlot != SlotID())
  834. {
  835. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  836. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  837. }
  838. BattleResultsApplied resultsApplied;
  839. resultsApplied.player1 = finishingBattle->victor;
  840. resultsApplied.player2 = finishingBattle->loser;
  841. sendAndApply(&resultsApplied);
  842. setBattle(nullptr);
  843. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  844. {
  845. logGlobal->trace("post-victory visit");
  846. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  847. }
  848. visitObjectAfterVictory = false;
  849. //handle victory/loss of engaged players
  850. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  851. checkVictoryLossConditions(playerColors);
  852. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  853. {
  854. SetAvailableHeroes sah;
  855. sah.player = finishingBattle->loser;
  856. sah.hid[0] = finishingBattle->loserHero->subID;
  857. if (result.result == BattleResult::ESCAPE) //retreat
  858. {
  859. sah.army[0].clear();
  860. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  861. }
  862. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  863. sah.hid[1] = another->subID;
  864. else
  865. sah.hid[1] = -1;
  866. sendAndApply(&sah);
  867. }
  868. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  869. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  870. {
  871. RemoveObject ro(finishingBattle->winnerHero->id);
  872. sendAndApply(&ro);
  873. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  874. {
  875. SetAvailableHeroes sah;
  876. sah.player = finishingBattle->victor;
  877. sah.hid[0] = finishingBattle->winnerHero->subID;
  878. sah.army[0].clear();
  879. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  880. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  881. sah.hid[1] = another->subID;
  882. else
  883. sah.hid[1] = -1;
  884. sendAndApply(&sah);
  885. }
  886. }
  887. }
  888. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  889. {
  890. if(first && !counter)
  891. handleAttackBeforeCasting(ranged, attacker, defender);
  892. FireShieldInfo fireShield;
  893. BattleAttack bat;
  894. BattleLogMessage blm;
  895. bat.stackAttacking = attacker->unitId();
  896. bat.tile = targetHex;
  897. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  898. if(ranged)
  899. bat.flags |= BattleAttack::SHOT;
  900. if(counter)
  901. bat.flags |= BattleAttack::COUNTER;
  902. const int attackerLuck = attacker->LuckVal();
  903. if(attackerLuck > 0)
  904. {
  905. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  906. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  907. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  908. bat.flags |= BattleAttack::LUCKY;
  909. }
  910. if(attackerLuck < 0)
  911. {
  912. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  913. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  914. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  915. bat.flags |= BattleAttack::UNLUCKY;
  916. }
  917. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  918. {
  919. bat.flags |= BattleAttack::DEATH_BLOW;
  920. }
  921. const auto * owner = gs->curB->getHero(attacker->owner);
  922. if(owner)
  923. {
  924. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  925. if (chance > getRandomGenerator().nextInt(99))
  926. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  927. }
  928. int64_t drainedLife = 0;
  929. // only primary target
  930. if(defender->alive())
  931. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  932. //multiple-hex normal attack
  933. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  934. for(const CStack * stack : attackedCreatures)
  935. {
  936. if(stack != defender && stack->alive()) //do not hit same stack twice
  937. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  938. }
  939. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  940. if(bonus && ranged) //TODO: make it work in melee?
  941. {
  942. //this is need for displaying hit animation
  943. bat.flags |= BattleAttack::SPELL_LIKE;
  944. bat.spellID = SpellID(bonus->subtype);
  945. //TODO: should spell override creature`s projectile?
  946. auto spell = bat.spellID.toSpell();
  947. battle::Target target;
  948. target.emplace_back(defender);
  949. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  950. event.setSpellLevel(bonus->val);
  951. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  952. //TODO: get exact attacked hex for defender
  953. for(const CStack * stack : attackedCreatures)
  954. {
  955. if(stack != defender && stack->alive()) //do not hit same stack twice
  956. {
  957. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  958. }
  959. }
  960. //now add effect info for all attacked stacks
  961. for (BattleStackAttacked & bsa : bat.bsa)
  962. {
  963. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  964. {
  965. //this is need for displaying affect animation
  966. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  967. bsa.spellID = SpellID(bonus->subtype);
  968. }
  969. }
  970. }
  971. attackerState->afterAttack(ranged, counter);
  972. {
  973. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  974. attackerState->save(info.data);
  975. bat.attackerChanges.changedStacks.push_back(info);
  976. }
  977. if (drainedLife > 0)
  978. bat.flags |= BattleAttack::LIFE_DRAIN;
  979. sendAndApply(&bat);
  980. {
  981. const bool multipleTargets = bat.bsa.size() > 1;
  982. int64_t totalDamage = 0;
  983. int32_t totalKills = 0;
  984. for(const BattleStackAttacked & bsa : bat.bsa)
  985. {
  986. totalDamage += bsa.damageAmount;
  987. totalKills += bsa.killedAmount;
  988. }
  989. {
  990. MetaString text;
  991. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  992. attacker->addNameReplacement(text);
  993. text.addReplacement(totalDamage);
  994. blm.lines.push_back(text);
  995. }
  996. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  997. }
  998. // drain life effect (as well as log entry) must be applied after the attack
  999. if(drainedLife > 0)
  1000. {
  1001. MetaString text;
  1002. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1003. attackerState->addNameReplacement(text, false);
  1004. text.addReplacement(drainedLife);
  1005. defender->addNameReplacement(text, true);
  1006. blm.lines.push_back(std::move(text));
  1007. }
  1008. if(!fireShield.empty())
  1009. {
  1010. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1011. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1012. int64_t totalDamage = 0;
  1013. for(const auto & item : fireShield)
  1014. {
  1015. const CStack * actor = item.first;
  1016. int64_t rawDamage = item.second;
  1017. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1018. if(actorOwner)
  1019. {
  1020. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1021. }
  1022. else
  1023. {
  1024. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1025. }
  1026. totalDamage+=rawDamage;
  1027. //FIXME: add custom effect on actor
  1028. }
  1029. if (totalDamage > 0)
  1030. {
  1031. BattleStackAttacked bsa;
  1032. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1033. bsa.stackAttacked = attacker->ID; //invert
  1034. bsa.attackerID = defender->ID;
  1035. bsa.damageAmount = totalDamage;
  1036. attacker->prepareAttacked(bsa, getRandomGenerator());
  1037. StacksInjured pack;
  1038. pack.stacks.push_back(bsa);
  1039. sendAndApply(&pack);
  1040. // TODO: this is already implemented in Damage::describeEffect()
  1041. {
  1042. MetaString text;
  1043. text.addTxt(MetaString::GENERAL_TXT, 376);
  1044. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1045. text.addReplacement(totalDamage);
  1046. blm.lines.push_back(std::move(text));
  1047. }
  1048. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1049. }
  1050. }
  1051. sendAndApply(&blm);
  1052. handleAfterAttackCasting(ranged, attacker, defender);
  1053. }
  1054. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1055. {
  1056. BattleStackAttacked bsa;
  1057. if(secondary)
  1058. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1059. bsa.attackerID = attackerState->unitId();
  1060. bsa.stackAttacked = def->unitId();
  1061. {
  1062. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1063. bai.deathBlow = bat.deathBlow();
  1064. bai.doubleDamage = bat.ballistaDoubleDmg();
  1065. bai.luckyStrike = bat.lucky();
  1066. bai.unluckyStrike = bat.unlucky();
  1067. auto range = gs->curB->calculateDmgRange(bai);
  1068. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  1069. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1070. }
  1071. int64_t drainedLife = 0;
  1072. //life drain handling
  1073. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1074. {
  1075. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1076. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1077. drainedLife += toHeal;
  1078. }
  1079. //soul steal handling
  1080. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1081. {
  1082. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1083. //try to use permanent first, use only one of two
  1084. for(si32 subtype = 1; subtype >= 0; subtype--)
  1085. {
  1086. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1087. {
  1088. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1089. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1090. drainedLife += toHeal;
  1091. break;
  1092. }
  1093. }
  1094. }
  1095. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1096. //fire shield handling
  1097. if(!bat.shot() &&
  1098. !def->isClone() &&
  1099. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1100. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1101. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1102. )
  1103. {
  1104. //TODO: use damage with bonus but without penalties
  1105. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1106. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1107. }
  1108. return drainedLife;
  1109. }
  1110. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1111. {
  1112. if(killed > 0)
  1113. {
  1114. BattleLogMessage blm;
  1115. addGenericKilledLog(blm, defender, killed, multiple);
  1116. sendAndApply(&blm);
  1117. }
  1118. }
  1119. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1120. {
  1121. if(killed > 0)
  1122. {
  1123. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1124. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1125. // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
  1126. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1127. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1128. boost::algorithm::trim(formatString);
  1129. boost::format txt(formatString);
  1130. if(killed > 1)
  1131. {
  1132. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1133. }
  1134. else //killed == 1
  1135. {
  1136. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1137. }
  1138. MetaString line;
  1139. line << txt.str();
  1140. blm.lines.push_back(std::move(line));
  1141. }
  1142. }
  1143. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1144. {
  1145. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1146. return;
  1147. for(auto & playerConnections : connections)
  1148. {
  1149. PlayerColor playerId = playerConnections.first;
  1150. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1151. if(!playerSettings)
  1152. continue;
  1153. auto playerConnection = vstd::find(playerConnections.second, c);
  1154. if(playerConnection != playerConnections.second.end())
  1155. {
  1156. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1157. playerMessage(playerId, messageText, ObjectInstanceID{});
  1158. }
  1159. }
  1160. }
  1161. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1162. {
  1163. //prepare struct informing that action was applied
  1164. auto sendPackageResponse = [&](bool succesfullyApplied)
  1165. {
  1166. PackageApplied applied;
  1167. applied.player = pack->player;
  1168. applied.result = succesfullyApplied;
  1169. applied.packType = typeList.getTypeID(pack);
  1170. applied.requestID = pack->requestID;
  1171. pack->c->sendPack(&applied);
  1172. };
  1173. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1174. if(isBlockedByQueries(pack, pack->player))
  1175. {
  1176. sendPackageResponse(false);
  1177. }
  1178. else if(apply)
  1179. {
  1180. const bool result = apply->applyOnGH(this, this->gs, pack);
  1181. if(result)
  1182. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1183. else
  1184. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1185. % typeid(*pack).name()).str());
  1186. sendPackageResponse(true);
  1187. }
  1188. else
  1189. {
  1190. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1191. sendPackageResponse(false);
  1192. }
  1193. vstd::clear_pointer(pack);
  1194. }
  1195. int CGameHandler::moveStack(int stack, BattleHex dest)
  1196. {
  1197. int ret = 0;
  1198. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1199. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1200. assert(curStack);
  1201. assert(dest < GameConstants::BFIELD_SIZE);
  1202. if (gs->curB->tacticDistance)
  1203. {
  1204. assert(gs->curB->isInTacticRange(dest));
  1205. }
  1206. auto start = curStack->getPosition();
  1207. if (start == dest)
  1208. return 0;
  1209. //initing necessary tables
  1210. auto accessibility = getAccesibility(curStack);
  1211. std::set<BattleHex> passed;
  1212. //Ignore obstacles on starting position
  1213. passed.insert(curStack->getPosition());
  1214. if(curStack->doubleWide())
  1215. passed.insert(curStack->occupiedHex());
  1216. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1217. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1218. {
  1219. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1220. if(accessibility.accessible(shifted, curStack))
  1221. dest = shifted;
  1222. }
  1223. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1224. {
  1225. complain("Given destination is not accessible!");
  1226. return 0;
  1227. }
  1228. bool canUseGate = false;
  1229. auto dbState = gs->curB->si.gateState;
  1230. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1231. dbState != EGateState::DESTROYED &&
  1232. dbState != EGateState::BLOCKED)
  1233. {
  1234. canUseGate = true;
  1235. }
  1236. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1237. ret = path.second;
  1238. int creSpeed = curStack->Speed(0, true);
  1239. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1240. creSpeed = GameConstants::BFIELD_SIZE;
  1241. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1242. {
  1243. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1244. return true;
  1245. if (hex == ESiegeHex::GATE_OUTER)
  1246. return true;
  1247. if (hex == ESiegeHex::GATE_INNER)
  1248. return true;
  1249. return false;
  1250. };
  1251. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1252. {
  1253. if (isGateDrawbridgeHex(hex))
  1254. return true;
  1255. if (curStack->doubleWide())
  1256. {
  1257. BattleHex otherHex = curStack->occupiedHex(hex);
  1258. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1259. return true;
  1260. }
  1261. return false;
  1262. };
  1263. if (curStack->hasBonusOfType(Bonus::FLYING))
  1264. {
  1265. if (path.second <= creSpeed && path.first.size() > 0)
  1266. {
  1267. if (canUseGate && dbState != EGateState::OPENED &&
  1268. occupyGateDrawbridgeHex(dest))
  1269. {
  1270. BattleUpdateGateState db;
  1271. db.state = EGateState::OPENED;
  1272. sendAndApply(&db);
  1273. }
  1274. //inform clients about move
  1275. BattleStackMoved sm;
  1276. sm.stack = curStack->ID;
  1277. std::vector<BattleHex> tiles;
  1278. tiles.push_back(path.first[0]);
  1279. sm.tilesToMove = tiles;
  1280. sm.distance = path.second;
  1281. sm.teleporting = false;
  1282. sendAndApply(&sm);
  1283. }
  1284. }
  1285. else //for non-flying creatures
  1286. {
  1287. std::vector<BattleHex> tiles;
  1288. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1289. int v = (int)path.first.size()-1;
  1290. path.first.push_back(start);
  1291. // check if gate need to be open or closed at some point
  1292. BattleHex openGateAtHex, gateMayCloseAtHex;
  1293. if (canUseGate)
  1294. {
  1295. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1296. {
  1297. auto needOpenGates = [&](BattleHex hex) -> bool
  1298. {
  1299. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1300. return true;
  1301. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1302. return true;
  1303. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1304. return true;
  1305. return false;
  1306. };
  1307. auto hex = path.first[i];
  1308. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1309. {
  1310. if (needOpenGates(hex))
  1311. openGateAtHex = path.first[i+1];
  1312. //TODO we need find batter way to handle double-wide stacks
  1313. //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.
  1314. if (curStack->doubleWide())
  1315. {
  1316. BattleHex otherHex = curStack->occupiedHex(hex);
  1317. if (otherHex.isValid() && needOpenGates(otherHex))
  1318. openGateAtHex = path.first[i+2];
  1319. }
  1320. //gate may be opened and then closed during stack movement, but not other way around
  1321. if (openGateAtHex.isValid())
  1322. dbState = EGateState::OPENED;
  1323. }
  1324. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1325. {
  1326. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1327. {
  1328. gateMayCloseAtHex = path.first[i-1];
  1329. }
  1330. if (gs->curB->town->subID == ETownType::FORTRESS)
  1331. {
  1332. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1333. {
  1334. gateMayCloseAtHex = path.first[i-1];
  1335. }
  1336. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1337. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1338. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1339. {
  1340. gateMayCloseAtHex = path.first[i-1];
  1341. }
  1342. }
  1343. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1344. {
  1345. gateMayCloseAtHex = path.first[i-1];
  1346. }
  1347. }
  1348. }
  1349. }
  1350. bool stackIsMoving = true;
  1351. while(stackIsMoving)
  1352. {
  1353. if (v<tilesToMove)
  1354. {
  1355. logGlobal->error("Movement terminated abnormally");
  1356. break;
  1357. }
  1358. bool gateStateChanging = false;
  1359. //special handling for opening gate on from starting hex
  1360. if (openGateAtHex.isValid() && openGateAtHex == start)
  1361. gateStateChanging = true;
  1362. else
  1363. {
  1364. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1365. {
  1366. BattleHex hex = path.first[v];
  1367. tiles.push_back(hex);
  1368. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1369. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1370. {
  1371. gateStateChanging = true;
  1372. }
  1373. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1374. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1375. obstacleHit = true;
  1376. if (curStack->doubleWide())
  1377. {
  1378. BattleHex otherHex = curStack->occupiedHex(hex);
  1379. //two hex creature hit obstacle by backside
  1380. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1381. if(otherHex.isValid() && !obstacle2.empty())
  1382. obstacleHit = true;
  1383. }
  1384. if(!obstacleHit)
  1385. passed.insert(hex);
  1386. }
  1387. }
  1388. if (!tiles.empty())
  1389. {
  1390. //commit movement
  1391. BattleStackMoved sm;
  1392. sm.stack = curStack->ID;
  1393. sm.distance = path.second;
  1394. sm.teleporting = false;
  1395. sm.tilesToMove = tiles;
  1396. sendAndApply(&sm);
  1397. tiles.clear();
  1398. }
  1399. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1400. if (curStack->getPosition() != dest)
  1401. {
  1402. if(stackIsMoving && start != curStack->getPosition())
  1403. {
  1404. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving, passed);
  1405. passed.insert(curStack->getPosition());
  1406. if(curStack->doubleWide())
  1407. passed.insert(curStack->occupiedHex());
  1408. }
  1409. if (gateStateChanging)
  1410. {
  1411. if (curStack->getPosition() == openGateAtHex)
  1412. {
  1413. openGateAtHex = BattleHex();
  1414. //only open gate if stack is still alive
  1415. if (curStack->alive())
  1416. {
  1417. BattleUpdateGateState db;
  1418. db.state = EGateState::OPENED;
  1419. sendAndApply(&db);
  1420. }
  1421. }
  1422. else if (curStack->getPosition() == gateMayCloseAtHex)
  1423. {
  1424. gateMayCloseAtHex = BattleHex();
  1425. updateGateState();
  1426. }
  1427. }
  1428. }
  1429. else
  1430. //movement finished normally: we reached destination
  1431. stackIsMoving = false;
  1432. }
  1433. }
  1434. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1435. handleDamageFromObstacle(curStack, false, passed);
  1436. return ret;
  1437. }
  1438. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1439. : lobby(lobby)
  1440. , complainNoCreatures("No creatures to split")
  1441. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1442. , complainInvalidSlot("Invalid slot accessed!")
