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. tmh.result = result;
  2111. sendAndApply(&tmh);
  2112. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2113. { // Hero should be always able to visit any object he staying on even if there guards around
  2114. visitObjectOnTile(t, h);
  2115. }
  2116. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2117. {
  2118. tmh.attackedFrom = boost::make_optional(guardPos);
  2119. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2120. objectVisited(guardTile.visitableObjects.back(), h);
  2121. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2122. }
  2123. else if (visitDest == VISIT_DEST)
  2124. {
  2125. visitObjectOnTile(t, h);
  2126. }
  2127. queries.popIfTop(moveQuery);
  2128. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2129. return result != TryMoveHero::FAILED;
  2130. };
  2131. //interaction with blocking object (like resources)
  2132. auto blockingVisit = [&]() -> bool
  2133. {
  2134. for (CGObjectInstance *obj : t.visitableObjects)
  2135. {
  2136. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2137. {
  2138. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2139. //this-> is needed for MVS2010 to recognize scope (?)
  2140. }
  2141. }
  2142. return false;
  2143. };
  2144. if (!transit && embarking)
  2145. {
  2146. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2147. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2148. // In H3 embark ignore guards
  2149. }
  2150. if (disembarking)
  2151. {
  2152. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2153. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2154. }
  2155. if (teleporting)
  2156. {
  2157. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2158. return true;
  2159. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2160. // visit town for town portal \ castle gates
  2161. // do not use generic visitObjectOnTile to avoid double-teleporting
  2162. // if this moveHero call was triggered by teleporter
  2163. if (!t.visitableObjects.empty())
  2164. {
  2165. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2166. town->onHeroVisit(h);
  2167. }
  2168. return true;
  2169. }
  2170. //still here? it is standard movement!
  2171. {
  2172. tmh.movePoints = (int)h->movement >= cost
  2173. ? h->movement - cost
  2174. : 0;
  2175. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2176. EVisitDest visitDest = VISIT_DEST;
  2177. if (transit)
  2178. {
  2179. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2180. visitDest = DONT_VISIT_DEST;
  2181. if (canFly)
  2182. {
  2183. lookForGuards = IGNORE_GUARDS;
  2184. visitDest = DONT_VISIT_DEST;
  2185. }
  2186. }
  2187. else if (blockingVisit())
  2188. return true;
  2189. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2190. return true;
  2191. }
  2192. }
  2193. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2194. {
  2195. const CGHeroInstance *h = getHero(hid);
  2196. const CGTownInstance *t = getTown(dstid);
  2197. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2198. COMPLAIN_RET("Invalid call to teleportHero!");
  2199. const CGTownInstance *from = h->visitedTown;
  2200. if (((h->getOwner() != t->getOwner())
  2201. && complain("Cannot teleport hero to another player"))
  2202. || (from->town->faction->getId() != t->town->faction->getId()
  2203. && complain("Source town and destination town should belong to the same faction"))
  2204. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2205. && complain("Hero must be in town with Castle gate for teleporting"))
  2206. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2207. && complain("Cannot teleport hero to town without Castle gate in it")))
  2208. return false;
  2209. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2210. moveHero(hid,pos,1);
  2211. return true;
  2212. }
  2213. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2214. {
  2215. PlayerColor oldOwner = getOwner(obj->id);
  2216. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2217. sendAndApply(&sop);
  2218. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2219. checkVictoryLossConditions(playerColors);
  2220. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2221. if (town) //town captured
  2222. {
  2223. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2224. {
  2225. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2226. setPortalDwelling(town, true, false);
  2227. }
  2228. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2229. {
  2230. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2231. {
  2232. InfoWindow iw;
  2233. iw.player = oldOwner;
  2234. 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.