  1443. {
  1444. QID = 1;
  1445. IObjectInterface::cb = this;
  1446. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1447. registerTypesServerPacks(*applier);
  1448. visitObjectAfterVictory = false;
  1449. spellEnv = new ServerSpellCastEnvironment(this);
  1450. }
  1451. CGameHandler::~CGameHandler()
  1452. {
  1453. if (battleThread)
  1454. {
  1455. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1456. battleMadeAction.setn(true);
  1457. battleThread->join();
  1458. }
  1459. delete spellEnv;
  1460. delete gs;
  1461. }
  1462. void CGameHandler::reinitScripting()
  1463. {
  1464. serverEventBus = std::make_unique<events::EventBus>();
  1465. #if SCRIPTING_ENABLED
  1466. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1467. #endif
  1468. }
  1469. void CGameHandler::init(StartInfo *si)
  1470. {
  1471. if (si->seedToBeUsed == 0)
  1472. {
  1473. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1474. }
  1475. CMapService mapService;
  1476. gs = new CGameState();
  1477. gs->preInit(VLC);
  1478. logGlobal->info("Gamestate created!");
  1479. gs->init(&mapService, si);
  1480. logGlobal->info("Gamestate initialized!");
  1481. // reset seed, so that clients can't predict any following random values
  1482. getRandomGenerator().resetSeed();
  1483. for (auto & elem : gs->players)
  1484. {
  1485. states.addPlayer(elem.first);
  1486. }
  1487. reinitScripting();
  1488. }
  1489. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1490. {
  1491. return a.earlierThan(b);
  1492. }
  1493. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1494. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1495. const PlayerState * p = getPlayerState(town->tempOwner);
  1496. if (!p)
  1497. {
  1498. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1499. return;
  1500. }
  1501. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1502. {
  1503. SetAvailableCreatures ssi;
  1504. ssi.tid = town->id;
  1505. ssi.creatures = town->creatures;
  1506. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1507. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1508. if (dwellings.empty())//no dwellings - just remove
  1509. {
  1510. sendAndApply(&ssi);
  1511. return;
  1512. }
  1513. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1514. // for multi-creature dwellings like Golem Factory
  1515. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1516. if (clear)
  1517. {
  1518. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1519. }
  1520. else
  1521. {
  1522. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1523. }
  1524. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1525. sendAndApply(&ssi);
  1526. }
  1527. }
  1528. void CGameHandler::newTurn()
  1529. {
  1530. logGlobal->trace("Turn %d", gs->day+1);
  1531. NewTurn n;
  1532. n.specialWeek = NewTurn::NO_ACTION;
  1533. n.creatureid = CreatureID::NONE;
  1534. n.day = gs->day + 1;
  1535. bool firstTurn = !getDate(Date::DAY);
  1536. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1537. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1538. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1539. if (firstTurn)
  1540. {
  1541. for (auto obj : gs->map->objects)
  1542. {
  1543. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1544. {
  1545. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1546. }
  1547. }
  1548. }
  1549. if (newWeek && !firstTurn)
  1550. {
  1551. n.specialWeek = NewTurn::NORMAL;
  1552. bool deityOfFireBuilt = false;
  1553. for (const CGTownInstance *t : gs->map->towns)
  1554. {
  1555. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1556. {
  1557. deityOfFireBuilt = true;
  1558. break;
  1559. }
  1560. }
  1561. if (deityOfFireBuilt)
  1562. {
  1563. n.specialWeek = NewTurn::DEITYOFFIRE;
  1564. n.creatureid = CreatureID::IMP;
  1565. }
  1566. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1567. {
  1568. int monthType = getRandomGenerator().nextInt(99);
  1569. if (newMonth) //new month
  1570. {
  1571. if (monthType < 40) //double growth
  1572. {
  1573. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1574. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1575. {
  1576. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1577. }
  1578. else if (VLC->creh->doubledCreatures.size())
  1579. {
  1580. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1581. }
  1582. else
  1583. {
  1584. complain("Cannot find creature that can be spawned!");
  1585. n.specialWeek = NewTurn::NORMAL;
  1586. }
  1587. }
  1588. else if (monthType < 50)
  1589. n.specialWeek = NewTurn::PLAGUE;
  1590. }
  1591. else //it's a week, but not full month
  1592. {
  1593. if (monthType < 25)
  1594. {
  1595. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1596. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1597. do
  1598. {
  1599. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1600. } while (VLC->creh->objects[newMonster.second] &&
  1601. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1602. n.creatureid = newMonster.second;
  1603. }
  1604. }
  1605. }
  1606. }
  1607. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1608. for (auto& hp : pool)
  1609. {
  1610. auto hero = hp.second;
  1611. if (hero->isInitialized() && hero->stacks.size())
  1612. {
  1613. // reset retreated or surrendered heroes
  1614. auto maxmove = hero->maxMovePoints(true);
  1615. // if movement is greater than maxmove, we should decrease it
  1616. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1617. {
  1618. NewTurn::Hero hth;
  1619. hth.id = hero->id;
  1620. hth.move = maxmove;
  1621. hth.mana = hero->getManaNewTurn();
  1622. n.heroes.insert(hth);
  1623. }
  1624. }
  1625. }
  1626. for (auto & elem : gs->players)
  1627. {
  1628. if (elem.first == PlayerColor::NEUTRAL)
  1629. continue;
  1630. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1631. assert(0); //illegal player number!
  1632. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1633. hadGold.insert(playerGold);
  1634. if (newWeek) //new heroes in tavern
  1635. {
  1636. SetAvailableHeroes sah;
  1637. sah.player = elem.first;
  1638. //pick heroes and their armies
  1639. CHeroClass *banned = nullptr;
  1640. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1641. {
  1642. //first hero - native if possible, second hero -> any other class
  1643. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1644. {
  1645. sah.hid[j] = h->subID;
  1646. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1647. banned = h->type->heroClass;
  1648. }
  1649. else
  1650. {
  1651. sah.hid[j] = -1;
  1652. }
  1653. }
  1654. sendAndApply(&sah);
  1655. }
  1656. n.res[elem.first] = elem.second.resources;
  1657. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1658. {
  1659. bool hasCrystalGenCreature = false;
  1660. for(CGHeroInstance * hero : elem.second.heroes)
  1661. {
  1662. for(auto stack : hero->stacks)
  1663. {
  1664. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1665. {
  1666. hasCrystalGenCreature = true;
  1667. break;
  1668. }
  1669. }
  1670. }
  1671. if(!hasCrystalGenCreature) //not found in armies, check towns
  1672. {
  1673. for(CGTownInstance * town : elem.second.towns)
  1674. {
  1675. for(auto stack : town->stacks)
  1676. {
  1677. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1678. {
  1679. hasCrystalGenCreature = true;
  1680. break;
  1681. }
  1682. }
  1683. }
  1684. }
  1685. if(hasCrystalGenCreature)
  1686. n.res[elem.first][Res::CRYSTAL] += 3;
  1687. }
  1688. for (CGHeroInstance *h : (elem).second.heroes)
  1689. {
  1690. if (h->visitedTown)
  1691. giveSpells(h->visitedTown, h);
  1692. NewTurn::Hero hth;
  1693. hth.id = h->id;
  1694. auto ti = std::make_unique<TurnInfo>(h, 1);
  1695. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1696. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1697. hth.mana = h->getManaNewTurn();
  1698. n.heroes.insert(hth);
  1699. if (!firstTurn) //not first day
  1700. {
  1701. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1702. {
  1703. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1704. }
  1705. }
  1706. }
  1707. }
  1708. for (CGTownInstance *t : gs->map->towns)
  1709. {
  1710. PlayerColor player = t->tempOwner;
  1711. handleTownEvents(t, n);
  1712. if (newWeek) //first day of week
  1713. {
  1714. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1715. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1716. if (!firstTurn)
  1717. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1718. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1719. if (!vstd::contains(n.cres, t->id))
  1720. {
  1721. n.cres[t->id].tid = t->id;
  1722. n.cres[t->id].creatures = t->creatures;
  1723. }
  1724. auto & sac = n.cres.at(t->id);
  1725. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1726. {
  1727. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1728. {
  1729. ui32 &availableCount = sac.creatures.at(k).first;
  1730. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1731. if (n.specialWeek == NewTurn::PLAGUE)
  1732. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1733. else
  1734. {
  1735. if (firstTurn) //first day of game: use only basic growths
  1736. availableCount = cre->growth;
  1737. else
  1738. availableCount += t->creatureGrowth(k);
  1739. //Deity of fire week - upgrade both imps and upgrades
  1740. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1741. availableCount += 15;
  1742. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1743. {
  1744. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1745. availableCount *= 2;
  1746. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1747. availableCount += 5;
  1748. }
  1749. }
  1750. }
  1751. }
  1752. }
  1753. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1754. {
  1755. n.res[player] = n.res[player] + t->dailyIncome();
  1756. }
  1757. if(t->hasBuilt(BuildingID::GRAIL)
  1758. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1759. {
  1760. // Skyship, probably easier to handle same as Veil of darkness
  1761. //do it every new day after veils apply
  1762. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1763. {
  1764. FoWChange fw;
  1765. fw.mode = 1;
  1766. fw.player = player;
  1767. // find all hidden tiles
  1768. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1769. auto shape = fow->shape();
  1770. for(size_t z = 0; z < shape[0]; z++)
  1771. for(size_t x = 0; x < shape[1]; x++)
  1772. for(size_t y = 0; y < shape[2]; y++)
  1773. if (!(*fow)[z][x][y])
  1774. fw.tiles.insert(int3(x, y, z));
  1775. sendAndApply (&fw);
  1776. }
  1777. }
  1778. if (t->hasBonusOfType (Bonus::DARKNESS))
  1779. {
  1780. for (auto & player : gs->players)
  1781. {
  1782. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1783. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1784. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1785. }
  1786. }
  1787. }
  1788. if (newMonth)
  1789. {
  1790. SetAvailableArtifacts saa;
  1791. saa.id = -1;
  1792. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1793. sendAndApply(&saa);
  1794. }
  1795. sendAndApply(&n);
  1796. if (newWeek)
  1797. {
  1798. //spawn wandering monsters
  1799. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1800. {
  1801. spawnWanderingMonsters(n.creatureid);
  1802. }
  1803. //new week info popup
  1804. if (!firstTurn)
  1805. {
  1806. InfoWindow iw;
  1807. switch (n.specialWeek)
  1808. {
  1809. case NewTurn::DOUBLE_GROWTH:
  1810. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1811. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1812. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1813. break;
  1814. case NewTurn::PLAGUE:
  1815. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1816. break;
  1817. case NewTurn::BONUS_GROWTH:
  1818. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1819. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1820. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1821. break;
  1822. case NewTurn::DEITYOFFIRE:
  1823. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1824. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1825. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1826. iw.text.addReplacement2(15); //%+d 15
  1827. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1828. iw.text.addReplacement2(15); //%+d 15
  1829. break;
  1830. default:
  1831. if (newMonth)
  1832. {
  1833. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1834. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1835. }
  1836. else
  1837. {
  1838. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1839. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1840. }
  1841. }
  1842. for (auto & elem : gs->players)
  1843. {
  1844. iw.player = elem.first;
  1845. sendAndApply(&iw);
  1846. }
  1847. }
  1848. }
  1849. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1850. handleTimeEvents();
  1851. //call objects
  1852. for (auto & elem : gs->map->objects)
  1853. {
  1854. if (elem)
  1855. elem->newTurn(getRandomGenerator());
  1856. }
  1857. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1858. }
  1859. void CGameHandler::run(bool resume)
  1860. {
  1861. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1862. using namespace boost::posix_time;
  1863. for (auto cc : lobby->connections)
  1864. {
  1865. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1866. std::stringstream sbuffer;
  1867. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1868. for (PlayerColor color : players)
  1869. {
  1870. sbuffer << color << " ";
  1871. {
  1872. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1873. connections[color].insert(cc);
  1874. }
  1875. }
  1876. logGlobal->info(sbuffer.str());
  1877. }
  1878. #if SCRIPTING_ENABLED
  1879. services()->scripts()->run(serverScripts);
  1880. #endif
  1881. if(resume)
  1882. events::GameResumed::defaultExecute(serverEventBus.get());
  1883. auto playerTurnOrder = generatePlayerTurnOrder();
  1884. while(lobby->state == EServerState::GAMEPLAY)
  1885. {
  1886. if(!resume)
  1887. {
  1888. newTurn();
  1889. events::TurnStarted::defaultExecute(serverEventBus.get());
  1890. }
  1891. std::list<PlayerColor>::iterator it;
  1892. if (resume)
  1893. {
  1894. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1895. }
  1896. else
  1897. {
  1898. it = playerTurnOrder.begin();
  1899. }
  1900. resume = false;
  1901. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1902. {
  1903. auto playerColor = *it;
  1904. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1905. {
  1906. //if player runs out of time, he shouldn't get the turn (especially AI)
  1907. //pre-trigger may change anything, should check before each player
  1908. //TODO: is it enough to check only one player?
  1909. checkVictoryLossConditionsForAll();
  1910. auto player = event.getPlayer();
  1911. const PlayerState * playerState = &gs->players[player];
  1912. if(playerState->status != EPlayerStatus::INGAME)
  1913. {
  1914. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1915. }
  1916. else
  1917. {
  1918. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1919. YourTurn yt;
  1920. yt.player = player;
  1921. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1922. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1923. applyAndSend(&yt);
  1924. }
  1925. };
  1926. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1927. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1928. {
  1929. //wait till turn is done
  1930. boost::unique_lock<boost::mutex> lock(states.mx);
  1931. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1932. {
  1933. static time_duration p = milliseconds(100);
  1934. states.cv.timed_wait(lock, p);
  1935. }
  1936. }
  1937. }
  1938. //additional check that game is not finished
  1939. bool activePlayer = false;
  1940. for (auto player : playerTurnOrder)
  1941. {
  1942. if (gs->players[player].status == EPlayerStatus::INGAME)
  1943. activePlayer = true;
  1944. }
  1945. if(!activePlayer)
  1946. lobby->state = EServerState::GAMEPLAY_ENDED;
  1947. }
  1948. }
  1949. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1950. {
  1951. // Generate player turn order
  1952. std::list<PlayerColor> playerTurnOrder;
  1953. for (const auto & player : gs->players) // add human players first
  1954. {
  1955. if (player.second.human)
  1956. playerTurnOrder.push_back(player.first);
  1957. }
  1958. for (const auto & player : gs->players) // then add non-human players
  1959. {
  1960. if (!player.second.human)
  1961. playerTurnOrder.push_back(player.first);
  1962. }
  1963. return playerTurnOrder;
  1964. }
  1965. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1966. {
  1967. battleResult.set(nullptr);
  1968. const auto & t = *getTile(tile);
  1969. TerrainId terrain = t.terType->getId();
  1970. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1971. terrain = ETerrainId::SAND;
  1972. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1973. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1974. terType = BattleField::fromString("ship_to_ship");
  1975. //send info about battles
  1976. BattleStart bs;
  1977. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1978. sendAndApply(&bs);
  1979. }
  1980. void CGameHandler::checkBattleStateChanges()
  1981. {
  1982. //check if drawbridge state need to be changes
  1983. if (battleGetSiegeLevel() > 0)
  1984. updateGateState();
  1985. //check if battle ended
  1986. if (auto result = battleIsFinished())
  1987. {
  1988. setBattleResult(BattleResult::NORMAL, *result);
  1989. }
  1990. }
  1991. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1992. {
  1993. if (!h->hasSpellbook())
  1994. return; //hero hasn't spellbook
  1995. ChangeSpells cs;
  1996. cs.hid = h->id;
  1997. cs.learn = true;
  1998. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1999. {
  2000. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  2001. for (int i = 0; i < h->maxSpellLevel(); i++)
  2002. {
  2003. std::vector<SpellID> spells;
  2004. getAllowedSpells(spells, i+1);
  2005. for (auto & spell : spells)
  2006. cs.spells.insert(spell);
  2007. }
  2008. }
  2009. else
  2010. {
  2011. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  2012. {
  2013. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  2014. {
  2015. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2016. cs.spells.insert(t->spells.at(i).at(j));
  2017. }
  2018. }
  2019. }
  2020. if (!cs.spells.empty())
  2021. sendAndApply(&cs);
  2022. }
  2023. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2024. {
  2025. if (!obj || !getObj(obj->id))
  2026. {
  2027. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2028. return false;
  2029. }
  2030. RemoveObject ro;
  2031. ro.id = obj->id;
  2032. sendAndApply(&ro);
  2033. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2034. return true;
  2035. }
  2036. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2037. {
  2038. const CGHeroInstance *h = getHero(hid);
  2039. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2040. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2041. {
  2042. logGlobal->error("Illegal call to move hero!");
  2043. return false;
  2044. }
  2045. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2046. const int3 hmpos = h->convertToVisitablePos(dst);
  2047. if (!gs->map->isInTheMap(hmpos))
  2048. {
  2049. logGlobal->error("Destination tile is outside the map!");
  2050. return false;
  2051. }
  2052. const TerrainTile t = *getTile(hmpos);
  2053. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2054. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2055. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2056. //result structure for start - movement failed, no move points used
  2057. TryMoveHero tmh;
  2058. tmh.id = hid;
  2059. tmh.start = h->pos;
  2060. tmh.end = dst;
  2061. tmh.result = TryMoveHero::FAILED;
  2062. tmh.movePoints = h->movement;
  2063. //check if destination tile is available
  2064. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2065. auto ti = pathfinderHelper->getTurnInfo();
  2066. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2067. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2068. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2069. //it's a rock or blocked and not visitable tile
  2070. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2071. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2072. && complain("Cannot move hero, destination tile is blocked!"))
  2073. || ((!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)
  2074. && complain("Cannot move hero, destination tile is on water!"))
  2075. || ((h->boat && t.terType->isLand() && t.blocked)
  2076. && complain("Cannot disembark hero, tile is blocked!"))
  2077. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2078. && complain("Tiles are not neighboring!"))
  2079. || ((h->inTownGarrison)
  2080. && complain("Can not move garrisoned hero!"))
  2081. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2082. && complain("Hero doesn't have any movement points left!"))
  2083. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2084. && complain("Hero cannot transit over this tile!"))
  2085. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2086. && complain("Cannot move hero during the battle"))*/)
  2087. {
  2088. //send info about movement failure
  2089. sendAndApply(&tmh);
  2090. return false;
  2091. }
  2092. //several generic blocks of code
  2093. // should be called if hero changes tile but before applying TryMoveHero package
  2094. auto leaveTile = [&]()
  2095. {
  2096. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2097. {
  2098. obj->onHeroLeave(h);
  2099. }
  2100. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2101. };
  2102. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2103. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2104. {
  2105. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2106. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2107. queries.addQuery(moveQuery);
  2108. if (leavingTile == LEAVING_TILE)
  2109. leaveTile();
  2110. if (isInTheMap(guardPos))
  2111. tmh.attackedFrom = boost::make_optional(guardPos);
  2112. tmh.result = result;
  2113. sendAndApply(&tmh);
  2114. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2115. { // Hero should be always able to visit any object he staying on even if there guards around
  2116. visitObjectOnTile(t, h);
  2117. }
  2118. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2119. {
  2120. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2121. objectVisited(guardTile.visitableObjects.back(), h);
  2122. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2123. }
  2124. else if (visitDest == VISIT_DEST)
  2125. {
  2126. visitObjectOnTile(t, h);
  2127. }
  2128. queries.popIfTop(moveQuery);
  2129. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2130. return result != TryMoveHero::FAILED;
  2131. };
  2132. //interaction with blocking object (like resources)
  2133. auto blockingVisit = [&]() -> bool
  2134. {
  2135. for (CGObjectInstance *obj : t.visitableObjects)
  2136. {
  2137. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2138. {
  2139. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2140. //this-> is needed for MVS2010 to recognize scope (?)
  2141. }
  2142. }
  2143. return false;
  2144. };
  2145. if (!transit && embarking)
  2146. {
  2147. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2148. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2149. // In H3 embark ignore guards
  2150. }
  2151. if (disembarking)
  2152. {
  2153. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2154. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2155. }
  2156. if (teleporting)
  2157. {
  2158. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2159. return true;
  2160. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2161. // visit town for town portal \ castle gates
  2162. // do not use generic visitObjectOnTile to avoid double-teleporting
  2163. // if this moveHero call was triggered by teleporter
  2164. if (!t.visitableObjects.empty())
  2165. {
  2166. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2167. town->onHeroVisit(h);
  2168. }
  2169. return true;
  2170. }
  2171. //still here? it is standard movement!
  2172. {
  2173. tmh.movePoints = (int)h->movement >= cost
  2174. ? h->movement - cost
  2175. : 0;
  2176. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2177. EVisitDest visitDest = VISIT_DEST;
  2178. if (transit)
  2179. {
  2180. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2181. visitDest = DONT_VISIT_DEST;
  2182. if (canFly)
  2183. {
  2184. lookForGuards = IGNORE_GUARDS;
  2185. visitDest = DONT_VISIT_DEST;
  2186. }
  2187. }
  2188. else if (blockingVisit())
  2189. return true;
  2190. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2191. return true;
  2192. }
  2193. }
  2194. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2195. {
  2196. const CGHeroInstance *h = getHero(hid);
  2197. const CGTownInstance *t = getTown(dstid);
  2198. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2199. COMPLAIN_RET("Invalid call to teleportHero!");
  2200. const CGTownInstance *from = h->visitedTown;
  2201. if (((h->getOwner() != t->getOwner())
  2202. && complain("Cannot teleport hero to another player"))
  2203. || (from->town->faction->getId() != t->town->faction->getId()
  2204. && complain("Source town and destination town should belong to the same faction"))
  2205. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2206. && complain("Hero must be in town with Castle gate for teleporting"))
  2207. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2208. && complain("Cannot teleport hero to town without Castle gate in it")))
  2209. return false;
  2210. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2211. moveHero(hid,pos,1);
  2212. return true;
  2213. }
  2214. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2215. {
  2216. PlayerColor oldOwner = getOwner(obj->id);
  2217. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2218. sendAndApply(&sop);
  2219. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2220. checkVictoryLossConditions(playerColors);
  2221. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2222. if (town) //town captured
  2223. {
  2224. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2225. {
  2226. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2227. setPortalDwelling(town, true, false);
  2228. }
  2229. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2230. {
  2231. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2232. {
  2233. InfoWindow iw;
  2234. iw.player = oldOwner;
  2235. 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.
  2236. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2237. sendAndApply(&iw);
  2238. }
  2239. }
  2240. }
  2241. const PlayerState * p = getPlayerState(owner);
  2242. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2243. {
  2244. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2245. {
  2246. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2247. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2248. }
  2249. }
  2250. }
  2251. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2252. {
  2253. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2254. queries.addQuery(dialogQuery);
  2255. iw->queryID = dialogQuery->queryID;
  2256. sendToAllClients(iw);
  2257. }
  2258. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2259. {
  2260. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2261. queries.addQuery(dialogQuery);
  2262. iw->queryID = dialogQuery->queryID;
  2263. sendToAllClients(iw);
  2264. }
  2265. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2266. {
  2267. if (!val) return; //don't waste time on empty call
  2268. TResources resources;
  2269. resources.at(which) = val;
  2270. giveResources(player, resources);
  2271. }
  2272. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2273. {
  2274. SetResources sr;
  2275. sr.abs = false;
  2276. sr.player = player;
  2277. sr.res = resources;
  2278. sendAndApply(&sr);
  2279. }
  2280. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2281. {
  2282. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2283. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2284. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2285. //first we move creatures to give to make them army of object-source
  2286. for (auto & elem : creatures.Slots())
  2287. {
  2288. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2289. }
  2290. tryJoiningArmy(obj, h, remove, true);
  2291. }
  2292. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2293. {
  2294. std::vector<CStackBasicDescriptor> cres = creatures;
  2295. if (cres.size() <= 0)
  2296. return;
  2297. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2298. for (CStackBasicDescriptor &sbd : cres)
  2299. {
  2300. TQuantity collected = 0;
  2301. while(collected < sbd.count)
  2302. {
  2303. bool foundSth = false;
  2304. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2305. {
  2306. if (i->second->type == sbd.type)
  2307. {
  2308. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2309. changeStackCount(StackLocation(obj, i->first), -take, false);
  2310. collected += take;
  2311. foundSth = true;
  2312. break;
  2313. }
  2314. }
  2315. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2316. {
  2317. complain("Unexpected failure during taking creatures!");
  2318. return;
  2319. }
  2320. }
  2321. }
  2322. }
  2323. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2324. {
  2325. HeroVisitCastle vc;
  2326. vc.hid = hero->id;
  2327. vc.tid = obj->id;
  2328. vc.flags |= 1;
  2329. sendAndApply(&vc);
  2330. visitCastleObjects(obj, hero);
  2331. giveSpells (obj, hero);
  2332. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2333. }
  2334. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2335. {
  2336. for (auto building : t->bonusingBuildings)
  2337. building->onHeroVisit(h);
  2338. }
  2339. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2340. {
  2341. HeroVisitCastle vc;
  2342. vc.hid = hero->id;
  2343. vc.tid = obj->id;
  2344. sendAndApply(&vc);
  2345. }
  2346. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2347. {
  2348. EraseArtifact ea;
  2349. ea.al = al;
  2350. sendAndApply(&ea);
  2351. }
  2352. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2353. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2354. const CGTownInstance *town) //use hero=nullptr for no hero
  2355. {
  2356. engageIntoBattle(army1->tempOwner);
  2357. engageIntoBattle(army2->tempOwner);
  2358. static const CArmedInstance *armies[2];
  2359. armies[0] = army1;
  2360. armies[1] = army2;
  2361. static const CGHeroInstance*heroes[2];
  2362. heroes[0] = hero1;
  2363. heroes[1] = hero2;
  2364. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2365. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2366. queries.addQuery(battleQuery);
  2367. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2368. }
  2369. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2370. {
  2371. startBattlePrimary(army1, army2, tile,
  2372. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2373. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2374. creatureBank);
  2375. }
  2376. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2377. {
  2378. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2379. }
  2380. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2381. {
  2382. ChangeSpells cs;
  2383. cs.hid = hero->id;
  2384. cs.spells = spells;
  2385. cs.learn = give;
  2386. sendAndApply(&cs);
  2387. }
  2388. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2389. {
  2390. SystemMessage sm;
  2391. sm.text = message;
  2392. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2393. *(c.get()) << &sm;
  2394. }
  2395. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2396. {
  2397. sendAndApply(bonus);
  2398. }
  2399. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2400. {
  2401. sendAndApply(smp);
  2402. }
  2403. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2404. {
  2405. SetMana sm;
  2406. sm.hid = hid;
  2407. sm.val = val;
  2408. sm.absolute = true;
  2409. sendAndApply(&sm);
  2410. }
  2411. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2412. {
  2413. GiveHero gh;
  2414. gh.id = id;
  2415. gh.player = player;
  2416. sendAndApply(&gh);
  2417. }
  2418. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2419. {
  2420. ChangeObjPos cop;
  2421. cop.objid = objid;
  2422. cop.nPos = newPos;
  2423. sendAndApply(&cop);
  2424. }
  2425. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2426. {
  2427. const CGHeroInstance * h1 = getHero(fromHero);
  2428. const CGHeroInstance * h2 = getHero(toHero);
  2429. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2430. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2431. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2432. {
  2433. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2434. std::swap(fromHero, toHero);
  2435. }
  2436. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2437. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2438. return;//no scholar skill or no spellbook
  2439. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2440. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2441. ChangeSpells cs1;
  2442. cs1.learn = true;
  2443. cs1.hid = toHero;//giving spells to first hero
  2444. for (auto it : h1->getSpellsInSpellbook())
  2445. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2446. cs1.spells.insert(it);//spell to learn
  2447. ChangeSpells cs2;
  2448. cs2.learn = true;
  2449. cs2.hid = fromHero;
  2450. for (auto it : h2->getSpellsInSpellbook())
  2451. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2452. cs2.spells.insert(it);
  2453. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2454. {
  2455. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2456. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2457. InfoWindow iw;
  2458. iw.player = h1->tempOwner;
  2459. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2460. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2461. iw.text.addReplacement(h1->getNameTranslated());
  2462. if (!cs2.spells.empty())//if found new spell - apply
  2463. {
  2464. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2465. int size = static_cast<int>(cs2.spells.size());
  2466. for (auto it : cs2.spells)
  2467. {
  2468. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2469. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2470. switch (size--)
  2471. {
  2472. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2473. case 1: break;
  2474. default: iw.text << ", ";
  2475. }
  2476. }
  2477. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2478. iw.text.addReplacement(h2->getNameTranslated());
  2479. sendAndApply(&cs2);
  2480. }
  2481. if (!cs1.spells.empty() && !cs2.spells.empty())
  2482. {
  2483. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2484. }
  2485. if (!cs1.spells.empty())
  2486. {
  2487. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2488. int size = static_cast<int>(cs1.spells.size());
  2489. for (auto it : cs1.spells)
  2490. {
  2491. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2492. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2493. switch (size--)
  2494. {
  2495. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2496. case 1: break;
  2497. default: iw.text << ", ";
  2498. }
  2499. }
  2500. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2501. iw.text.addReplacement(h2->getNameTranslated());
  2502. sendAndApply(&cs1);
  2503. }
  2504. sendAndApply(&iw);
  2505. }
  2506. }
  2507. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2508. {
  2509. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2510. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2511. {
  2512. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2513. ExchangeDialog hex;
  2514. hex.queryID = exchange->queryID;
  2515. hex.player = h1->getOwner();
  2516. hex.hero1 = hero1;
  2517. hex.hero2 = hero2;
  2518. sendAndApply(&hex);
  2519. useScholarSkill(hero1,hero2);
  2520. queries.addQuery(exchange);
  2521. }
  2522. }
  2523. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2524. {
  2525. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2526. for (auto c : lobby->connections)
  2527. {
  2528. if(!c->isOpen())
  2529. continue;
  2530. c->sendPack(pack);
  2531. }
  2532. }
  2533. void CGameHandler::sendAndApply(CPackForClient * pack)
  2534. {
  2535. sendToAllClients(pack);
  2536. gs->apply(pack);
  2537. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2538. }
  2539. void CGameHandler::applyAndSend(CPackForClient * pack)
  2540. {
  2541. gs->apply(pack);
  2542. sendToAllClients(pack);
  2543. }
  2544. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2545. {
  2546. sendAndApply(static_cast<CPackForClient *>(pack));
  2547. checkVictoryLossConditionsForAll();
  2548. }
  2549. void CGameHandler::sendAndApply(SetResources * pack)
  2550. {
  2551. sendAndApply(static_cast<CPackForClient *>(pack));
  2552. checkVictoryLossConditionsForPlayer(pack->player);
  2553. }
  2554. void CGameHandler::sendAndApply(NewStructures * pack)
  2555. {
  2556. sendAndApply(static_cast<CPackForClient *>(pack));
  2557. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2558. }
  2559. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2560. {
  2561. return getPlayerAt(pack->c) == getOwner(id);
  2562. }
  2563. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2564. {
  2565. if(pack->c)
  2566. {
  2567. SystemMessage temp_message("You are not allowed to perform this action!");
  2568. pack->c->sendPack(&temp_message);
  2569. }
  2570. logNetwork->error("Player is not allowed to perform this action!");
  2571. throw ExceptionNotAllowedAction();
  2572. }
  2573. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2574. {
  2575. std::ostringstream oss;
  2576. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2577. logNetwork->error(oss.str());
  2578. if(pack->c)
  2579. {
  2580. SystemMessage temp_message(oss.str());
  2581. pack->c->sendPack(&temp_message);
  2582. }
  2583. }
  2584. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2585. {
  2586. if(!isPlayerOwns(pack, id))
  2587. {
  2588. wrongPlayerMessage(pack, getOwner(id));
  2589. throwNotAllowedAction(pack);
  2590. }
  2591. }
  2592. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2593. {
  2594. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2595. {
  2596. wrongPlayerMessage(pack, player);
  2597. throwNotAllowedAction(pack);
  2598. }
  2599. }
  2600. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2601. {
  2602. complain(txt);
  2603. throwNotAllowedAction(pack);
  2604. }
  2605. void CGameHandler::save(const std::string & filename)
  2606. {
  2607. logGlobal->info("Saving to %s", filename);
  2608. const auto stem = FileInfo::GetPathStem(filename);
  2609. const auto savefname = stem.to_string() + ".vsgm1";
  2610. CResourceHandler::get("local")->createResource(savefname);
  2611. {
  2612. logGlobal->info("Ordering clients to serialize...");
  2613. SaveGameClient sg(savefname);
  2614. sendToAllClients(&sg);
  2615. }
  2616. try
  2617. {
  2618. {
  2619. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2620. saveCommonState(save);
  2621. logGlobal->info("Saving server state");
  2622. save << *this;
  2623. }
  2624. logGlobal->info("Game has been successfully saved!");
  2625. }
  2626. catch(std::exception &e)
  2627. {
  2628. logGlobal->error("Failed to save game: %s", e.what());
  2629. }
  2630. }
  2631. bool CGameHandler::load(const std::string & filename)
  2632. {
  2633. logGlobal->info("Loading from %s", filename);
  2634. const auto stem = FileInfo::GetPathStem(filename);
  2635. reinitScripting();
  2636. try
  2637. {
  2638. {
  2639. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2640. loadCommonState(lf);
  2641. logGlobal->info("Loading server state");
  2642. lf >> *this;
  2643. }
  2644. logGlobal->info("Game has been successfully loaded!");
  2645. }
  2646. catch(const CModHandler::Incompatibility & e)
  2647. {
  2648. logGlobal->error("Failed to load game: %s", e.what());
  2649. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2650. errorMsg += e.what();
  2651. lobby->announceMessage(errorMsg);
  2652. return false;
  2653. }
  2654. catch(const std::exception & e)
  2655. {
  2656. logGlobal->error("Failed to load game: %s", e.what());
  2657. return false;
  2658. }
  2659. gs->preInit(VLC);
  2660. gs->updateOnLoad(lobby->si.get());
  2661. return true;
  2662. }
  2663. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2664. {
  2665. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2666. return false;
  2667. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2668. const CCreatureSet & creatureSet = *army;
  2669. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2670. || (howMany < 1 && complain("Invalid split parameter!")))
  2671. {
  2672. return false;
  2673. }
  2674. auto actualAmount = army->getStackCount(slotSrc);
  2675. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2676. return false;
  2677. auto freeSlots = creatureSet.getFreeSlots();
  2678. if(freeSlots.empty() && complain("No empty stacks"))
  2679. return false;
  2680. BulkRebalanceStacks bulkRS;
  2681. for(auto slot : freeSlots)
  2682. {
  2683. RebalanceStacks rs;
  2684. rs.srcArmy = army->id;
  2685. rs.dstArmy = army->id;
  2686. rs.srcSlot = slotSrc;
  2687. rs.dstSlot = slot;
  2688. rs.count = howMany;
  2689. bulkRS.moves.push_back(rs);
  2690. actualAmount -= howMany;
  2691. if(actualAmount <= howMany)
  2692. break;
  2693. }
  2694. sendAndApply(&bulkRS);
  2695. return true;
  2696. }
  2697. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2698. {
  2699. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2700. return false;
  2701. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2702. const CCreatureSet & creatureSet = *army;
  2703. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2704. return false;
  2705. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2706. if(actualAmount < 1 && complain(complainNoCreatures))
  2707. return false;
  2708. auto currentCreature = creatureSet.getCreature(slotSrc);
  2709. if(!currentCreature && complain(complainNoCreatures))
  2710. return false;
  2711. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2712. if(!creatureSlots.size())
  2713. return false;
  2714. BulkRebalanceStacks bulkRS;
  2715. for(auto slot : creatureSlots)
  2716. {
  2717. RebalanceStacks rs;
  2718. rs.srcArmy = army->id;
  2719. rs.dstArmy = army->id;
  2720. rs.srcSlot = slot;
  2721. rs.dstSlot = slotSrc;
  2722. rs.count = creatureSet.getStackCount(slot);
  2723. bulkRS.moves.push_back(rs);
  2724. }
  2725. sendAndApply(&bulkRS);
  2726. return true;
  2727. }
  2728. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2729. {
  2730. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2731. return false;
  2732. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2733. const CCreatureSet & setSrc = *armySrc;
  2734. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2735. return false;
  2736. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2737. const CCreatureSet & setDest = *armyDest;
  2738. auto freeSlots = setDest.getFreeSlotsQueue();
  2739. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2740. TRebalanceMap moves;
  2741. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2742. auto slotsLeft = setSrc.stacksCount();
  2743. auto destMap = setDest.getCreatureMap();
  2744. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2745. while(!srcQueue.empty())
  2746. {
  2747. auto pair = srcQueue.top();
  2748. srcQueue.pop();
  2749. auto currCreature = pair.first;
  2750. auto currSlot = pair.second;
  2751. const auto quantity = setSrc.getStackCount(currSlot);
  2752. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2753. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2754. if(!alreadyExists)
  2755. {
  2756. if(freeSlots.empty())
  2757. continue;
  2758. auto currFreeSlot = freeSlots.front();
  2759. freeSlots.pop();
  2760. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2761. }
  2762. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2763. slotsLeft--;
  2764. }
  2765. if(slotsLeft == 1)
  2766. {
  2767. auto lastCreature = setSrc.getCreature(srcSlot);
  2768. auto slotToMove = SlotID();
  2769. // Try to find a slot for last creature
  2770. if(destMap.find(lastCreature) == destMap.end())
  2771. {
  2772. if(!freeSlots.empty())
  2773. slotToMove = freeSlots.front();
  2774. }
  2775. else
  2776. {
  2777. slotToMove = destMap[lastCreature];
  2778. }
  2779. if(slotToMove != SlotID())
  2780. {
  2781. const bool needsLastStack = armySrc->needsLastStack();
  2782. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2783. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2784. }
  2785. }
  2786. BulkRebalanceStacks bulkRS;
  2787. for(auto & move : moves)
  2788. {
  2789. RebalanceStacks rs;
  2790. rs.srcArmy = armySrc->id;
  2791. rs.dstArmy = armyDest->id;
  2792. rs.srcSlot = move.first;
  2793. rs.dstSlot = move.second.first;
  2794. rs.count = move.second.second;
  2795. bulkRS.moves.push_back(rs);
  2796. }
  2797. sendAndApply(&bulkRS);
  2798. return true;
  2799. }
  2800. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2801. {
  2802. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2803. return false;
  2804. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2805. const CCreatureSet & creatureSet = *army;
  2806. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2807. return false;
  2808. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2809. if(actualAmount <= 1 && complain(complainNoCreatures))
  2810. return false;
  2811. auto freeSlot = creatureSet.getFreeSlot();
  2812. auto currentCreature = creatureSet.getCreature(slotSrc);
  2813. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2814. return true;
  2815. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2816. TQuantity totalCreatures = 0;
  2817. for(auto slot : creatureSlots)
  2818. totalCreatures += creatureSet.getStackCount(slot);
  2819. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2820. return false;
  2821. if(freeSlot != SlotID())
  2822. creatureSlots.push_back(freeSlot);
  2823. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2824. return false;
  2825. const auto totalCreatureSlots = creatureSlots.size();
  2826. const auto rem = totalCreatures % totalCreatureSlots;
  2827. const auto quotient = totalCreatures / totalCreatureSlots;
  2828. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2829. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2830. BulkSmartRebalanceStacks bulkSRS;
  2831. if(freeSlot != SlotID())
  2832. {
  2833. RebalanceStacks rs;
  2834. rs.srcArmy = rs.dstArmy = army->id;
  2835. rs.srcSlot = slotSrc;
  2836. rs.dstSlot = freeSlot;
  2837. rs.count = 1;
  2838. bulkSRS.moves.push_back(rs);
  2839. }
  2840. auto currSlot = 0;
  2841. auto check = 0;
  2842. for(auto slot : creatureSlots)
  2843. {
  2844. ChangeStackCount csc;
  2845. csc.army = army->id;
  2846. csc.slot = slot;
  2847. csc.count = (currSlot < rem)
  2848. ? quotient + 1
  2849. : quotient;
  2850. csc.absoluteValue = true;
  2851. bulkSRS.changes.push_back(csc);
  2852. currSlot++;
  2853. check += csc.count;
  2854. }
  2855. if(check != totalCreatures)
  2856. {
  2857. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2858. return false;
  2859. }
  2860. sendAndApply(&bulkSRS);
  2861. return true;
  2862. }
  2863. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2864. {
  2865. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2866. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2867. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2868. StackLocation sl1(s1, p1), sl2(s2, p2);
  2869. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2870. {
  2871. complain(complainInvalidSlot);
  2872. return false;
  2873. }
  2874. if (!isAllowedExchange(id1,id2))
  2875. {
  2876. complain("Cannot exchange stacks between these two objects!\n");
  2877. return false;
  2878. }
  2879. // We can always put stacks into locked garrison, but not take them out of it
  2880. auto notRemovable = [&](const CArmedInstance * army)
  2881. {
  2882. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2883. {
  2884. auto g = dynamic_cast<const CGGarrison *>(army);
  2885. if (g && !g->removableUnits)
  2886. {
  2887. complain("Stacks in this garrison are not removable!\n");
  2888. return true;
  2889. }
  2890. }
  2891. return false;
  2892. };
  2893. if (what==1) //swap
  2894. {
  2895. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2896. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2897. {
  2898. complain("Can't take troops from another player!");
  2899. return false;
  2900. }
  2901. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2902. {
  2903. complain("Cannot swap stacks - slots are the same!");
  2904. return false;
  2905. }
  2906. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2907. {
  2908. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2909. return false;
  2910. }
  2911. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2912. return false;
  2913. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2914. return false;
  2915. swapStacks(sl1, sl2);
  2916. }
  2917. else if (what==2)//merge
  2918. {
  2919. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2920. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2921. return false;
  2922. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2923. {
  2924. complain("Cannot merge empty stack!");
  2925. return false;
  2926. }
  2927. else if (notRemovable(sl1.army))
  2928. return false;
  2929. moveStack(sl1, sl2);
  2930. }
  2931. else if (what==3) //split
  2932. {
  2933. const int countToMove = val - s2->getStackCount(p2);
  2934. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2935. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2936. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2937. {
  2938. complain("Can't move troops of another player!");
  2939. return false;
  2940. }
  2941. //general conditions checking
  2942. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2943. || (val<1 && complain(complainNoCreatures)) )
  2944. {
  2945. return false;
  2946. }
  2947. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2948. {
  2949. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2950. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2951. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2952. )
  2953. {
  2954. return false;
  2955. }
  2956. if (notRemovable(sl1.army))
  2957. {
  2958. if (s1->getStackCount(p1) > countLeftOnSrc)
  2959. return false;
  2960. }
  2961. else if (notRemovable(sl2.army))
  2962. {
  2963. if (s2->getStackCount(p1) < countLeftOnSrc)
  2964. return false;
  2965. }
  2966. moveStack(sl1, sl2, countToMove);
  2967. //S2.slots[p2]->count = val;
  2968. //S1.slots[p1]->count = total - val;
  2969. }
  2970. else //split one stack to the two
  2971. {
  2972. if (s1->getStackCount(p1) < val)//not enough creatures
  2973. {
  2974. complain(complainNotEnoughCreatures);
  2975. return false;
  2976. }
  2977. if (notRemovable(sl1.army))
  2978. return false;
  2979. moveStack(sl1, sl2, val);
  2980. }
  2981. }
  2982. return true;
  2983. }
  2984. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2985. {
  2986. return connections.at(player).count(c);
  2987. }
  2988. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2989. {
  2990. std::set<PlayerColor> all;
  2991. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2992. if(vstd::contains(i->second, c))
  2993. all.insert(i->first);
  2994. switch(all.size())
  2995. {
  2996. case 0:
  2997. return PlayerColor::NEUTRAL;
  2998. case 1:
  2999. return *all.begin();
  3000. default:
  3001. {
  3002. //if we have more than one player at this connection, try to pick active one
  3003. if (vstd::contains(all, gs->currentPlayer))
  3004. return gs->currentPlayer;
  3005. else
  3006. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  3007. }
  3008. }
  3009. }
  3010. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  3011. {
  3012. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  3013. if (!vstd::contains(s1->stacks,pos))
  3014. {
  3015. complain("Illegal call to disbandCreature - no such stack in army!");
  3016. return false;
  3017. }
  3018. eraseStack(StackLocation(s1, pos));
  3019. return true;
  3020. }
  3021. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3022. {
  3023. const CGTownInstance * t = getTown(tid);
  3024. if(!t)
  3025. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3026. if(!t->town->buildings.count(requestedID))
  3027. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3028. if(t->hasBuilt(requestedID))
  3029. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3030. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3031. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3032. std::vector<const CBuilding*> remainingAutoBuildings;
  3033. std::set<BuildingID> buildingsThatWillBe;
  3034. //Check validity of request
  3035. if(!force)
  3036. {
  3037. switch(requestedBuilding->mode)
  3038. {
  3039. case CBuilding::BUILD_NORMAL :
  3040. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3041. COMPLAIN_RET("Cannot build that building!");
  3042. break;
  3043. case CBuilding::BUILD_AUTO :
  3044. case CBuilding::BUILD_SPECIAL:
  3045. COMPLAIN_RET("This building can not be constructed normally!");
  3046. case CBuilding::BUILD_GRAIL :
  3047. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3048. {
  3049. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3050. COMPLAIN_RET("Cannot build this without grail!")