  2235. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2236. sendAndApply(&iw);
  2237. }
  2238. }
  2239. }
  2240. const PlayerState * p = getPlayerState(owner);
  2241. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2242. {
  2243. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2244. {
  2245. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2246. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2247. }
  2248. }
  2249. }
  2250. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2251. {
  2252. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2253. queries.addQuery(dialogQuery);
  2254. iw->queryID = dialogQuery->queryID;
  2255. sendToAllClients(iw);
  2256. }
  2257. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2258. {
  2259. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2260. queries.addQuery(dialogQuery);
  2261. iw->queryID = dialogQuery->queryID;
  2262. sendToAllClients(iw);
  2263. }
  2264. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2265. {
  2266. if (!val) return; //don't waste time on empty call
  2267. TResources resources;
  2268. resources.at(which) = val;
  2269. giveResources(player, resources);
  2270. }
  2271. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2272. {
  2273. SetResources sr;
  2274. sr.abs = false;
  2275. sr.player = player;
  2276. sr.res = resources;
  2277. sendAndApply(&sr);
  2278. }
  2279. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2280. {
  2281. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2282. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2283. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2284. //first we move creatures to give to make them army of object-source
  2285. for (auto & elem : creatures.Slots())
  2286. {
  2287. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2288. }
  2289. tryJoiningArmy(obj, h, remove, true);
  2290. }
  2291. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2292. {
  2293. std::vector<CStackBasicDescriptor> cres = creatures;
  2294. if (cres.size() <= 0)
  2295. return;
  2296. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2297. for (CStackBasicDescriptor &sbd : cres)
  2298. {
  2299. TQuantity collected = 0;
  2300. while(collected < sbd.count)
  2301. {
  2302. bool foundSth = false;
  2303. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2304. {
  2305. if (i->second->type == sbd.type)
  2306. {
  2307. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2308. changeStackCount(StackLocation(obj, i->first), -take, false);
  2309. collected += take;
  2310. foundSth = true;
  2311. break;
  2312. }
  2313. }
  2314. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2315. {
  2316. complain("Unexpected failure during taking creatures!");
  2317. return;
  2318. }
  2319. }
  2320. }
  2321. }
  2322. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2323. {
  2324. HeroVisitCastle vc;
  2325. vc.hid = hero->id;
  2326. vc.tid = obj->id;
  2327. vc.flags |= 1;
  2328. sendAndApply(&vc);
  2329. visitCastleObjects(obj, hero);
  2330. giveSpells (obj, hero);
  2331. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2332. }
  2333. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2334. {
  2335. for (auto building : t->bonusingBuildings)
  2336. building->onHeroVisit(h);
  2337. }
  2338. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2339. {
  2340. HeroVisitCastle vc;
  2341. vc.hid = hero->id;
  2342. vc.tid = obj->id;
  2343. sendAndApply(&vc);
  2344. }
  2345. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2346. {
  2347. EraseArtifact ea;
  2348. ea.al = al;
  2349. sendAndApply(&ea);
  2350. }
  2351. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2352. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2353. const CGTownInstance *town) //use hero=nullptr for no hero
  2354. {
  2355. engageIntoBattle(army1->tempOwner);
  2356. engageIntoBattle(army2->tempOwner);
  2357. static const CArmedInstance *armies[2];
  2358. armies[0] = army1;
  2359. armies[1] = army2;
  2360. static const CGHeroInstance*heroes[2];
  2361. heroes[0] = hero1;
  2362. heroes[1] = hero2;
  2363. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2364. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2365. queries.addQuery(battleQuery);
  2366. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2367. }
  2368. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2369. {
  2370. startBattlePrimary(army1, army2, tile,
  2371. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2372. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2373. creatureBank);
  2374. }
  2375. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2376. {
  2377. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2378. }
  2379. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2380. {