  3051. else
  3052. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3053. }
  3054. break;
  3055. }
  3056. }
  3057. //Performs stuff that has to be done before new building is built
  3058. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3059. {
  3060. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3061. {
  3062. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3063. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3064. if(upgradeNumber >= t->town->creatures.at(level).size())
  3065. {
  3066. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3067. "no creature found (upgrade number %d, level %d!")
  3068. % buildingID % upgradeNumber % level));
  3069. return;
  3070. }
  3071. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3072. SetAvailableCreatures ssi;
  3073. ssi.tid = t->id;
  3074. ssi.creatures = t->creatures;
  3075. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3076. ssi.creatures[level].first = crea->growth;
  3077. ssi.creatures[level].second.push_back(crea->idNumber);
  3078. sendAndApply(&ssi);
  3079. }
  3080. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3081. {
  3082. setPortalDwelling(t);
  3083. }
  3084. };
  3085. //Performs stuff that has to be done after new building is built
  3086. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3087. {
  3088. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3089. auto isLibrary = isMageGuild ? false
  3090. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3091. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3092. {
  3093. if(t->visitingHero)
  3094. giveSpells(t,t->visitingHero);
  3095. if(t->garrisonHero)
  3096. giveSpells(t,t->garrisonHero);
  3097. }
  3098. };
  3099. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3100. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3101. {
  3102. return buildingsThatWillBe.count(buildID);
  3103. };
  3104. //Init the vectors
  3105. for(auto & build : t->town->buildings)
  3106. {
  3107. if(t->hasBuilt(build.first))
  3108. {
  3109. buildingsThatWillBe.insert(build.first);
  3110. }
  3111. else
  3112. {
  3113. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3114. remainingAutoBuildings.push_back(build.second);
  3115. }
  3116. }
  3117. //Prepare structure (list of building ids will be filled later)
  3118. NewStructures ns;
  3119. ns.tid = tid;
  3120. ns.builded = force ? t->builded : (t->builded+1);
  3121. std::queue<const CBuilding*> buildingsToAdd;
  3122. buildingsToAdd.push(requestedBuilding);
  3123. while(!buildingsToAdd.empty())
  3124. {
  3125. auto b = buildingsToAdd.front();
  3126. buildingsToAdd.pop();
  3127. ns.bid.insert(b->bid);
  3128. buildingsThatWillBe.insert(b->bid);
  3129. remainingAutoBuildings -= b;
  3130. for(auto autoBuilding : remainingAutoBuildings)
  3131. {
  3132. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3133. if(actualRequirements.test(areRequirementsFullfilled))
  3134. buildingsToAdd.push(autoBuilding);
  3135. }
  3136. }
  3137. // 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.
  3138. for(auto builtID : ns.bid)
  3139. processBeforeBuiltStructure(builtID);
  3140. //Take cost
  3141. if(!force)
  3142. giveResources(t->tempOwner, -requestedBuilding->resources);
  3143. //We know what has been built, apply changes. Do this as final step to properly update town window
  3144. sendAndApply(&ns);
  3145. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3146. for(auto builtID : ns.bid)
  3147. processAfterBuiltStructure(builtID);
  3148. // now when everything is built - reveal tiles for lookout tower
  3149. FoWChange fw;
  3150. fw.player = t->tempOwner;
  3151. fw.mode = 1;
  3152. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3153. sendAndApply(&fw);
  3154. if(t->visitingHero)
  3155. visitCastleObjects(t, t->visitingHero);
  3156. if(t->garrisonHero)
  3157. visitCastleObjects(t, t->garrisonHero);
  3158. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3159. return true;
  3160. }
  3161. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3162. {
  3163. ///incomplete, simply erases target building
  3164. const CGTownInstance * t = getTown(tid);
  3165. if (!vstd::contains(t->builtBuildings, bid))
  3166. return false;
  3167. RazeStructures rs;
  3168. rs.tid = tid;
  3169. rs.bid.insert(bid);
  3170. rs.destroyed = t->destroyed + 1;
  3171. sendAndApply(&rs);
  3172. //TODO: Remove dwellers
  3173. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3174. // {
  3175. // RemoveBonus rb(RemoveBonus::TOWN);
  3176. // rb.whoID = t->id;
  3177. // rb.source = Bonus::TOWN_STRUCTURE;
  3178. // rb.id = 17;
  3179. // sendAndApply(&rb);
  3180. // }
  3181. return true;
  3182. }
  3183. void CGameHandler::sendMessageToAll(const std::string &message)
  3184. {
  3185. SystemMessage sm;
  3186. sm.text = message;
  3187. sendToAllClients(&sm);
  3188. }
  3189. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3190. {
  3191. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3192. const CArmedInstance *dst = nullptr;
  3193. const CCreature *c = VLC->creh->objects.at(crid);
  3194. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3195. //TODO: test for owning
  3196. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3197. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3198. assert(dw && dst);
  3199. //verify
  3200. bool found = false;
  3201. int level = 0;
  3202. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3203. {
  3204. if ((fromLvl != -1) && (level !=fromLvl))
  3205. continue;
  3206. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3207. int i = 0;
  3208. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3209. if (cur.second.at(i) == crid)
  3210. break;
  3211. if (i < cur.second.size())
  3212. {
  3213. found = true;
  3214. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3215. break;
  3216. }
  3217. }
  3218. SlotID slot = dst->getSlotFor(crid);
  3219. if ((!found && complain("Cannot recruit: no such creatures!"))
  3220. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3221. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3222. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3223. {
  3224. return false;
  3225. }
  3226. //recruit
  3227. giveResources(dst->tempOwner, -(c->cost * cram));
  3228. SetAvailableCreatures sac;
  3229. sac.tid = objid;
  3230. sac.creatures = dw->creatures;
  3231. sac.creatures[level].first -= cram;
  3232. sendAndApply(&sac);
  3233. if (warMachine)
  3234. {
  3235. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3236. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3237. ArtifactID artId = c->warMachine;
  3238. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3239. const CArtifact * art = artId.toArtifact();
  3240. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3241. return giveHeroNewArtifact(h, art);
  3242. }
  3243. else
  3244. {
  3245. addToSlot(StackLocation(dst, slot), c, cram);
  3246. }
  3247. return true;
  3248. }
  3249. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3250. {
  3251. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3252. if (!obj->hasStackAtSlot(pos))
  3253. {
  3254. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3255. }
  3256. UpgradeInfo ui;
  3257. fillUpgradeInfo(obj, pos, ui);
  3258. PlayerColor player = obj->tempOwner;
  3259. const PlayerState *p = getPlayerState(player);
  3260. int crQuantity = obj->stacks.at(pos)->count;
  3261. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3262. //check if upgrade is possible
  3263. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3264. {
  3265. return false;
  3266. }
  3267. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3268. //check if player has enough resources
  3269. if (!p->resources.canAfford(totalCost))
  3270. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3271. //take resources
  3272. giveResources(player, -totalCost);
  3273. //upgrade creature
  3274. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3275. return true;
  3276. }
  3277. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3278. {
  3279. if (!sl.army->hasStackAtSlot(sl.slot))
  3280. COMPLAIN_RET("Cannot find a stack to change type");
  3281. SetStackType sst;
  3282. sst.army = sl.army->id;
  3283. sst.slot = sl.slot;
  3284. sst.type = c->idNumber;
  3285. sendAndApply(&sst);
  3286. return true;
  3287. }
  3288. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3289. {
  3290. assert(src->canBeMergedWith(*dst, allowMerging));
  3291. while(src->stacksCount())//while there are unmoved creatures
  3292. {
  3293. auto i = src->Slots().begin(); //iterator to stack to move
  3294. StackLocation sl(src, i->first); //location of stack to move
  3295. SlotID pos = dst->getSlotFor(i->second->type);
  3296. if (!pos.validSlot())
  3297. {
  3298. //try to merge two other stacks to make place
  3299. std::pair<SlotID, SlotID> toMerge;
  3300. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3301. {
  3302. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3303. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3304. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3305. }
  3306. else
  3307. {
  3308. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3309. return;
  3310. }
  3311. }
  3312. else
  3313. {
  3314. moveStack(sl, StackLocation(dst, pos));
  3315. }
  3316. }
  3317. }
  3318. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3319. {
  3320. const CGTownInstance * town = getTown(tid);
  3321. if(!town->garrisonHero == !town->visitingHero)
  3322. return false;
  3323. SetHeroesInTown intown;
  3324. intown.tid = tid;
  3325. if(town->garrisonHero) //garrison -> vising
  3326. {
  3327. intown.garrison = ObjectInstanceID();
  3328. intown.visiting = town->garrisonHero->id;
  3329. }
  3330. else //visiting -> garrison
  3331. {
  3332. if(town->armedGarrison())
  3333. town->mergeGarrisonOnSiege();
  3334. intown.visiting = ObjectInstanceID();
  3335. intown.garrison = town->visitingHero->id;
  3336. }
  3337. sendAndApply(&intown);
  3338. return true;
  3339. }
  3340. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3341. {
  3342. const CGTownInstance * town = getTown(tid);
  3343. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3344. {
  3345. if (!town->visitingHero->canBeMergedWith(*town))
  3346. {
  3347. complain("Cannot make garrison swap, not enough free slots!");
  3348. return false;
  3349. }
  3350. moveArmy(town, town->visitingHero, true);
  3351. SetHeroesInTown intown;
  3352. intown.tid = tid;
  3353. intown.visiting = ObjectInstanceID();
  3354. intown.garrison = town->visitingHero->id;
  3355. sendAndApply(&intown);
  3356. return true;
  3357. }
  3358. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3359. {
  3360. //check if moving hero out of town will break 8 wandering heroes limit
  3361. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3362. {
  3363. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3364. return false;
  3365. }
  3366. SetHeroesInTown intown;
  3367. intown.tid = tid;
  3368. intown.garrison = ObjectInstanceID();
  3369. intown.visiting = town->garrisonHero->id;
  3370. sendAndApply(&intown);
  3371. return true;
  3372. }
  3373. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3374. {
  3375. SetHeroesInTown intown;
  3376. intown.tid = tid;
  3377. intown.garrison = town->visitingHero->id;
  3378. intown.visiting = town->garrisonHero->id;
  3379. sendAndApply(&intown);
  3380. return true;
  3381. }
  3382. else
  3383. {
  3384. complain("Cannot swap garrison hero!");
  3385. return false;
  3386. }
  3387. }
  3388. // With the amount of changes done to the function, it's more like transferArtifacts.
  3389. // 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.
  3390. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3391. {
  3392. ArtifactLocation src = al1, dst = al2;
  3393. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3394. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3395. // Make sure exchange is even possible between the two heroes.
  3396. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3397. COMPLAIN_RET("That heroes cannot make any exchange!");
  3398. const CArtifactInstance *srcArtifact = src.getArt();
  3399. const CArtifactInstance *destArtifact = dst.getArt();
  3400. if (srcArtifact == nullptr)
  3401. COMPLAIN_RET("No artifact to move!");
  3402. if (destArtifact && srcPlayer != dstPlayer)
  3403. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3404. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3405. // Moving to the backpack is always allowed.
  3406. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3407. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3408. COMPLAIN_RET("Cannot move artifact!");
  3409. auto srcSlot = src.getSlot();
  3410. auto dstSlot = dst.getSlot();
  3411. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3412. COMPLAIN_RET("Cannot move artifact locks.");
  3413. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3414. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3415. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3416. COMPLAIN_RET("Cannot move catapult!");
  3417. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3418. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3419. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3420. {
  3421. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3422. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3423. // Check if dst slot is occupied
  3424. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3425. {
  3426. // Previous artifact must be removed first
  3427. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3428. }
  3429. try
  3430. {
  3431. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3432. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3433. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3434. }
  3435. catch(const boost::bad_get &)
  3436. {
  3437. // object other than hero received an art - ignore
  3438. }
  3439. MoveArtifact ma(&src, &dst);
  3440. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3441. ma.askAssemble = false;
  3442. sendAndApply(&ma);
  3443. }
  3444. return true;
  3445. }
  3446. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3447. {
  3448. // Make sure exchange is even possible between the two heroes.
  3449. if(!isAllowedExchange(srcHero, dstHero))
  3450. COMPLAIN_RET("That heroes cannot make any exchange!");
  3451. auto psrcHero = getHero(srcHero);
  3452. auto pdstHero = getHero(dstHero);
  3453. if((!psrcHero) || (!pdstHero))
  3454. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3455. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3456. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3457. auto & slotsSrcDst = ma.artsPack0;
  3458. auto & slotsDstSrc = ma.artsPack1;
  3459. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3460. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3461. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3462. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3463. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3464. {
  3465. assert(artifact);
  3466. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
  3467. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3468. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3469. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
  3470. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3471. };
  3472. if(swap)
  3473. {
  3474. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3475. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3476. {
  3477. for(auto & artifact : srcHero->artifactsWorn)
  3478. {
  3479. if(ArtifactUtils::isArtRemovable(artifact))
  3480. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3481. }
  3482. };
  3483. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3484. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3485. {
  3486. for(auto & slotInfo : artSet->artifactsInBackpack)
  3487. {
  3488. auto slot = artSet->getArtPos(slotInfo.artifact);
  3489. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3490. }
  3491. };
  3492. // Move over artifacts that are worn srcHero -> dstHero
  3493. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3494. artFittingSet.artifactsWorn.clear();
  3495. // Move over artifacts that are worn dstHero -> srcHero
  3496. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3497. // Move over artifacts that are in backpack srcHero -> dstHero
  3498. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3499. // Move over artifacts that are in backpack dstHero -> srcHero
  3500. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3501. }
  3502. else
  3503. {
  3504. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3505. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3506. // Move over artifacts that are worn
  3507. for(auto & artInfo : psrcHero->artifactsWorn)
  3508. {
  3509. if(ArtifactUtils::isArtRemovable(artInfo))
  3510. {
  3511. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3512. }
  3513. }
  3514. // Move over artifacts that are in backpack
  3515. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3516. {
  3517. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3518. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3519. }
  3520. }
  3521. sendAndApply(&ma);
  3522. return true;
  3523. }
  3524. /**
  3525. * Assembles or disassembles a combination artifact.
  3526. * @param heroID ID of hero holding the artifact(s).
  3527. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3528. * @param assemble True for assembly operation, false for disassembly.
  3529. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3530. * artifact to assemble to. Otherwise it's not used.
  3531. */
  3532. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3533. {
  3534. const CGHeroInstance * hero = getHero(heroID);
  3535. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3536. if (!destArtifact)
  3537. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3538. if(assemble)
  3539. {
  3540. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3541. if(!combinedArt->constituents)
  3542. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3543. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3544. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3545. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3546. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3547. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3548. AssembledArtifact aa;
  3549. aa.al = ArtifactLocation(hero, artifactSlot);
  3550. aa.builtArt = combinedArt;
  3551. sendAndApply(&aa);
  3552. }
  3553. else
  3554. {
  3555. if (!destArtifact->artType->constituents)
  3556. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3557. DisassembledArtifact da;
  3558. da.al = ArtifactLocation(hero, artifactSlot);
  3559. sendAndApply(&da);
  3560. }
  3561. return true;
  3562. }
  3563. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3564. {
  3565. const CGHeroInstance * hero = getHero(hid);
  3566. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3567. const CGTownInstance * town = hero->visitedTown;
  3568. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3569. if (aid==ArtifactID::SPELLBOOK)
  3570. {
  3571. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3572. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3573. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3574. )
  3575. return false;
  3576. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3577. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3578. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3579. giveSpells(town,hero);
  3580. return true;
  3581. }
  3582. else
  3583. {
  3584. const CArtifact * art = aid.toArtifact();
  3585. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3586. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3587. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3588. const int price = art->price;
  3589. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3590. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3591. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3592. {
  3593. giveResource(hero->getOwner(),Res::GOLD,-price);
  3594. return giveHeroNewArtifact(hero, art);
  3595. }
  3596. else
  3597. COMPLAIN_RET("This machine is unavailable here!");
  3598. }
  3599. }
  3600. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3601. {
  3602. if(!h)
  3603. COMPLAIN_RET("Only hero can buy artifacts!");
  3604. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3605. COMPLAIN_RET("That artifact is unavailable!");
  3606. int b1, b2;
  3607. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3608. if (getResource(h->tempOwner, rid) < b1)
  3609. COMPLAIN_RET("You can't afford to buy this artifact!");
  3610. giveResource(h->tempOwner, rid, -b1);
  3611. SetAvailableArtifacts saa;
  3612. if (m->o->ID == Obj::TOWN)
  3613. {
  3614. saa.id = -1;
  3615. saa.arts = CGTownInstance::merchantArtifacts;
  3616. }
  3617. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3618. {
  3619. saa.id = bm->id.getNum();
  3620. saa.arts = bm->artifacts;
  3621. }
  3622. else
  3623. COMPLAIN_RET("Wrong marktet...");
  3624. bool found = false;
  3625. for (const CArtifact *&art : saa.arts)
  3626. {
  3627. if (art && art->getId() == aid)
  3628. {
  3629. art = nullptr;
  3630. found = true;
  3631. break;
  3632. }
  3633. }
  3634. if (!found)
  3635. COMPLAIN_RET("Cannot find selected artifact on the list");
  3636. sendAndApply(&saa);
  3637. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3638. return true;
  3639. }
  3640. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3641. {
  3642. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3643. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3644. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3645. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3646. int resVal = 0, dump = 1;
  3647. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3648. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3649. giveResource(h->tempOwner, rid, resVal);
  3650. return true;
  3651. }
  3652. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3653. {
  3654. if (!h)
  3655. COMPLAIN_RET("You need hero to buy a skill!");
  3656. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3657. COMPLAIN_RET("Hero already know this skill");
  3658. if (!h->canLearnSkill())
  3659. COMPLAIN_RET("Hero can't learn any more skills");
  3660. if (!h->canLearnSkill(skill))
  3661. COMPLAIN_RET("The hero can't learn this skill!");
  3662. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3663. COMPLAIN_RET("That skill is unavailable!");
  3664. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3665. COMPLAIN_RET("You can't afford to buy this skill");
  3666. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3667. changeSecSkill(h, skill, 1, true);
  3668. return true;
  3669. }
  3670. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3671. {
  3672. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3673. vstd::amin(val, r1); //can't trade more resources than have
  3674. int b1, b2; //base quantities for trade
  3675. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3676. int units = val / b1; //how many base quantities we trade
  3677. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3678. {
  3679. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3680. }
  3681. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3682. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3683. return true;
  3684. }
  3685. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3686. {
  3687. if(!hero)
  3688. COMPLAIN_RET("Only hero can sell creatures!");
  3689. if (!vstd::contains(hero->Slots(), slot))
  3690. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3691. const CStackInstance &s = hero->getStack(slot);
  3692. if (s.count < (TQuantity)count //can't sell more creatures than have
  3693. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3694. {
  3695. COMPLAIN_RET("Not enough creatures in army!");
  3696. }
  3697. int b1, b2; //base quantities for trade
  3698. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3699. int units = count / b1; //how many base quantities we trade
  3700. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3701. {
  3702. //TODO: complain?
  3703. assert(0);
  3704. }
  3705. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3706. giveResource(hero->tempOwner, resourceID, b2 * units);
  3707. return true;
  3708. }
  3709. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3710. {
  3711. const CArmedInstance *army = nullptr;
  3712. if (hero)
  3713. army = hero;
  3714. else
  3715. army = dynamic_cast<const CGTownInstance *>(market->o);
  3716. if (!army)
  3717. COMPLAIN_RET("Incorrect call to transform in undead!");
  3718. if (!army->hasStackAtSlot(slot))
  3719. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3720. const CStackInstance &s = army->getStack(slot);
  3721. //resulting creature - bone dragons or skeletons
  3722. CreatureID resCreature = CreatureID::SKELETON;
  3723. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3724. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3725. || (s.getCreatureID() == CreatureID::HYDRA)
  3726. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3727. resCreature = CreatureID::BONE_DRAGON;
  3728. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3729. return true;
  3730. }
  3731. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3732. {
  3733. const PlayerState *p2 = getPlayerState(r2, false);
  3734. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3735. {
  3736. complain("Dest player must be in game!");
  3737. return false;
  3738. }
  3739. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3740. vstd::amin(val, curRes1);
  3741. giveResource(player, r1, -(int)val);
  3742. giveResource(r2, r1, val);
  3743. return true;
  3744. }
  3745. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3746. {
  3747. const CGHeroInstance *h = getHero(hid);
  3748. if (!h)
  3749. {
  3750. logGlobal->error("Hero doesn't exist!");
  3751. return false;
  3752. }
  3753. ChangeFormation cf;
  3754. cf.hid = hid;
  3755. cf.formation = formation;
  3756. sendAndApply(&cf);
  3757. return true;
  3758. }
  3759. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3760. {
  3761. const PlayerState * p = getPlayerState(player);
  3762. const CGTownInstance * t = getTown(obj->id);
  3763. //common preconditions
  3764. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3765. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3766. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3767. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3768. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3769. {
  3770. return false;
  3771. }
  3772. if (t) //tavern in town
  3773. {
  3774. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3775. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3776. {
  3777. return false;
  3778. }
  3779. }
  3780. else if (obj->ID == Obj::TAVERN)
  3781. {
  3782. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3783. {
  3784. return false;
  3785. }
  3786. }
  3787. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3788. if (!nh)
  3789. {
  3790. complain ("Hero is not available for hiring!");
  3791. return false;
  3792. }
  3793. HeroRecruited hr;
  3794. hr.tid = obj->id;
  3795. hr.hid = nh->subID;
  3796. hr.player = player;
  3797. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3798. sendAndApply(&hr);
  3799. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3800. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3801. const CGHeroInstance *newHero = nullptr;
  3802. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3803. {
  3804. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3805. }
  3806. SetAvailableHeroes sah;
  3807. sah.player = player;
  3808. if (newHero)
  3809. {
  3810. sah.hid[hid] = newHero->subID;
  3811. sah.army[hid].clear();
  3812. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3813. }
  3814. else
  3815. {
  3816. sah.hid[hid] = -1;
  3817. }
  3818. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3819. sendAndApply(&sah);
  3820. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3821. if (t)
  3822. {
  3823. visitCastleObjects(t, nh);
  3824. giveSpells (t,nh);
  3825. }
  3826. return true;
  3827. }
  3828. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3829. {
  3830. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3831. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3832. logGlobal->trace(answer.toJson());
  3833. auto topQuery = queries.topQuery(player);
  3834. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3835. if(topQuery->queryID != qid)
  3836. {
  3837. auto currentQuery = queries.getQuery(qid);
  3838. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3839. currentQuery->setReply(answer);
  3840. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3841. }
  3842. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3843. topQuery->setReply(answer);
  3844. queries.popQuery(topQuery);
  3845. return true;
  3846. }
  3847. static EndAction end_action;
  3848. void CGameHandler::updateGateState()
  3849. {
  3850. // GATE_BRIDGE - leftmost tile, located over moat
  3851. // GATE_OUTER - central tile, mostly covered by gate image
  3852. // GATE_INNER - rightmost tile, inside the walls
  3853. // GATE_OUTER or GATE_INNER:
  3854. // - if defender moves unit on these tiles, bridge will open
  3855. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3856. // - blocked to attacker if bridge is closed
  3857. // GATE_BRIDGE
  3858. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3859. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3860. // - deals moat damage to attacker if bridge is closed (fortress only)
  3861. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3862. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3863. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3864. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3865. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3866. BattleUpdateGateState db;
  3867. db.state = gs->curB->si.gateState;
  3868. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3869. {
  3870. db.state = EGateState::DESTROYED;
  3871. }
  3872. else if (db.state == EGateState::OPENED)
  3873. {
  3874. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3875. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3876. if (gateCanClose)
  3877. db.state = EGateState::CLOSED;
  3878. else
  3879. db.state = EGateState::OPENED;
  3880. }
  3881. else // CLOSED or BLOCKED
  3882. {
  3883. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3884. if (gateBlocked)
  3885. db.state = EGateState::BLOCKED;
  3886. else
  3887. db.state = EGateState::CLOSED;
  3888. }
  3889. if (db.state != gs->curB->si.gateState)
  3890. sendAndApply(&db);
  3891. }
  3892. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3893. {
  3894. bool ok = true;
  3895. battle::Target target = ba.getTarget(gs->curB);
  3896. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3897. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3898. logGlobal->trace("Making action: %s", ba.toString());
  3899. switch(ba.actionType)
  3900. {
  3901. case EActionType::WALK: //walk
  3902. case EActionType::DEFEND: //defend
  3903. case EActionType::WAIT: //wait
  3904. case EActionType::WALK_AND_ATTACK: //walk or attack
  3905. case EActionType::SHOOT: //shoot
  3906. case EActionType::CATAPULT: //catapult
  3907. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3908. case EActionType::MONSTER_SPELL:
  3909. if (!stack)
  3910. {
  3911. complain("No such stack!");
  3912. return false;
  3913. }
  3914. if (!stack->alive())
  3915. {
  3916. complain("This stack is dead: " + stack->nodeName());
  3917. return false;
  3918. }
  3919. if (battleTacticDist())
  3920. {
  3921. if (stack && stack->side != battleGetTacticsSide())
  3922. {
  3923. complain("This is not a stack of side that has tactics!");
  3924. return false;
  3925. }
  3926. }
  3927. else if (!isAboutActiveStack)
  3928. {
  3929. complain("Action has to be about active stack!");
  3930. return false;
  3931. }
  3932. }
  3933. auto wrapAction = [this](BattleAction &ba)
  3934. {
  3935. StartAction startAction(ba);
  3936. sendAndApply(&startAction);
  3937. return vstd::makeScopeGuard([&]()
  3938. {
  3939. sendAndApply(&end_action);
  3940. });
  3941. };
  3942. switch(ba.actionType)
  3943. {
  3944. case EActionType::END_TACTIC_PHASE: //wait
  3945. case EActionType::BAD_MORALE:
  3946. case EActionType::NO_ACTION:
  3947. {
  3948. auto wrapper = wrapAction(ba);
  3949. break;
  3950. }
  3951. case EActionType::WALK:
  3952. {
  3953. auto wrapper = wrapAction(ba);
  3954. if(target.size() < 1)
  3955. {
  3956. complain("Destination required for move action.");
  3957. ok = false;
  3958. break;
  3959. }
  3960. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3961. if (!walkedTiles)
  3962. complain("Stack failed movement!");
  3963. break;
  3964. }
  3965. case EActionType::DEFEND:
  3966. {
  3967. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3968. SetStackEffect sse;
  3969. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3970. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3971. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3972. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3973. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3974. int oldDefenceValue = defence.totalValue();
  3975. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3976. defence.push_back(std::make_shared<Bonus>(bonus2));
  3977. int difference = defence.totalValue() - oldDefenceValue;
  3978. std::vector<Bonus> buffer;
  3979. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3980. {
  3981. difference = 1;
  3982. buffer.push_back(alternativeWeakCreatureBonus);
  3983. }
  3984. else
  3985. {
  3986. buffer.push_back(defenseBonusToAdd);
  3987. }
  3988. buffer.push_back(bonus2);
  3989. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3990. sendAndApply(&sse);
  3991. BattleLogMessage message;
  3992. MetaString text;
  3993. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3994. stack->addNameReplacement(text);
  3995. text.addReplacement(difference);
  3996. message.lines.push_back(text);
  3997. sendAndApply(&message);
  3998. //don't break - we share code with next case
  3999. }
  4000. FALLTHROUGH
  4001. case EActionType::WAIT:
  4002. {
  4003. auto wrapper = wrapAction(ba);
  4004. break;
  4005. }
  4006. case EActionType::RETREAT: //retreat/flee
  4007. {
  4008. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  4009. complain("Cannot retreat!");
  4010. else
  4011. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4012. break;
  4013. }
  4014. case EActionType::SURRENDER:
  4015. {
  4016. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4017. int cost = gs->curB->battleGetSurrenderCost(player);
  4018. if (cost < 0)
  4019. complain("Cannot surrender!");
  4020. else if (getResource(player, Res::GOLD) < cost)
  4021. complain("Not enough gold to surrender!");
  4022. else
  4023. {
  4024. giveResource(player, Res::GOLD, -cost);
  4025. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4026. }
  4027. break;
  4028. }
  4029. case EActionType::WALK_AND_ATTACK: //walk or attack
  4030. {
  4031. auto wrapper = wrapAction(ba);
  4032. if(!stack)
  4033. {
  4034. complain("No attacker");
  4035. ok = false;
  4036. break;
  4037. }
  4038. if(target.size() < 2)
  4039. {
  4040. complain("Two destinations required for attack action.");
  4041. ok = false;
  4042. break;
  4043. }
  4044. BattleHex attackPos = target.at(0).hexValue;
  4045. BattleHex destinationTile = target.at(1).hexValue;
  4046. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4047. if(!destinationStack)
  4048. {
  4049. complain("Invalid target to attack");
  4050. ok = false;
  4051. break;
  4052. }
  4053. BattleHex startingPos = stack->getPosition();
  4054. int distance = moveStack(ba.stackNumber, attackPos);
  4055. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4056. if(stack->getPosition() != attackPos
  4057. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4058. )
  4059. {
  4060. // we were not able to reach destination tile, nor occupy specified hex
  4061. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4062. break;
  4063. }
  4064. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4065. {
  4066. destinationStack = nullptr;
  4067. }
  4068. if(!destinationStack)
  4069. {
  4070. complain("Unit can not attack itself");
  4071. ok = false;
  4072. break;
  4073. }
  4074. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4075. {
  4076. complain("Attack cannot be performed!");
  4077. ok = false;
  4078. break;
  4079. }
  4080. //attack
  4081. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4082. //TODO: move to CUnitState
  4083. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4084. if(attackingHero)
  4085. {
  4086. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4087. }
  4088. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4089. const bool retaliation = destinationStack->ableToRetaliate();
  4090. for (int i = 0; i < totalAttacks; ++i)
  4091. {
  4092. //first strike
  4093. if(i == 0 && firstStrike && retaliation)
  4094. {
  4095. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4096. }
  4097. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4098. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4099. {
  4100. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4101. }
  4102. //counterattack
  4103. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4104. if(stack->alive()
  4105. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4106. && (i == 0 && !firstStrike)
  4107. && retaliation && destinationStack->ableToRetaliate())
  4108. {
  4109. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4110. }
  4111. }
  4112. //return
  4113. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4114. && target.size() == 3
  4115. && startingPos != stack->getPosition()
  4116. && startingPos == target.at(2).hexValue
  4117. && stack->alive())
  4118. {
  4119. moveStack(ba.stackNumber, startingPos);
  4120. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4121. }
  4122. break;
  4123. }
  4124. case EActionType::SHOOT:
  4125. {
  4126. if(target.size() < 1)
  4127. {
  4128. complain("Destination required for shot action.");
  4129. ok = false;
  4130. break;
  4131. }
  4132. auto destination = target.at(0).hexValue;
  4133. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4134. if (!gs->curB->battleCanShoot(stack, destination))
  4135. {
  4136. complain("Cannot shoot!");
  4137. break;
  4138. }
  4139. if (!destinationStack)
  4140. {
  4141. complain("No target to shoot!");
  4142. break;
  4143. }
  4144. auto wrapper = wrapAction(ba);
  4145. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4146. //ranged counterattack
  4147. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4148. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4149. && destinationStack->ableToRetaliate()
  4150. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4151. && stack->alive()) //attacker may have died (fire shield)
  4152. {
  4153. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4154. }
  4155. //allow more than one additional attack
  4156. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4157. //TODO: move to CUnitState
  4158. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4159. if(attackingHero)
  4160. {
  4161. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4162. }
  4163. for(int i = 1; i < totalRangedAttacks; ++i)
  4164. {
  4165. if(
  4166. stack->alive()
  4167. && destinationStack->alive()
  4168. && stack->shots.canUse()
  4169. )
  4170. {
  4171. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4172. }
  4173. }
  4174. break;
  4175. }
  4176. case EActionType::CATAPULT:
  4177. {
  4178. auto wrapper = wrapAction(ba);
  4179. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4180. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4181. if(!catapultAbility || catapultAbility->subtype < 0)
  4182. {
  4183. complain("We do not know how to shoot :P");
  4184. }
  4185. else
  4186. {
  4187. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4188. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4189. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4190. parameters.setSpellLevel(shotLevel);
  4191. parameters.cast(spellEnv, target);
  4192. }
  4193. //finish by scope guard
  4194. break;
  4195. }
  4196. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4197. {
  4198. auto wrapper = wrapAction(ba);
  4199. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4200. if(target.size() < 1)
  4201. {
  4202. complain("Destination required for heal action.");
  4203. ok = false;
  4204. break;
  4205. }
  4206. const battle::Unit * destStack = nullptr;
  4207. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4208. if(target.at(0).unitValue)
  4209. destStack = target.at(0).unitValue;
  4210. else
  4211. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4212. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4213. {
  4214. complain("There is either no healer, no destination, or healer cannot heal :P");
  4215. }
  4216. else
  4217. {
  4218. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4219. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4220. parameters.setSpellLevel(0);
  4221. parameters.cast(spellEnv, target);
  4222. }
  4223. break;
  4224. }
  4225. case EActionType::MONSTER_SPELL:
  4226. {
  4227. auto wrapper = wrapAction(ba);
  4228. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4229. SpellID spellID = SpellID(ba.actionSubtype);
  4230. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4231. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4232. //TODO special bonus for genies ability
  4233. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4234. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4235. if (spellID < 0)
  4236. complain("That stack can't cast spells!");
  4237. else
  4238. {
  4239. const CSpell * spell = SpellID(spellID).toSpell();
  4240. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4241. int32_t spellLvl = 0;
  4242. if(spellcaster)
  4243. vstd::amax(spellLvl, spellcaster->val);
  4244. if(randSpellcaster)
  4245. vstd::amax(spellLvl, randSpellcaster->val);
  4246. parameters.setSpellLevel(spellLvl);
  4247. parameters.cast(spellEnv, target);
  4248. }
  4249. break;
  4250. }
  4251. }
  4252. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4253. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4254. handleDamageFromObstacle(stack);
  4255. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4256. battleMadeAction.setn(true);
  4257. return ok;
  4258. }
  4259. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4260. {
  4261. bool cheated = false;
  4262. PlayerMessageClient temp_message(player, message);
  4263. sendAndApply(&temp_message);
  4264. std::vector<std::string> words;
  4265. boost::split(words, message, boost::is_any_of(" "));
  4266. bool isHost = false;
  4267. for(auto & c : connections[player])
  4268. if(lobby->isClientHost(c->connectionID))
  4269. isHost = true;
  4270. if(isHost && words.size() >= 2 && words[0] == "game")
  4271. {
  4272. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4273. {
  4274. SystemMessage temp_message("game was terminated");
  4275. sendAndApply(&temp_message);
  4276. lobby->state = EServerState::SHUTDOWN;
  4277. return;
  4278. }
  4279. if(words.size() == 3 && words[1] == "save")
  4280. {
  4281. save("Saves/" + words[2]);
  4282. SystemMessage temp_message("game saved as " + words[2]);
  4283. sendAndApply(&temp_message);
  4284. return;
  4285. }
  4286. if(words.size() == 3 && words[1] == "kick")
  4287. {
  4288. auto playername = words[2];
  4289. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4290. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4291. playerToKick = PlayerColor(std::stoi(playername));
  4292. else
  4293. {
  4294. for(auto & c : connections)
  4295. {
  4296. if(c.first.getStr(false) == playername)
  4297. playerToKick = c.first;
  4298. }
  4299. }
  4300. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4301. {
  4302. PlayerCheated pc;
  4303. pc.player = playerToKick;
  4304. pc.losingCheatCode = true;
  4305. sendAndApply(&pc);
  4306. checkVictoryLossConditionsForPlayer(playerToKick);
  4307. }
  4308. return;
  4309. }
  4310. }
  4311. int obj = 0;
  4312. if (words.size() == 2 && words[0] != "vcmiexp")
  4313. {
  4314. obj = std::atoi(words[1].c_str());
  4315. if (obj)
  4316. currObj = ObjectInstanceID(obj);
  4317. }
  4318. const CGHeroInstance * hero = getHero(currObj);
  4319. const CGTownInstance * town = getTown(currObj);
  4320. if (!town && hero)
  4321. town = hero->visitedTown;
  4322. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4323. {
  4324. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4325. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4326. }
  4327. else if (words.size() == 1 || obj)
  4328. {
  4329. handleCheatCode(words[0], player, hero, town, cheated);
  4330. }
  4331. else
  4332. {
  4333. for (const auto & i : gs->players)
  4334. {
  4335. if (i.first == PlayerColor::NEUTRAL)
  4336. continue;
  4337. if (words[1] == "ai")
  4338. {
  4339. if (i.second.human)
  4340. continue;
  4341. }
  4342. else if (words[1] != "all" && words[1] != i.first.getStr())
  4343. continue;
  4344. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4345. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4346. {
  4347. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4348. }
  4349. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4350. {
  4351. for (const auto & t : i.second.towns)
  4352. {
  4353. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4354. }
  4355. }
  4356. else
  4357. {
  4358. for (const auto & h : i.second.heroes)
  4359. {
  4360. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4361. }
  4362. }
  4363. }
  4364. }
  4365. if (cheated)
  4366. {
  4367. if(!getPlayerSettings(player)->isControlledByAI())
  4368. {
  4369. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4370. sendAndApply(&temp_message);
  4371. }
  4372. if(!player.isSpectator())
  4373. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4374. }
  4375. }
  4376. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4377. {
  4378. switch(ba.actionType)
  4379. {
  4380. case EActionType::HERO_SPELL:
  4381. {
  4382. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4383. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4384. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4385. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4386. if (!s)
  4387. {
  4388. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4389. return false;
  4390. }
  4391. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4392. spells::detail::ProblemImpl problem;
  4393. auto m = s->battleMechanics(&parameters);
  4394. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4395. {
  4396. logGlobal->warn("Spell cannot be cast!");
  4397. std::vector<std::string> texts;
  4398. problem.getAll(texts);
  4399. for(auto s : texts)
  4400. logGlobal->warn(s);
  4401. return false;
  4402. }
  4403. StartAction start_action(ba);
  4404. sendAndApply(&start_action); //start spell casting
  4405. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4406. sendAndApply(&end_action);
  4407. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4408. {
  4409. battleMadeAction.setn(true);
  4410. }
  4411. checkBattleStateChanges();
  4412. if (battleResult.get())
  4413. {
  4414. battleMadeAction.setn(true);
  4415. //battle will be ended by startBattle function
  4416. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4417. }
  4418. return true;
  4419. }
  4420. }
  4421. return false;
  4422. }
  4423. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4424. {
  4425. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4426. for(auto b : bl)
  4427. {
  4428. const CSpell * sp = SpellID(b->subtype).toSpell();
  4429. if(!sp)
  4430. continue;
  4431. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4432. const int32_t level = ((val > 3) ? (val - 3) : val);
  4433. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4434. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4435. battleCast.setEffectDuration(50);
  4436. battleCast.setSpellLevel(level);
  4437. spells::Target target;
  4438. if(val > 3)
  4439. {
  4440. for(auto s : gs->curB->battleGetAllStacks())
  4441. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4442. target.emplace_back(s);
  4443. }
  4444. else
  4445. {
  4446. target.emplace_back(st);
  4447. }
  4448. battleCast.applyEffects(spellEnv, target, false, true);
  4449. }
  4450. }
  4451. void CGameHandler::stackTurnTrigger(const CStack *st)
  4452. {
  4453. BattleTriggerEffect bte;
  4454. bte.stackID = st->ID;
  4455. bte.effect = -1;
  4456. bte.val = 0;
  4457. bte.additionalInfo = 0;
  4458. if (st->alive())
  4459. {
  4460. //unbind
  4461. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4462. {
  4463. bool unbind = true;
  4464. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4465. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4466. for (auto b : bl)
  4467. {
  4468. if(b->additionalInfo != CAddInfo::NONE)
  4469. {
  4470. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4471. if(stack)
  4472. {
  4473. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4474. unbind = false;
  4475. }
  4476. }
  4477. else
  4478. {
  4479. unbind = false;
  4480. }
  4481. }
  4482. if (unbind)
  4483. {
  4484. BattleSetStackProperty ssp;
  4485. ssp.which = BattleSetStackProperty::UNBIND;
  4486. ssp.stackID = st->ID;
  4487. sendAndApply(&ssp);
  4488. }
  4489. }
  4490. if (st->hasBonusOfType(Bonus::POISON))
  4491. {
  4492. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4493. if (b) //TODO: what if not?...