  2381. ChangeSpells cs;
  2382. cs.hid = hero->id;
  2383. cs.spells = spells;
  2384. cs.learn = give;
  2385. sendAndApply(&cs);
  2386. }
  2387. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2388. {
  2389. SystemMessage sm;
  2390. sm.text = message;
  2391. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2392. *(c.get()) << &sm;
  2393. }
  2394. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2395. {
  2396. sendAndApply(bonus);
  2397. }
  2398. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2399. {
  2400. sendAndApply(smp);
  2401. }
  2402. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2403. {
  2404. SetMana sm;
  2405. sm.hid = hid;
  2406. sm.val = val;
  2407. sm.absolute = true;
  2408. sendAndApply(&sm);
  2409. }
  2410. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2411. {
  2412. GiveHero gh;
  2413. gh.id = id;
  2414. gh.player = player;
  2415. sendAndApply(&gh);
  2416. }
  2417. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2418. {
  2419. ChangeObjPos cop;
  2420. cop.objid = objid;
  2421. cop.nPos = newPos;
  2422. sendAndApply(&cop);
  2423. }
  2424. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2425. {
  2426. const CGHeroInstance * h1 = getHero(fromHero);
  2427. const CGHeroInstance * h2 = getHero(toHero);
  2428. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2429. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2430. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2431. {
  2432. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2433. std::swap(fromHero, toHero);
  2434. }
  2435. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2436. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2437. return;//no scholar skill or no spellbook
  2438. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2439. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2440. ChangeSpells cs1;
  2441. cs1.learn = true;
  2442. cs1.hid = toHero;//giving spells to first hero
  2443. for (auto it : h1->getSpellsInSpellbook())
  2444. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2445. cs1.spells.insert(it);//spell to learn
  2446. ChangeSpells cs2;
  2447. cs2.learn = true;
  2448. cs2.hid = fromHero;
  2449. for (auto it : h2->getSpellsInSpellbook())
  2450. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2451. cs2.spells.insert(it);
  2452. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2453. {
  2454. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2455. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2456. InfoWindow iw;
  2457. iw.player = h1->tempOwner;
  2458. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2459. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2460. iw.text.addReplacement(h1->getNameTranslated());
  2461. if (!cs2.spells.empty())//if found new spell - apply
  2462. {
  2463. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2464. int size = static_cast<int>(cs2.spells.size());
  2465. for (auto it : cs2.spells)
  2466. {
  2467. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2468. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2469. switch (size--)
  2470. {
  2471. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2472. case 1: break;
  2473. default: iw.text << ", ";
  2474. }
  2475. }
  2476. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2477. iw.text.addReplacement(h2->getNameTranslated());
  2478. sendAndApply(&cs2);
  2479. }
  2480. if (!cs1.spells.empty() && !cs2.spells.empty())
  2481. {
  2482. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2483. }
  2484. if (!cs1.spells.empty())
  2485. {
  2486. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2487. int size = static_cast<int>(cs1.spells.size());
  2488. for (auto it : cs1.spells)
  2489. {
  2490. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2491. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2492. switch (size--)
  2493. {
  2494. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2495. case 1: break;
  2496. default: iw.text << ", ";
  2497. }
  2498. }
  2499. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2500. iw.text.addReplacement(h2->getNameTranslated());
  2501. sendAndApply(&cs1);
  2502. }
  2503. sendAndApply(&iw);
  2504. }
  2505. }
  2506. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2507. {
  2508. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2509. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2510. {
  2511. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2512. ExchangeDialog hex;
  2513. hex.queryID = exchange->queryID;
  2514. hex.player = h1->getOwner();
  2515. hex.hero1 = hero1;
  2516. hex.hero2 = hero2;
  2517. sendAndApply(&hex);
  2518. useScholarSkill(hero1,hero2);
  2519. queries.addQuery(exchange);
  2520. }
  2521. }