  4494. {
  4495. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4496. if (bte.val < b->val) //(negative) poison effect increases - update it
  4497. {
  4498. bte.effect = Bonus::POISON;
  4499. sendAndApply(&bte);
  4500. }
  4501. }
  4502. }
  4503. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4504. {
  4505. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4506. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4507. if(opponentHero)
  4508. {
  4509. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4510. vstd::amin(manaDrained, opponentHero->mana);
  4511. if(manaDrained)
  4512. {
  4513. bte.effect = Bonus::MANA_DRAIN;
  4514. bte.val = manaDrained;
  4515. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4516. sendAndApply(&bte);
  4517. }
  4518. }
  4519. }
  4520. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4521. {
  4522. bool fearsomeCreature = false;
  4523. for (CStack * stack : gs->curB->stacks)
  4524. {
  4525. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4526. {
  4527. fearsomeCreature = true;
  4528. break;
  4529. }
  4530. }
  4531. if (fearsomeCreature)
  4532. {
  4533. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4534. {
  4535. bte.effect = Bonus::FEAR;
  4536. sendAndApply(&bte);
  4537. }
  4538. }
  4539. }
  4540. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4541. int side = gs->curB->whatSide(st->owner);
  4542. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4543. {
  4544. bool cast = false;
  4545. while(!bl.empty() && !cast)
  4546. {
  4547. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4548. auto spellID = SpellID(bonus->subtype);
  4549. const CSpell * spell = SpellID(spellID).toSpell();
  4550. bl.remove_if([&bonus](const Bonus * b)
  4551. {
  4552. return b == bonus.get();
  4553. });
  4554. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4555. parameters.setSpellLevel(bonus->val);
  4556. parameters.massive = true;
  4557. parameters.smart = true;
  4558. //todo: recheck effect level
  4559. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4560. {
  4561. cast = true;
  4562. int cooldown = bonus->additionalInfo[0];
  4563. BattleSetStackProperty ssp;
  4564. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4565. ssp.absolute = false;
  4566. ssp.val = cooldown;
  4567. ssp.stackID = st->unitId();
  4568. sendAndApply(&ssp);
  4569. }
  4570. }
  4571. }
  4572. }
  4573. }
  4574. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving, const std::set<BattleHex> & passed)
  4575. {
  4576. if(!curStack->alive())
  4577. return false;
  4578. bool containDamageFromMoat = false;
  4579. bool movementStopped = false;
  4580. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
  4581. {
  4582. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4583. {
  4584. //helper info
  4585. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4586. const ui8 side = curStack->side;
  4587. if(!spellObstacle)
  4588. COMPLAIN_RET("Invalid obstacle instance");
  4589. if(spellObstacle->triggersEffects())
  4590. {
  4591. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4592. //hidden obstacle triggers effects until revealed
  4593. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4594. {
  4595. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4596. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4597. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4598. if(!sp)
  4599. COMPLAIN_RET("Invalid obstacle instance");
  4600. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4601. ObstacleChanges changeInfo;
  4602. changeInfo.id = spellObstacle->uniqueID;
  4603. if (oneTimeObstacle)
  4604. changeInfo.operation = ObstacleChanges::EOperation::REMOVE;
  4605. else
  4606. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4607. SpellCreatedObstacle changedObstacle;
  4608. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4609. changedObstacle.revealed = true;
  4610. changeInfo.data.clear();
  4611. JsonSerializer ser(nullptr, changeInfo.data);
  4612. ser.serializeStruct("obstacle", changedObstacle);
  4613. BattleObstaclesChanged bocp;
  4614. bocp.changes.emplace_back(changeInfo);
  4615. sendAndApply(&bocp);
  4616. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4617. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4618. }
  4619. }
  4620. }
  4621. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4622. {
  4623. auto town = gs->curB->town;
  4624. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4625. if(!containDamageFromMoat)
  4626. {
  4627. containDamageFromMoat = true;
  4628. BattleStackAttacked bsa;
  4629. bsa.damageAmount = damage;
  4630. bsa.stackAttacked = curStack->ID;
  4631. bsa.attackerID = -1;
  4632. curStack->prepareAttacked(bsa, getRandomGenerator());
  4633. StacksInjured si;
  4634. si.stacks.push_back(bsa);
  4635. sendAndApply(&si);
  4636. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4637. }
  4638. }
  4639. if(!curStack->alive())
  4640. return false;
  4641. if((obstacle->stopsMovement() && stackIsMoving))
  4642. movementStopped = true;
  4643. }
  4644. if(stackIsMoving)
  4645. return curStack->alive() && !movementStopped;
  4646. return curStack->alive();
  4647. }
  4648. void CGameHandler::handleTimeEvents()
  4649. {
  4650. gs->map->events.sort(evntCmp);
  4651. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4652. {
  4653. CMapEvent ev = gs->map->events.front();
  4654. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4655. {
  4656. auto color = PlayerColor(player);
  4657. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4658. if (pinfo //player exists
  4659. && (ev.players & 1<<player) //event is enabled to this player
  4660. && ((ev.computerAffected && !pinfo->human)
  4661. || (ev.humanAffected && pinfo->human)
  4662. )
  4663. )
  4664. {
  4665. //give resources
  4666. giveResources(color, ev.resources);
  4667. //prepare dialog
  4668. InfoWindow iw;
  4669. iw.player = color;
  4670. iw.text << ev.message;
  4671. for (int i=0; i<ev.resources.size(); i++)
  4672. {
  4673. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4674. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4675. }
  4676. sendAndApply(&iw); //show dialog
  4677. }
  4678. } //PLAYERS LOOP
  4679. if (ev.nextOccurence)
  4680. {
  4681. gs->map->events.pop_front();
  4682. ev.firstOccurence += ev.nextOccurence;
  4683. auto it = gs->map->events.begin();
  4684. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4685. it++;
  4686. gs->map->events.insert(it, ev);
  4687. }
  4688. else
  4689. {
  4690. gs->map->events.pop_front();
  4691. }
  4692. }
  4693. //TODO send only if changed
  4694. UpdateMapEvents ume;
  4695. ume.events = gs->map->events;
  4696. sendAndApply(&ume);
  4697. }
  4698. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4699. {
  4700. town->events.sort(evntCmp);
  4701. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4702. {
  4703. PlayerColor player = town->tempOwner;
  4704. CCastleEvent ev = town->events.front();
  4705. const PlayerState * pinfo = getPlayerState(player, false);
  4706. if (pinfo //player exists
  4707. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4708. && ((ev.computerAffected && !pinfo->human)
  4709. || (ev.humanAffected && pinfo->human)))
  4710. {
  4711. // dialog
  4712. InfoWindow iw;
  4713. iw.player = player;
  4714. iw.text << ev.message;
  4715. if (ev.resources.nonZero())
  4716. {
  4717. TResources was = n.res[player];
  4718. n.res[player] += ev.resources;
  4719. n.res[player].amax(0);
  4720. for (int i=0; i<ev.resources.size(); i++)
  4721. 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
  4722. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4723. }
  4724. for (auto & i : ev.buildings)
  4725. {
  4726. if (!town->hasBuilt(i))
  4727. {
  4728. buildStructure(town->id, i, true);
  4729. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4730. }
  4731. }
  4732. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4733. {
  4734. n.cres[town->id].tid = town->id;
  4735. n.cres[town->id].creatures = town->creatures;
  4736. }
  4737. auto & sac = n.cres[town->id];
  4738. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4739. {
  4740. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4741. {
  4742. sac.creatures[i].first += ev.creatures.at(i);
  4743. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4744. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4745. }
  4746. }
  4747. sendAndApply(&iw); //show dialog
  4748. }
  4749. if (ev.nextOccurence)
  4750. {
  4751. town->events.pop_front();
  4752. ev.firstOccurence += ev.nextOccurence;
  4753. auto it = town->events.begin();
  4754. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4755. it++;
  4756. town->events.insert(it, ev);
  4757. }
  4758. else
  4759. {
  4760. town->events.pop_front();
  4761. }
  4762. }
  4763. //TODO send only if changed
  4764. UpdateCastleEvents uce;
  4765. uce.town = town->id;
  4766. uce.events = town->events;
  4767. sendAndApply(&uce);
  4768. }
  4769. bool CGameHandler::complain(const std::string &problem)
  4770. {
  4771. sendMessageToAll("Server encountered a problem: " + problem);
  4772. logGlobal->error(problem);
  4773. return true;
  4774. }
  4775. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4776. {
  4777. //PlayerColor player = getOwner(hid);
  4778. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4779. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4780. assert(lowerArmy);
  4781. assert(upperArmy);
  4782. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4783. queries.addQuery(garrisonQuery);
  4784. GarrisonDialog gd;
  4785. gd.hid = hid;
  4786. gd.objid = upobj;
  4787. gd.removableUnits = removableUnits;
  4788. gd.queryID = garrisonQuery->queryID;
  4789. sendAndApply(&gd);
  4790. }
  4791. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4792. {
  4793. OpenWindow ow;
  4794. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4795. ow.id1 = player.getNum();
  4796. ow.id2 = requestingObjId.getNum();
  4797. sendAndApply(&ow);
  4798. }
  4799. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4800. {
  4801. if (id1 == id2)
  4802. return true;
  4803. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4804. if (!o1 || !o2)
  4805. return true; //arranging stacks within an object should be always allowed
  4806. if (o1 && o2)
  4807. {
  4808. if (o1->ID == Obj::TOWN)
  4809. {
  4810. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4811. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4812. return true;
  4813. }
  4814. if (o2->ID == Obj::TOWN)
  4815. {
  4816. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4817. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4818. return true;
  4819. }
  4820. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4821. {
  4822. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4823. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4824. // two heroes in same town (garrisoned and visiting)
  4825. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4826. return true;
  4827. }
  4828. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4829. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4830. if (!dialog)
  4831. {
  4832. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4833. }
  4834. if (dialog)
  4835. {
  4836. auto topArmy = dialog->exchangingArmies.at(0);
  4837. auto bottomArmy = dialog->exchangingArmies.at(1);
  4838. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4839. return true;
  4840. }
  4841. }
  4842. return false;
  4843. }
  4844. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4845. {
  4846. using events::ObjectVisitStarted;
  4847. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4848. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4849. auto startVisit = [&](ObjectVisitStarted & event)
  4850. {
  4851. auto visitedObject = obj;
  4852. if(obj->ID == Obj::HERO)
  4853. {
  4854. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4855. const auto visitedTown = visitedHero->visitedTown;
  4856. if(visitedTown)
  4857. {
  4858. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4859. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4860. visitedObject = visitedTown;
  4861. }
  4862. }
  4863. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4864. queries.addQuery(visitQuery); //TODO real visit pos
  4865. HeroVisit hv;
  4866. hv.objId = obj->id;
  4867. hv.heroId = h->id;
  4868. hv.player = h->tempOwner;
  4869. hv.starting = true;
  4870. sendAndApply(&hv);
  4871. obj->onHeroVisit(h);
  4872. };
  4873. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4874. if(visitQuery)
  4875. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4876. }
  4877. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4878. {
  4879. using events::ObjectVisitEnded;
  4880. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4881. auto endVisit = [&](ObjectVisitEnded & event)
  4882. {
  4883. HeroVisit hv;
  4884. hv.player = event.getPlayer();
  4885. hv.heroId = event.getHero();
  4886. hv.starting = false;
  4887. sendAndApply(&hv);
  4888. };
  4889. //TODO: ObjectVisitEnded should also have id of visited object,
  4890. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4891. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4892. }
  4893. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4894. {
  4895. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4896. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4897. {
  4898. complain("Cannot build boat in this shipyard!");
  4899. return false;
  4900. }
  4901. else if (obj->o->ID == Obj::TOWN
  4902. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4903. {
  4904. complain("Cannot build boat in the town - no shipyard!");
  4905. return false;
  4906. }
  4907. TResources boatCost;
  4908. obj->getBoatCost(boatCost);
  4909. TResources aviable = getPlayerState(playerID)->resources;
  4910. if (!aviable.canAfford(boatCost))
  4911. {
  4912. complain("Not enough resources to build a boat!");
  4913. return false;
  4914. }
  4915. int3 tile = obj->bestLocation();
  4916. if (!gs->map->isInTheMap(tile))
  4917. {
  4918. complain("Cannot find appropriate tile for a boat!");
  4919. return false;
  4920. }
  4921. //take boat cost
  4922. giveResources(playerID, -boatCost);
  4923. //create boat
  4924. NewObject no;
  4925. no.ID = Obj::BOAT;
  4926. no.subID = obj->getBoatType();
  4927. no.pos = tile + int3(1,0,0);
  4928. sendAndApply(&no);
  4929. return true;
  4930. }
  4931. void CGameHandler::engageIntoBattle(PlayerColor player)
  4932. {
  4933. //notify interfaces
  4934. PlayerBlocked pb;
  4935. pb.player = player;
  4936. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4937. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4938. sendAndApply(&pb);
  4939. }
  4940. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4941. {
  4942. for (auto playerColor : playerColors)
  4943. {
  4944. if (getPlayerState(playerColor, false))
  4945. checkVictoryLossConditionsForPlayer(playerColor);
  4946. }
  4947. }
  4948. void CGameHandler::checkVictoryLossConditionsForAll()
  4949. {
  4950. std::set<PlayerColor> playerColors;
  4951. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4952. {
  4953. playerColors.insert(PlayerColor(i));
  4954. }
  4955. checkVictoryLossConditions(playerColors);
  4956. }
  4957. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4958. {
  4959. const PlayerState * p = getPlayerState(player);
  4960. if(!p || p->status != EPlayerStatus::INGAME) return;
  4961. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4962. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4963. {
  4964. InfoWindow iw;
  4965. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4966. sendAndApply(&iw);
  4967. PlayerEndsGame peg;
  4968. peg.player = player;
  4969. peg.victoryLossCheckResult = victoryLossCheckResult;
  4970. sendAndApply(&peg);
  4971. if (victoryLossCheckResult.victory())
  4972. {
  4973. //one player won -> all enemies lost
  4974. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4975. {
  4976. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4977. {
  4978. peg.player = i->first;
  4979. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4980. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4981. InfoWindow iw;
  4982. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4983. iw.player = i->first;
  4984. sendAndApply(&iw);
  4985. sendAndApply(&peg);
  4986. }
  4987. }
  4988. if(p->human)
  4989. {
  4990. lobby->state = EServerState::GAMEPLAY_ENDED;
  4991. }
  4992. }
  4993. else
  4994. {
  4995. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4996. auto hlp = p->heroes;
  4997. for (auto h : hlp) //eliminate heroes
  4998. {
  4999. if (h.get())
  5000. removeObject(h);
  5001. }
  5002. //player lost -> all his objects become unflagged (neutral)
  5003. for (auto obj : gs->map->objects) //unflag objs
  5004. {
  5005. if (obj.get() && obj->tempOwner == player)
  5006. setOwner(obj, PlayerColor::NEUTRAL);
  5007. }
  5008. //eliminating one player may cause victory of another:
  5009. std::set<PlayerColor> playerColors;
  5010. //do not copy player state (CBonusSystemNode) by value
  5011. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5012. {
  5013. if (p.first != player)
  5014. playerColors.insert(p.first);
  5015. }
  5016. //notify all players
  5017. for (auto pc : playerColors)
  5018. {
  5019. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5020. {
  5021. InfoWindow iw;
  5022. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5023. iw.player = pc;
  5024. sendAndApply(&iw);
  5025. }
  5026. }
  5027. checkVictoryLossConditions(playerColors);
  5028. }
  5029. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5030. // If we are called before the actual game start, there might be no current player
  5031. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5032. {
  5033. // If player making turn has lost his turn must be over as well
  5034. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5035. }
  5036. }
  5037. }
  5038. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5039. {
  5040. out.player = player;
  5041. out.text.clear();
  5042. out.text << victoryLossCheckResult.messageToSelf;
  5043. // hackish, insert one player-specific string, if applicable
  5044. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5045. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5046. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5047. }
  5048. bool CGameHandler::dig(const CGHeroInstance *h)
  5049. {
  5050. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5051. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5052. //create a hole
  5053. NewObject no;
  5054. no.ID = Obj::HOLE;
  5055. no.pos = h->visitablePos();
  5056. no.subID = 0;
  5057. sendAndApply(&no);
  5058. //take MPs
  5059. SetMovePoints smp;
  5060. smp.hid = h->id;
  5061. smp.val = 0;
  5062. sendAndApply(&smp);
  5063. InfoWindow iw;
  5064. iw.type = EInfoWindowMode::AUTO;
  5065. iw.player = h->tempOwner;
  5066. if (gs->map->grailPos == h->visitablePos())
  5067. {
  5068. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5069. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5070. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5071. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5072. sendAndApply(&iw);
  5073. iw.soundID = soundBase::invalid;
  5074. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5075. iw.text.clear();
  5076. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5077. sendAndApply(&iw);
  5078. }
  5079. else
  5080. {
  5081. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5082. iw.soundID = soundBase::Dig;
  5083. sendAndApply(&iw);
  5084. }
  5085. return true;
  5086. }
  5087. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5088. {
  5089. if(attacker->hasBonusOfType(attackMode))
  5090. {
  5091. std::set<SpellID> spellsToCast;
  5092. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5093. for(const auto & sf : *spells)
  5094. {
  5095. spellsToCast.insert(SpellID(sf->subtype));
  5096. }
  5097. for(SpellID spellID : spellsToCast)
  5098. {
  5099. bool castMe = false;
  5100. if(!defender->alive())
  5101. {
  5102. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5103. return;
  5104. }
  5105. int32_t spellLevel = 0;
  5106. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5107. for(const auto & sf : *spellsByType)
  5108. {
  5109. int meleeRanged;
  5110. if(sf->additionalInfo.size() < 2)
  5111. {
  5112. // legacy format
  5113. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5114. meleeRanged = sf->additionalInfo[0] / 1000;
  5115. }
  5116. else
  5117. {
  5118. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5119. meleeRanged = sf->additionalInfo[1];
  5120. }
  5121. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5122. castMe = true;
  5123. }
  5124. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5125. vstd::amin(chance, 100);
  5126. const CSpell * spell = SpellID(spellID).toSpell();
  5127. spells::AbilityCaster caster(attacker, spellLevel);
  5128. spells::Target target;
  5129. target.emplace_back(defender);
  5130. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5131. auto m = spell->battleMechanics(&parameters);
  5132. spells::detail::ProblemImpl ignored;
  5133. if(!m->canBeCastAt(target, ignored))
  5134. continue;
  5135. //check if spell should be cast (probability handling)
  5136. if(getRandomGenerator().nextInt(99) >= chance)
  5137. continue;
  5138. //casting
  5139. if(castMe)
  5140. {
  5141. parameters.cast(spellEnv, target);
  5142. }
  5143. }
  5144. }
  5145. }
  5146. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5147. {
  5148. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5149. }
  5150. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5151. {
  5152. if(!attacker->alive() || !defender->alive()) // can be already dead
  5153. return;
  5154. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5155. if(!defender->alive())
  5156. {
  5157. //don't try death stare or acid breath on dead stack (crash!)
  5158. return;
  5159. }
  5160. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5161. {
  5162. // mechanics of Death Stare as in H3:
  5163. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5164. //original formula x = min(x, (gorgons_count + 9)/10);
  5165. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5166. vstd::amin(chanceToKill, 1); //cap at 100%
  5167. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5168. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5169. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5170. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5171. vstd::amin(staredCreatures, maxToKill);
  5172. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5173. if(staredCreatures)
  5174. {
  5175. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5176. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5177. spells::AbilityCaster caster(attacker, 0);
  5178. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5179. spells::Target target;
  5180. target.emplace_back(defender);
  5181. parameters.setEffectValue(staredCreatures);
  5182. parameters.cast(spellEnv, target);
  5183. }
  5184. }
  5185. if(!defender->alive())
  5186. return;
  5187. int64_t acidDamage = 0;
  5188. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5189. for(const auto & b : *acidBreath)
  5190. {
  5191. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5192. acidDamage += b->val;
  5193. }
  5194. if(acidDamage > 0)
  5195. {
  5196. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5197. spells::AbilityCaster caster(attacker, 0);
  5198. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5199. spells::Target target;
  5200. target.emplace_back(defender);
  5201. parameters.setEffectValue(acidDamage * attacker->getCount());
  5202. parameters.cast(spellEnv, target);
  5203. }
  5204. if(!defender->alive())
  5205. return;
  5206. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5207. {
  5208. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5209. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5210. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5211. return;
  5212. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5213. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5214. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5215. return;
  5216. battle::UnitInfo resurrectInfo;
  5217. resurrectInfo.id = gs->curB->battleNextUnitId();
  5218. resurrectInfo.summoned = false;
  5219. resurrectInfo.position = defender->getPosition();
  5220. resurrectInfo.side = defender->unitSide();
  5221. if(bonusAdditionalInfo != CAddInfo::NONE)
  5222. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5223. else
  5224. resurrectInfo.type = attacker->creatureId();
  5225. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5226. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5227. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5228. resurrectInfo.count = defender->getCount();
  5229. else
  5230. return; //wrong subtype
  5231. BattleUnitsChanged addUnits;
  5232. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5233. resurrectInfo.save(addUnits.changedStacks.back().data);
  5234. BattleUnitsChanged removeUnits;
  5235. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5236. sendAndApply(&removeUnits);
  5237. sendAndApply(&addUnits);
  5238. }
  5239. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5240. {
  5241. double chanceToTrigger = 0;
  5242. int amountToDie = 0;
  5243. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5244. {
  5245. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5246. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5247. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5248. }
  5249. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5250. {
  5251. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5252. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5253. }
  5254. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5255. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5256. return;
  5257. BattleStackAttacked bsa;
  5258. bsa.attackerID = -1;
  5259. bsa.stackAttacked = defender->ID;
  5260. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5261. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5262. bsa.spellID = SpellID::SLAYER;
  5263. defender->prepareAttacked(bsa, getRandomGenerator());
  5264. StacksInjured si;
  5265. si.stacks.push_back(bsa);
  5266. sendAndApply(&si);
  5267. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5268. }
  5269. }
  5270. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5271. {
  5272. if (!t.visitableObjects.empty())
  5273. {
  5274. //to prevent self-visiting heroes on space press
  5275. if (t.visitableObjects.back() != h)
  5276. objectVisited(t.visitableObjects.back(), h);
  5277. else if (t.visitableObjects.size() > 1)
  5278. objectVisited(*(t.visitableObjects.end()-2),h);
  5279. }
  5280. }
  5281. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5282. {
  5283. if (!hero)
  5284. COMPLAIN_RET("You need hero to sacrifice creature!");
  5285. int expSum = 0;
  5286. auto finish = [this, &hero, &expSum]()
  5287. {
  5288. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5289. };
  5290. for(int i = 0; i < slot.size(); ++i)
  5291. {
  5292. int oldCount = hero->getStackCount(slot[i]);
  5293. if(oldCount < (int)count[i])
  5294. {
  5295. finish();
  5296. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5297. }
  5298. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5299. {
  5300. finish();
  5301. COMPLAIN_RET("Cannot sacrifice last creature!");
  5302. }
  5303. int crid = hero->getStack(slot[i]).type->idNumber;
  5304. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5305. int dump, exp;
  5306. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5307. exp *= count[i];
  5308. expSum += exp;
  5309. }
  5310. finish();
  5311. return true;
  5312. }
  5313. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5314. {
  5315. if (!hero)
  5316. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5317. int expSum = 0;
  5318. auto finish = [this, &hero, &expSum]()
  5319. {
  5320. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5321. };
  5322. for(int i = 0; i < slot.size(); ++i)
  5323. {
  5324. ArtifactLocation al(hero, slot[i]);
  5325. const CArtifactInstance * a = al.getArt();
  5326. if(!a)
  5327. {
  5328. finish();
  5329. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5330. }
  5331. const CArtifactInstance * art = hero->getArt(slot[i]);
  5332. if(!art)
  5333. {
  5334. finish();
  5335. COMPLAIN_RET("No artifact at position to sacrifice!");
  5336. }
  5337. si32 typId = art->artType->getId();
  5338. int dmp, expToGive;
  5339. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5340. expSum += expToGive;
  5341. removeArtifact(al);
  5342. }
  5343. finish();
  5344. return true;
  5345. }
  5346. void CGameHandler::makeStackDoNothing(const CStack * next)
  5347. {
  5348. BattleAction doNothing;
  5349. doNothing.actionType = EActionType::NO_ACTION;
  5350. doNothing.side = next->side;
  5351. doNothing.stackNumber = next->ID;
  5352. makeAutomaticAction(next, doNothing);
  5353. }
  5354. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5355. {
  5356. if (sl.army->hasStackAtSlot(sl.slot))
  5357. COMPLAIN_RET("Slot is already taken!");
  5358. if (!sl.slot.validSlot())
  5359. COMPLAIN_RET("Cannot insert stack to that slot!");
  5360. InsertNewStack ins;
  5361. ins.army = sl.army->id;
  5362. ins.slot = sl.slot;
  5363. ins.type = c->idNumber;
  5364. ins.count = count;
  5365. sendAndApply(&ins);
  5366. return true;
  5367. }
  5368. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5369. {
  5370. if (!sl.army->hasStackAtSlot(sl.slot))
  5371. COMPLAIN_RET("Cannot find a stack to erase");
  5372. if (sl.army->stacksCount() == 1 //from the last stack
  5373. && sl.army->needsLastStack() //that must be left
  5374. && !forceRemoval) //ignore above conditions if we are forcing removal
  5375. {
  5376. COMPLAIN_RET("Cannot erase the last stack!");
  5377. }
  5378. EraseStack es;
  5379. es.army = sl.army->id;
  5380. es.slot = sl.slot;
  5381. sendAndApply(&es);
  5382. return true;
  5383. }
  5384. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5385. {
  5386. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5387. if ((absoluteValue && count < 0)
  5388. || (!absoluteValue && -count > currentCount))
  5389. {
  5390. COMPLAIN_RET("Cannot take more stacks than present!");
  5391. }
  5392. if ((currentCount == -count && !absoluteValue)
  5393. || (!count && absoluteValue))
  5394. {
  5395. eraseStack(sl);
  5396. }
  5397. else
  5398. {
  5399. ChangeStackCount csc;
  5400. csc.army = sl.army->id;
  5401. csc.slot = sl.slot;
  5402. csc.count = count;
  5403. csc.absoluteValue = absoluteValue;
  5404. sendAndApply(&csc);
  5405. }
  5406. return true;
  5407. }
  5408. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5409. {
  5410. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5411. if (!slotC) //slot is empty
  5412. insertNewStack(sl, c, count);
  5413. else if (c == slotC)
  5414. changeStackCount(sl, count);
  5415. else
  5416. {
  5417. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5418. }
  5419. return true;
  5420. }
  5421. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5422. {
  5423. if (removeObjWhenFinished)
  5424. removeAfterVisit(src);
  5425. if (!src->canBeMergedWith(*dst, allowMerging))
  5426. {
  5427. if (allowMerging) //do that, add all matching creatures.
  5428. {
  5429. bool cont = true;
  5430. while (cont)
  5431. {
  5432. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5433. {
  5434. SlotID pos = dst->getSlotFor(i->second->type);
  5435. if (pos.validSlot())
  5436. {
  5437. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5438. cont = true;
  5439. break; //or iterator crashes
  5440. }
  5441. cont = false;
  5442. }
  5443. }
  5444. }
  5445. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5446. }
  5447. else //merge
  5448. {
  5449. moveArmy(src, dst, allowMerging);
  5450. }
  5451. }
  5452. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5453. {
  5454. if (!src.army->hasStackAtSlot(src.slot))
  5455. COMPLAIN_RET("No stack to move!");
  5456. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5457. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5458. if (!dst.slot.validSlot())
  5459. COMPLAIN_RET("Cannot move stack to that slot!");
  5460. if (count == -1)
  5461. {
  5462. count = src.army->getStackCount(src.slot);
  5463. }
  5464. if (src.army != dst.army //moving away
  5465. && count == src.army->getStackCount(src.slot) //all creatures
  5466. && src.army->stacksCount() == 1 //from the last stack
  5467. && src.army->needsLastStack()) //that must be left
  5468. {
  5469. COMPLAIN_RET("Cannot move away the last creature!");
  5470. }
  5471. RebalanceStacks rs;
  5472. rs.srcArmy = src.army->id;
  5473. rs.dstArmy = dst.army->id;
  5474. rs.srcSlot = src.slot;
  5475. rs.dstSlot = dst.slot;
  5476. rs.count = count;
  5477. sendAndApply(&rs);
  5478. return true;
  5479. }
  5480. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5481. {
  5482. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5483. {
  5484. return moveStack(sl2, sl1);
  5485. }
  5486. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5487. {
  5488. return moveStack(sl1, sl2);
  5489. }
  5490. else
  5491. {
  5492. SwapStacks ss;
  5493. ss.srcArmy = sl1.army->id;
  5494. ss.dstArmy = sl2.army->id;
  5495. ss.srcSlot = sl1.slot;
  5496. ss.dstSlot = sl2.slot;
  5497. sendAndApply(&ss);
  5498. return true;
  5499. }
  5500. }
  5501. void CGameHandler::runBattle()
  5502. {
  5503. setBattle(gs->curB);
  5504. assert(gs->curB);
  5505. //TODO: pre-tactic stuff, call scripts etc.
  5506. //tactic round
  5507. {
  5508. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5509. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5510. }
  5511. //initial stacks appearance triggers, e.g. built-in bonus spells
  5512. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5513. for (CStack * stack : initialStacks)
  5514. {
  5515. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5516. {
  5517. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5518. auto accessibility = getAccesibility();
  5519. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5520. std::vector<BattleHex> targetHexes;
  5521. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5522. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5523. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5524. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5525. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5526. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5527. if (!guardianIsBig)
  5528. targetHexes = stack->getSurroundingHexes();
  5529. else
  5530. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5531. for(auto hex : targetHexes)
  5532. {
  5533. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5534. {
  5535. battle::UnitInfo info;
  5536. info.id = gs->curB->battleNextUnitId();
  5537. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5538. info.type = creatureData;
  5539. info.side = stack->side;
  5540. info.position = hex;
  5541. info.summoned = true;
  5542. BattleUnitsChanged pack;
  5543. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5544. info.save(pack.changedStacks.back().data);
  5545. sendAndApply(&pack);
  5546. }
  5547. }
  5548. }
  5549. stackEnchantedTrigger(stack);
  5550. }
  5551. //spells opening battle
  5552. for (int i = 0; i < 2; ++i)
  5553. {
  5554. auto h = gs->curB->battleGetFightingHero(i);
  5555. if (h)
  5556. {
  5557. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5558. for (auto b : *bl)
  5559. {
  5560. spells::BonusCaster caster(h, b);
  5561. const CSpell * spell = SpellID(b->subtype).toSpell();
  5562. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5563. parameters.setSpellLevel(3);
  5564. parameters.setEffectDuration(b->val);
  5565. parameters.massive = true;
  5566. parameters.castIfPossible(spellEnv, spells::Target());
  5567. }
  5568. }
  5569. }
  5570. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5571. checkBattleStateChanges();
  5572. bool firstRound = true;//FIXME: why first round is -1?