  2522. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2523. {
  2524. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2525. for (auto c : lobby->connections)
  2526. {
  2527. if(!c->isOpen())
  2528. continue;
  2529. c->sendPack(pack);
  2530. }
  2531. }
  2532. void CGameHandler::sendAndApply(CPackForClient * pack)
  2533. {
  2534. sendToAllClients(pack);
  2535. gs->apply(pack);
  2536. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2537. }
  2538. void CGameHandler::applyAndSend(CPackForClient * pack)
  2539. {
  2540. gs->apply(pack);
  2541. sendToAllClients(pack);
  2542. }
  2543. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2544. {
  2545. sendAndApply(static_cast<CPackForClient *>(pack));
  2546. checkVictoryLossConditionsForAll();
  2547. }
  2548. void CGameHandler::sendAndApply(SetResources * pack)
  2549. {
  2550. sendAndApply(static_cast<CPackForClient *>(pack));
  2551. checkVictoryLossConditionsForPlayer(pack->player);
  2552. }
  2553. void CGameHandler::sendAndApply(NewStructures * pack)
  2554. {
  2555. sendAndApply(static_cast<CPackForClient *>(pack));
  2556. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2557. }
  2558. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2559. {
  2560. return getPlayerAt(pack->c) == getOwner(id);
  2561. }
  2562. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2563. {
  2564. if(pack->c)
  2565. {
  2566. SystemMessage temp_message("You are not allowed to perform this action!");
  2567. pack->c->sendPack(&temp_message);
  2568. }
  2569. logNetwork->error("Player is not allowed to perform this action!");
  2570. throw ExceptionNotAllowedAction();
  2571. }
  2572. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2573. {
  2574. std::ostringstream oss;
  2575. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2576. logNetwork->error(oss.str());
  2577. if(pack->c)
  2578. {
  2579. SystemMessage temp_message(oss.str());
  2580. pack->c->sendPack(&temp_message);
  2581. }
  2582. }
  2583. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2584. {
  2585. if(!isPlayerOwns(pack, id))
  2586. {
  2587. wrongPlayerMessage(pack, getOwner(id));
  2588. throwNotAllowedAction(pack);
  2589. }
  2590. }
  2591. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2592. {
  2593. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2594. {
  2595. wrongPlayerMessage(pack, player);
  2596. throwNotAllowedAction(pack);
  2597. }
  2598. }
  2599. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2600. {
  2601. complain(txt);
  2602. throwNotAllowedAction(pack);
  2603. }
  2604. void CGameHandler::save(const std::string & filename)
  2605. {
  2606. logGlobal->info("Saving to %s", filename);
  2607. const auto stem = FileInfo::GetPathStem(filename);
  2608. const auto savefname = stem.to_string() + ".vsgm1";
  2609. CResourceHandler::get("local")->createResource(savefname);
  2610. {
  2611. logGlobal->info("Ordering clients to serialize...");
  2612. SaveGameClient sg(savefname);
  2613. sendToAllClients(&sg);
  2614. }
  2615. try
  2616. {
  2617. {
  2618. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2619. saveCommonState(save);
  2620. logGlobal->info("Saving server state");
  2621. save << *this;
  2622. }
  2623. logGlobal->info("Game has been successfully saved!");
  2624. }
  2625. catch(std::exception &e)
  2626. {
  2627. logGlobal->error("Failed to save game: %s", e.what());
  2628. }
  2629. }
  2630. bool CGameHandler::load(const std::string & filename)
  2631. {
  2632. logGlobal->info("Loading from %s", filename);
  2633. const auto stem = FileInfo::GetPathStem(filename);
  2634. reinitScripting();
  2635. try
  2636. {
  2637. {
  2638. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2639. loadCommonState(lf);
  2640. logGlobal->info("Loading server state");
  2641. lf >> *this;
  2642. }
  2643. logGlobal->info("Game has been successfully loaded!");
  2644. }
  2645. catch(const CModHandler::Incompatibility & e)
  2646. {
  2647. logGlobal->error("Failed to load game: %s", e.what());
  2648. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2649. errorMsg += e.what();
  2650. lobby->announceMessage(errorMsg);
  2651. return false;
  2652. }
  2653. catch(const std::exception & e)
  2654. {
  2655. logGlobal->error("Failed to load game: %s", e.what());
  2656. return false;
  2657. }
  2658. gs->preInit(VLC);
  2659. gs->updateOnLoad(lobby->si.get());
  2660. return true;
  2661. }
  2662. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2663. {
  2664. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2665. return false;
  2666. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2667. const CCreatureSet & creatureSet = *army;
  2668. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2669. || (howMany < 1 && complain("Invalid split parameter!")))
  2670. {
  2671. return false;
  2672. }
  2673. auto actualAmount = army->getStackCount(slotSrc);
  2674. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2675. return false;
  2676. auto freeSlots = creatureSet.getFreeSlots();
  2677. if(freeSlots.empty() && complain("No empty stacks"))
  2678. return false;
  2679. BulkRebalanceStacks bulkRS;
  2680. for(auto slot : freeSlots)
  2681. {
  2682. RebalanceStacks rs;
  2683. rs.srcArmy = army->id;
  2684. rs.dstArmy = army->id;
  2685. rs.srcSlot = slotSrc;
  2686. rs.dstSlot = slot;
  2687. rs.count = howMany;
  2688. bulkRS.moves.push_back(rs);
  2689. actualAmount -= howMany;
  2690. if(actualAmount <= howMany)
  2691. break;
  2692. }
  2693. sendAndApply(&bulkRS);
  2694. return true;
  2695. }
  2696. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2697. {
  2698. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2699. return false;
  2700. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2701. const CCreatureSet & creatureSet = *army;
  2702. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2703. return false;
  2704. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2705. if(actualAmount < 1 && complain(complainNoCreatures))
  2706. return false;
  2707. auto currentCreature = creatureSet.getCreature(slotSrc);
  2708. if(!currentCreature && complain(complainNoCreatures))
  2709. return false;
  2710. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2711. if(!creatureSlots.size())
  2712. return false;
  2713. BulkRebalanceStacks bulkRS;
  2714. for(auto slot : creatureSlots)
  2715. {
  2716. RebalanceStacks rs;
  2717. rs.srcArmy = army->id;
  2718. rs.dstArmy = army->id;
  2719. rs.srcSlot = slot;
  2720. rs.dstSlot = slotSrc;
  2721. rs.count = creatureSet.getStackCount(slot);
  2722. bulkRS.moves.push_back(rs);
  2723. }
  2724. sendAndApply(&bulkRS);
  2725. return true;
  2726. }
  2727. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2728. {
  2729. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2730. return false;
  2731. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2732. const CCreatureSet & setSrc = *armySrc;
  2733. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2734. return false;
  2735. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2736. const CCreatureSet & setDest = *armyDest;
  2737. auto freeSlots = setDest.getFreeSlotsQueue();
  2738. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2739. TRebalanceMap moves;
  2740. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2741. auto slotsLeft = setSrc.stacksCount();
  2742. auto destMap = setDest.getCreatureMap();
  2743. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2744. while(!srcQueue.empty())
  2745. {
  2746. auto pair = srcQueue.top();
  2747. srcQueue.pop();
  2748. auto currCreature = pair.first;
  2749. auto currSlot = pair.second;
  2750. const auto quantity = setSrc.getStackCount(currSlot);
  2751. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2752. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2753. if(!alreadyExists)
  2754. {
  2755. if(freeSlots.empty())
  2756. continue;
  2757. auto currFreeSlot = freeSlots.front();
  2758. freeSlots.pop();
  2759. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2760. }
  2761. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2762. slotsLeft--;
  2763. }
  2764. if(slotsLeft == 1)
  2765. {
  2766. auto lastCreature = setSrc.getCreature(srcSlot);
  2767. auto slotToMove = SlotID();
  2768. // Try to find a slot for last creature
  2769. if(destMap.find(lastCreature) == destMap.end())
  2770. {
  2771. if(!freeSlots.empty())
  2772. slotToMove = freeSlots.front();
  2773. }
  2774. else
  2775. {
  2776. slotToMove = destMap[lastCreature];
  2777. }
  2778. if(slotToMove != SlotID())
  2779. {
  2780. const bool needsLastStack = armySrc->needsLastStack();
  2781. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2782. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2783. }
  2784. }
  2785. BulkRebalanceStacks bulkRS;
  2786. for(auto & move : moves)
  2787. {
  2788. RebalanceStacks rs;
  2789. rs.srcArmy = armySrc->id;
  2790. rs.dstArmy = armyDest->id;
  2791. rs.srcSlot = move.first;
  2792. rs.dstSlot = move.second.first;
  2793. rs.count = move.second.second;
  2794. bulkRS.moves.push_back(rs);
  2795. }
  2796. sendAndApply(&bulkRS);
  2797. return true;
  2798. }
  2799. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2800. {
  2801. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2802. return false;
  2803. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2804. const CCreatureSet & creatureSet = *army;
  2805. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2806. return false;
  2807. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2808. if(actualAmount <= 1 && complain(complainNoCreatures))
  2809. return false;
  2810. auto freeSlot = creatureSet.getFreeSlot();
  2811. auto currentCreature = creatureSet.getCreature(slotSrc);
  2812. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2813. return true;