  5573. //main loop
  5574. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5575. {
  5576. BattleNextRound bnr;
  5577. bnr.round = gs->curB->round + 1;
  5578. logGlobal->debug("Round %d", bnr.round);
  5579. sendAndApply(&bnr);
  5580. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5581. for (auto &obstPtr : obstacles)
  5582. {
  5583. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5584. if (sco->turnsRemaining == 0)
  5585. removeObstacle(*obstPtr);
  5586. }
  5587. const BattleInfo & curB = *gs->curB;
  5588. for(auto stack : curB.stacks)
  5589. {
  5590. if(stack->alive() && !firstRound)
  5591. stackEnchantedTrigger(stack);
  5592. }
  5593. //stack loop
  5594. auto getNextStack = [this]() -> const CStack *
  5595. {
  5596. if(battleResult.get())
  5597. return nullptr;
  5598. std::vector<battle::Units> q;
  5599. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5600. if(!q.empty())
  5601. {
  5602. if(!q.front().empty())
  5603. {
  5604. auto next = q.front().front();
  5605. const auto stack = dynamic_cast<const CStack *>(next);
  5606. // regeneration takes place before everything else but only during first turn attempt in each round
  5607. // also works under blind and similar effects
  5608. if(stack && stack->alive() && !stack->waiting)
  5609. {
  5610. BattleTriggerEffect bte;
  5611. bte.stackID = stack->ID;
  5612. bte.effect = Bonus::HP_REGENERATION;
  5613. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5614. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5615. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5616. if(bte.val) // anything to heal
  5617. sendAndApply(&bte);
  5618. }
  5619. if(next->willMove())
  5620. return stack;
  5621. }
  5622. }
  5623. return nullptr;
  5624. };
  5625. const CStack * next = nullptr;
  5626. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5627. {
  5628. BattleUnitsChanged removeGhosts;
  5629. for(auto stack : curB.stacks)
  5630. {
  5631. if(stack->ghostPending)
  5632. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5633. }
  5634. if(!removeGhosts.changedStacks.empty())
  5635. sendAndApply(&removeGhosts);
  5636. //check for bad morale => freeze
  5637. int nextStackMorale = next->MoraleVal();
  5638. if (nextStackMorale < 0)
  5639. {
  5640. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5641. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5642. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5643. {
  5644. //unit loses its turn - empty freeze action
  5645. BattleAction ba;
  5646. ba.actionType = EActionType::BAD_MORALE;
  5647. ba.side = next->side;
  5648. ba.stackNumber = next->ID;
  5649. makeAutomaticAction(next, ba);
  5650. continue;
  5651. }
  5652. }
  5653. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5654. {
  5655. logGlobal->trace("Handle Berserk effect");
  5656. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5657. if (attackInfo.first != nullptr)
  5658. {
  5659. BattleAction attack;
  5660. attack.actionType = EActionType::WALK_AND_ATTACK;
  5661. attack.side = next->side;
  5662. attack.stackNumber = next->ID;
  5663. attack.aimToHex(attackInfo.second);
  5664. attack.aimToUnit(attackInfo.first);
  5665. makeAutomaticAction(next, attack);
  5666. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5667. }
  5668. else
  5669. {
  5670. makeStackDoNothing(next);
  5671. logGlobal->trace("No target found");
  5672. }
  5673. continue;
  5674. }
  5675. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5676. const int stackCreatureId = next->getCreature()->idNumber;
  5677. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5678. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5679. {
  5680. BattleAction attack;
  5681. attack.actionType = EActionType::SHOOT;
  5682. attack.side = next->side;
  5683. attack.stackNumber = next->ID;
  5684. //TODO: select target by priority
  5685. const battle::Unit * target = nullptr;
  5686. for(auto & elem : gs->curB->stacks)
  5687. {
  5688. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5689. && elem->owner != next->owner
  5690. && elem->isValidTarget()
  5691. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5692. {
  5693. target = elem;
  5694. break;
  5695. }
  5696. }
  5697. if(target == nullptr)
  5698. {
  5699. makeStackDoNothing(next);
  5700. }
  5701. else
  5702. {
  5703. attack.aimToUnit(target);
  5704. makeAutomaticAction(next, attack);
  5705. }
  5706. continue;
  5707. }
  5708. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5709. {
  5710. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5711. if (attackableBattleHexes.empty())
  5712. {
  5713. makeStackDoNothing(next);
  5714. continue;
  5715. }
  5716. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5717. {
  5718. BattleAction attack;
  5719. attack.actionType = EActionType::CATAPULT;
  5720. attack.side = next->side;
  5721. attack.stackNumber = next->ID;
  5722. makeAutomaticAction(next, attack);
  5723. continue;
  5724. }
  5725. }
  5726. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5727. {
  5728. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5729. {
  5730. return s->owner == next->owner && s->canBeHealed();
  5731. });
  5732. if (!possibleStacks.size())
  5733. {
  5734. makeStackDoNothing(next);
  5735. continue;
  5736. }
  5737. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5738. {
  5739. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5740. const CStack * toBeHealed = possibleStacks.front();
  5741. BattleAction heal;
  5742. heal.actionType = EActionType::STACK_HEAL;
  5743. heal.aimToUnit(toBeHealed);
  5744. heal.side = next->side;
  5745. heal.stackNumber = next->ID;
  5746. makeAutomaticAction(next, heal);
  5747. continue;
  5748. }
  5749. }
  5750. int numberOfAsks = 1;
  5751. bool breakOuter = false;
  5752. do
  5753. {//ask interface and wait for answer
  5754. if (!battleResult.get())
  5755. {
  5756. stackTurnTrigger(next); //various effects
  5757. if(next->fear)
  5758. {
  5759. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5760. }
  5761. else
  5762. {
  5763. logGlobal->trace("Activating %s", next->nodeName());
  5764. auto nextId = next->ID;
  5765. BattleSetActiveStack sas;
  5766. sas.stack = nextId;
  5767. sendAndApply(&sas);
  5768. auto actionWasMade = [&]() -> bool
  5769. {
  5770. if (battleMadeAction.data)//active stack has made its action
  5771. return true;
  5772. if (battleResult.get())// battle is finished
  5773. return true;
  5774. if (next == nullptr)//active stack was been removed
  5775. return true;
  5776. return !next->alive();//active stack is dead
  5777. };
  5778. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5779. battleMadeAction.data = false;
  5780. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5781. {
  5782. battleMadeAction.cond.wait(lock);
  5783. if (battleGetStackByID(nextId, false) != next)
  5784. next = nullptr; //it may be removed, while we wait
  5785. }
  5786. }
  5787. }
  5788. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5789. {
  5790. breakOuter = true;
  5791. break;
  5792. }
  5793. //we're after action, all results applied
  5794. checkBattleStateChanges(); //check if this action ended the battle
  5795. if(next != nullptr)
  5796. {
  5797. //check for good morale
  5798. nextStackMorale = next->MoraleVal();
  5799. if(!next->hadMorale //only one extra move per turn possible
  5800. && !next->defending
  5801. && !next->waited()
  5802. && !next->fear
  5803. && next->alive()
  5804. && nextStackMorale > 0)
  5805. {
  5806. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5807. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5808. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5809. {
  5810. BattleTriggerEffect bte;
  5811. bte.stackID = next->ID;
  5812. bte.effect = Bonus::MORALE;
  5813. bte.val = 1;
  5814. bte.additionalInfo = 0;
  5815. sendAndApply(&bte); //play animation
  5816. ++numberOfAsks; //move this stack once more
  5817. }
  5818. }
  5819. }
  5820. --numberOfAsks;
  5821. } while (numberOfAsks > 0);
  5822. if (breakOuter)
  5823. {
  5824. break;
  5825. }
  5826. }
  5827. firstRound = false;
  5828. }
  5829. if (lobby->state != EServerState::SHUTDOWN)
  5830. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5831. }
  5832. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5833. {
  5834. BattleSetActiveStack bsa;
  5835. bsa.stack = stack->ID;
  5836. bsa.askPlayerInterface = false;
  5837. sendAndApply(&bsa);
  5838. bool ret = makeBattleAction(ba);
  5839. checkBattleStateChanges();
  5840. return ret;
  5841. }
  5842. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5843. {
  5844. assert(a->artType);
  5845. ArtifactLocation al;
  5846. al.artHolder = const_cast<CGHeroInstance*>(h);
  5847. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5848. if (pos < 0)
  5849. {
  5850. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5851. slot = a->firstAvailableSlot(h);
  5852. else
  5853. slot = a->firstBackpackSlot(h);
  5854. }
  5855. else
  5856. {
  5857. slot = pos;
  5858. }
  5859. al.slot = slot;
  5860. if (slot < 0 || !a->canBePutAt(al))
  5861. {
  5862. complain("Cannot put artifact in that slot!");
  5863. return;
  5864. }
  5865. putArtifact(al, a);
  5866. }
  5867. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5868. {
  5869. PutArtifact pa;
  5870. pa.art = a;
  5871. pa.al = al;
  5872. sendAndApply(&pa);
  5873. }
  5874. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5875. {
  5876. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5877. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5878. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5879. giveHeroNewArtifact(h, art, slot);
  5880. return true;
  5881. }
  5882. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5883. {
  5884. CArtifactInstance *a = nullptr;
  5885. if (!artType->constituents)
  5886. {
  5887. a = new CArtifactInstance();
  5888. }
  5889. else
  5890. {
  5891. a = new CCombinedArtifactInstance();
  5892. }
  5893. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5894. NewArtifact na;
  5895. na.art = a;
  5896. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5897. giveHeroArtifact(h, a, pos);
  5898. }
  5899. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5900. {
  5901. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5902. if (battleResult.data)
  5903. {
  5904. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5905. % battleResult.data->result % resultType).str());
  5906. return;
  5907. }
  5908. auto br = new BattleResult();
  5909. br->result = resultType;
  5910. br->winner = victoriusSide; //surrendering side loses
  5911. gs->curB->calculateCasualties(br->casualties);
  5912. battleResult.data = br;
  5913. }
  5914. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5915. {
  5916. std::vector<int3>::iterator tile;
  5917. std::vector<int3> tiles;
  5918. getFreeTiles(tiles);
  5919. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5920. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5921. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5922. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5923. for (int i = 0; i < (int)amount; ++i)
  5924. {
  5925. tile = tiles.begin();
  5926. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5927. {
  5928. auto count = cre->getRandomAmount(std::rand);
  5929. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5930. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5931. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5932. }
  5933. tiles.erase(tile); //not use it again
  5934. }
  5935. }
  5936. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5937. {
  5938. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5939. {
  5940. cheated = true;
  5941. if (!hero) return;
  5942. ///Give hero spellbook
  5943. if (!hero->hasSpellbook())
  5944. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5945. ///Give all spells with bonus (to allow banned spells)
  5946. GiveBonus giveBonus(GiveBonus::HERO);
  5947. giveBonus.id = hero->id.getNum();
  5948. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5949. //start with level 0 to skip abilities
  5950. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5951. {
  5952. giveBonus.bonus.subtype = level;
  5953. sendAndApply(&giveBonus);
  5954. }
  5955. ///Give mana
  5956. SetMana sm;
  5957. sm.hid = hero->id;
  5958. sm.val = 999;
  5959. sm.absolute = true;
  5960. sendAndApply(&sm);
  5961. }
  5962. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5963. {
  5964. cheated = true;
  5965. if (!town) return;
  5966. ///Build all buildings in selected town
  5967. for (auto & build : town->town->buildings)
  5968. {
  5969. if (!town->hasBuilt(build.first)
  5970. && !build.second->getNameTranslated().empty()
  5971. && build.first != BuildingID::SHIP)
  5972. {
  5973. buildStructure(town->id, build.first, true);
  5974. }
  5975. }
  5976. }
  5977. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5978. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5979. {
  5980. cheated = true;
  5981. if (!hero) return;
  5982. ///Gives N creatures into each slot
  5983. std::map<std::string, std::pair<std::string, int>> creatures;
  5984. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5985. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5986. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5987. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5988. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5989. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5990. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5991. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5992. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5993. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5994. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5995. if (!hero->hasStackAtSlot(SlotID(i)))
  5996. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5997. }
  5998. else if (boost::starts_with(cheat, "vcmiarmy"))
  5999. {
  6000. cheated = true;
  6001. if (!hero) return;
  6002. std::vector<std::string> words;
  6003. boost::split(words, cheat, boost::is_any_of(" "));
  6004. if(words.size() < 2)
  6005. return;
  6006. std::string creatureIdentifier = words[1];
  6007. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  6008. if(creatureId.is_initialized())
  6009. {
  6010. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  6011. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6012. if (!hero->hasStackAtSlot(SlotID(i)))
  6013. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6014. }
  6015. }
  6016. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6017. {
  6018. cheated = true;
  6019. if (!hero) return;
  6020. ///Give all war machines to hero
  6021. if (!hero->getArt(ArtifactPosition::MACH1))
  6022. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6023. if (!hero->getArt(ArtifactPosition::MACH2))
  6024. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6025. if (!hero->getArt(ArtifactPosition::MACH3))
  6026. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6027. }
  6028. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6029. {
  6030. cheated = true;
  6031. if (!hero) return;
  6032. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6033. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6034. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6035. }
  6036. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6037. {
  6038. cheated = true;
  6039. if (!hero) return;
  6040. ///selected hero gains a new level
  6041. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6042. }
  6043. else if (boost::starts_with(cheat, "vcmiexp"))
  6044. {
  6045. cheated = true;
  6046. if (!hero) return;
  6047. std::vector<std::string> words;
  6048. boost::split(words, cheat, boost::is_any_of(" "));
  6049. if(words.size() < 2)
  6050. return;
  6051. std::string expAmount = words[1];
  6052. long expAmountProcessed = 0;
  6053. try
  6054. {
  6055. expAmountProcessed = std::stol(expAmount);
  6056. }
  6057. catch(std::exception&)
  6058. {
  6059. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6060. }
  6061. if(expAmountProcessed > 1)
  6062. {
  6063. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6064. }
  6065. }
  6066. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6067. {
  6068. cheated = true;
  6069. if (!hero) return;
  6070. ///Give 1000000 movement points to hero
  6071. SetMovePoints smp;
  6072. smp.hid = hero->id;
  6073. smp.val = 1000000;
  6074. sendAndApply(&smp);
  6075. GiveBonus gb(GiveBonus::HERO);
  6076. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6077. gb.bonus.duration = Bonus::ONE_DAY;
  6078. gb.bonus.source = Bonus::OTHER;
  6079. gb.id = hero->id.getNum();
  6080. giveHeroBonus(&gb);
  6081. }
  6082. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6083. {
  6084. cheated = true;
  6085. ///Give resources to player
  6086. TResources resources;
  6087. resources[Res::GOLD] = 100000;
  6088. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6089. resources[i] = 100;
  6090. giveResources(player, resources);
  6091. }
  6092. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6093. {
  6094. cheated = true;
  6095. ///Player wins
  6096. PlayerCheated pc;
  6097. pc.player = player;
  6098. pc.winningCheatCode = true;
  6099. sendAndApply(&pc);
  6100. }
  6101. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6102. {
  6103. cheated = true;
  6104. ///Player looses
  6105. PlayerCheated pc;
  6106. pc.player = player;
  6107. pc.losingCheatCode = true;
  6108. sendAndApply(&pc);
  6109. }
  6110. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6111. {
  6112. cheated = true;
  6113. ///Reveal or conceal FoW
  6114. FoWChange fc;
  6115. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6116. fc.player = player;
  6117. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6118. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6119. int lastUnc = 0;
  6120. for(int z = 0; z < gs->map->levels(); z++)
  6121. for(int x = 0; x < gs->map->width; x++)
  6122. for(int y = 0; y < gs->map->height; y++)
  6123. if(!(*fowMap)[z][x][y] || !fc.mode)
  6124. hlp_tab[lastUnc++] = int3(x, y, z);
  6125. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6126. delete [] hlp_tab;
  6127. sendAndApply(&fc);
  6128. }
  6129. }
  6130. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6131. {
  6132. BattleObstaclesChanged obsRem;
  6133. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6134. sendAndApply(&obsRem);
  6135. }
  6136. void CGameHandler::synchronizeArtifactHandlerLists()
  6137. {
  6138. UpdateArtHandlerLists uahl;
  6139. uahl.treasures = VLC->arth->treasures;
  6140. uahl.minors = VLC->arth->minors;
  6141. uahl.majors = VLC->arth->majors;
  6142. uahl.relics = VLC->arth->relics;
  6143. sendAndApply(&uahl);
  6144. }
  6145. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6146. {
  6147. return vstd::contains(gs->map->objects, obj);
  6148. }
  6149. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6150. {
  6151. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6152. return false;
  6153. auto query = queries.topQuery(player);
  6154. if (query && query->blocksPack(pack))
  6155. {
  6156. complain(boost::str(boost::format(
  6157. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6158. % boost::to_upper_copy<std::string>(player.getStr())
  6159. % query->toString()
  6160. ));
  6161. return true;
  6162. }
  6163. return false;
  6164. }
  6165. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6166. {
  6167. //If the object is being visited, there must be a matching query
  6168. for (const auto &query : queries.allQueries())
  6169. {
  6170. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6171. {
  6172. if (someVistQuery->visitedObject == object)
  6173. {
  6174. someVistQuery->removeObjectAfterVisit = true;
  6175. return;
  6176. }
  6177. }
  6178. }
  6179. //If we haven't returned so far, there is no query and no visit, call was wrong
  6180. assert("This function needs to be called during the object visit!");
  6181. }
  6182. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6183. {
  6184. std::unordered_set<int3, ShashInt3> tiles;
  6185. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6186. if (hide)
  6187. {
  6188. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6189. auto p = getPlayerState(player);
  6190. for (auto h : p->heroes)
  6191. {
  6192. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6193. }
  6194. for (auto t : p->towns)
  6195. {
  6196. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6197. }
  6198. for (auto tile : observedTiles)
  6199. vstd::erase_if_present (tiles, tile);
  6200. }
  6201. changeFogOfWar(tiles, player, hide);
  6202. }
  6203. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6204. {
  6205. FoWChange fow;
  6206. fow.tiles = tiles;
  6207. fow.player = player;
  6208. fow.mode = hide? 0 : 1;
  6209. sendAndApply(&fow);
  6210. }
  6211. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6212. {
  6213. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6214. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6215. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6216. return true;
  6217. }
  6218. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6219. {
  6220. SetObjectProperty sob;
  6221. sob.id = objid;
  6222. sob.what = prop;
  6223. sob.val = static_cast<ui32>(val);
  6224. sendAndApply(&sob);
  6225. }
  6226. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6227. {
  6228. sendAndApply(iw);
  6229. }
  6230. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6231. {
  6232. InfoWindow iw;
  6233. iw.player = player;
  6234. iw.text << msg;
  6235. showInfoDialog(&iw);
  6236. }
  6237. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6238. army(_army)
  6239. {
  6240. heroWithDeadCommander = ObjectInstanceID();
  6241. PlayerColor color = army->tempOwner;
  6242. if(color == PlayerColor::UNFLAGGABLE)
  6243. color = PlayerColor::NEUTRAL;
  6244. for(CStack * st : bat->stacks)
  6245. {
  6246. if(st->summoned) //don't take into account temporary summoned stacks
  6247. continue;
  6248. if(st->owner != color) //remove only our stacks
  6249. continue;
  6250. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6251. st->health.takeResurrected();
  6252. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6253. {
  6254. logGlobal->debug("Ignored arrow towers stack.");
  6255. }
  6256. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6257. {
  6258. auto warMachine = st->type->warMachine;
  6259. if(warMachine == ArtifactID::NONE)
  6260. {
  6261. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6262. }
  6263. //catapult artifact remain even if "creature" killed in siege
  6264. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6265. {
  6266. logGlobal->debug("War machine has been destroyed");
  6267. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6268. if (hero)
  6269. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6270. else
  6271. logGlobal->error("War machine in army without hero");
  6272. }
  6273. }
  6274. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6275. {
  6276. if(st->alive() && st->getCount() > 0)
  6277. {
  6278. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6279. const CreatureID summonedType = st->type->idNumber;
  6280. summoned[summonedType] += st->getCount();
  6281. }
  6282. }
  6283. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6284. {
  6285. if (nullptr == st->base)
  6286. {
  6287. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6288. }
  6289. else
  6290. {
  6291. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6292. if(c)
  6293. {
  6294. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6295. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6296. {
  6297. logGlobal->debug("Commander is dead.");
  6298. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6299. }
  6300. }
  6301. else
  6302. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6303. }
  6304. }
  6305. else if(st->base && !army->slotEmpty(st->slot))
  6306. {
  6307. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6308. if(st->getCount() == 0 || !st->alive())
  6309. {
  6310. logGlobal->debug("Stack has been destroyed.");
  6311. StackLocation sl(army, st->slot);
  6312. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6313. }
  6314. else if(st->getCount() < army->getStackCount(st->slot))
  6315. {
  6316. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6317. StackLocation sl(army, st->slot);
  6318. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6319. }
  6320. else if(st->getCount() > army->getStackCount(st->slot))
  6321. {
  6322. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6323. StackLocation sl(army, st->slot);
  6324. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6325. }
  6326. }
  6327. else
  6328. {
  6329. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6330. }
  6331. }
  6332. }
  6333. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6334. {
  6335. for (TStackAndItsNewCount &ncount : newStackCounts)
  6336. {
  6337. if (ncount.second > 0)
  6338. gh->changeStackCount(ncount.first, ncount.second, true);
  6339. else
  6340. gh->eraseStack(ncount.first, true);
  6341. }
  6342. for (auto summoned_iter : summoned)
  6343. {
  6344. SlotID slot = army->getSlotFor(summoned_iter.first);
  6345. if (slot.validSlot())
  6346. {
  6347. StackLocation location(army, slot);
  6348. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6349. }
  6350. else
  6351. {
  6352. //even if it will be possible to summon anything permanently it should be checked for free slot
  6353. //necromancy is handled separately
  6354. gh->complain("No free slot to put summoned creature");
  6355. }
  6356. }
  6357. for (auto al : removedWarMachines)
  6358. {
  6359. gh->removeArtifact(al);
  6360. }
  6361. if (heroWithDeadCommander != ObjectInstanceID())
  6362. {
  6363. SetCommanderProperty scp;
  6364. scp.heroid = heroWithDeadCommander;
  6365. scp.which = SetCommanderProperty::ALIVE;
  6366. scp.amount = 0;
  6367. gh->sendAndApply(&scp);
  6368. }
  6369. }
  6370. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6371. {
  6372. assert(Query->result);
  6373. assert(Query->bi);
  6374. auto &result = *Query->result;
  6375. auto &info = *Query->bi;
  6376. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6377. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6378. victor = info.sides[result.winner].color;
  6379. loser = info.sides[!result.winner].color;
  6380. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6381. }
  6382. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6383. {
  6384. winnerHero = loserHero = nullptr;
  6385. remainingBattleQueriesCount = 0;
  6386. }
  6387. CRandomGenerator & CGameHandler::getRandomGenerator()
  6388. {
  6389. return CRandomGenerator::getDefault();
  6390. }
  6391. #if SCRIPTING_ENABLED
  6392. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6393. {
  6394. return serverScripts.get();
  6395. }
  6396. scripting::Pool * CGameHandler::getContextPool() const
  6397. {
  6398. return serverScripts.get();
  6399. }
  6400. #endif
  6401. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6402. {
  6403. NewObject no;
  6404. no.ID = ID; //creature
  6405. no.subID= subID;
  6406. no.pos = pos;
  6407. sendAndApply(&no);
  6408. return no.id; //id field will be filled during applying on gs
  6409. }
  6410. ///ServerSpellCastEnvironment
  6411. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6412. : gh(gh)
  6413. {
  6414. }
  6415. bool ServerSpellCastEnvironment::describeChanges() const
  6416. {
  6417. return true;
  6418. }
  6419. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6420. {
  6421. gh->complain(problem);
  6422. }
  6423. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6424. {
  6425. return &gh->getRandomGenerator();
  6426. }
  6427. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6428. {
  6429. gh->sendAndApply(pack);
  6430. }
  6431. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6432. {
  6433. gh->sendAndApply(pack);
  6434. }
  6435. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6436. {
  6437. gh->sendAndApply(pack);
  6438. }
  6439. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6440. {
  6441. gh->sendAndApply(pack);
  6442. }
  6443. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6444. {
  6445. gh->sendAndApply(pack);
  6446. }
  6447. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6448. {
  6449. gh->sendAndApply(pack);
  6450. }
  6451. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6452. {
  6453. gh->sendAndApply(pack);
  6454. }
  6455. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6456. {
  6457. gh->sendAndApply(pack);
  6458. }
  6459. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6460. {
  6461. return gh;
  6462. }
  6463. const CMap * ServerSpellCastEnvironment::getMap() const
  6464. {
  6465. return gh->gameState()->map;
  6466. }
  6467. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6468. {
  6469. return gh->moveHero(hid, dst, teleporting, false);
  6470. }
  6471. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6472. {
  6473. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6474. request->queryID = query->queryID;
  6475. gh->queries.addQuery(query);
  6476. gh->sendAndApply(request);
  6477. }