  2814. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2815. TQuantity totalCreatures = 0;
  2816. for(auto slot : creatureSlots)
  2817. totalCreatures += creatureSet.getStackCount(slot);
  2818. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2819. return false;
  2820. if(freeSlot != SlotID())
  2821. creatureSlots.push_back(freeSlot);
  2822. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2823. return false;
  2824. const auto totalCreatureSlots = creatureSlots.size();
  2825. const auto rem = totalCreatures % totalCreatureSlots;
  2826. const auto quotient = totalCreatures / totalCreatureSlots;
  2827. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2828. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2829. BulkSmartRebalanceStacks bulkSRS;
  2830. if(freeSlot != SlotID())
  2831. {
  2832. RebalanceStacks rs;
  2833. rs.srcArmy = rs.dstArmy = army->id;
  2834. rs.srcSlot = slotSrc;
  2835. rs.dstSlot = freeSlot;
  2836. rs.count = 1;
  2837. bulkSRS.moves.push_back(rs);
  2838. }
  2839. auto currSlot = 0;
  2840. auto check = 0;
  2841. for(auto slot : creatureSlots)
  2842. {
  2843. ChangeStackCount csc;
  2844. csc.army = army->id;
  2845. csc.slot = slot;
  2846. csc.count = (currSlot < rem)
  2847. ? quotient + 1
  2848. : quotient;
  2849. csc.absoluteValue = true;
  2850. bulkSRS.changes.push_back(csc);
  2851. currSlot++;
  2852. check += csc.count;
  2853. }
  2854. if(check != totalCreatures)
  2855. {
  2856. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2857. return false;
  2858. }
  2859. sendAndApply(&bulkSRS);
  2860. return true;
  2861. }
  2862. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2863. {
  2864. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2865. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2866. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2867. StackLocation sl1(s1, p1), sl2(s2, p2);
  2868. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2869. {
  2870. complain(complainInvalidSlot);
  2871. return false;
  2872. }
  2873. if (!isAllowedExchange(id1,id2))
  2874. {
  2875. complain("Cannot exchange stacks between these two objects!\n");
  2876. return false;
  2877. }
  2878. // We can always put stacks into locked garrison, but not take them out of it
  2879. auto notRemovable = [&](const CArmedInstance * army)
  2880. {
  2881. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2882. {
  2883. auto g = dynamic_cast<const CGGarrison *>(army);
  2884. if (g && !g->removableUnits)
  2885. {
  2886. complain("Stacks in this garrison are not removable!\n");
  2887. return true;
  2888. }
  2889. }
  2890. return false;
  2891. };
  2892. if (what==1) //swap
  2893. {
  2894. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2895. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2896. {
  2897. complain("Can't take troops from another player!");
  2898. return false;
  2899. }
  2900. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2901. {
  2902. complain("Cannot swap stacks - slots are the same!");
  2903. return false;
  2904. }
  2905. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2906. {
  2907. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2908. return false;
  2909. }
  2910. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2911. return false;
  2912. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2913. return false;
  2914. swapStacks(sl1, sl2);
  2915. }
  2916. else if (what==2)//merge
  2917. {
  2918. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2919. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2920. return false;
  2921. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2922. {
  2923. complain("Cannot merge empty stack!");
  2924. return false;
  2925. }
  2926. else if (notRemovable(sl1.army))
  2927. return false;
  2928. moveStack(sl1, sl2);
  2929. }
  2930. else if (what==3) //split
  2931. {
  2932. const int countToMove = val - s2->getStackCount(p2);
  2933. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2934. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2935. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2936. {
  2937. complain("Can't move troops of another player!");
  2938. return false;
  2939. }
  2940. //general conditions checking
  2941. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2942. || (val<1 && complain(complainNoCreatures)) )
  2943. {
  2944. return false;
  2945. }
  2946. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2947. {
  2948. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2949. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2950. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2951. )
  2952. {
  2953. return false;
  2954. }
  2955. if (notRemovable(sl1.army))
  2956. {
  2957. if (s1->getStackCount(p1) > countLeftOnSrc)
  2958. return false;
  2959. }
  2960. else if (notRemovable(sl2.army))
  2961. {
  2962. if (s2->getStackCount(p1) < countLeftOnSrc)
  2963. return false;
  2964. }
  2965. moveStack(sl1, sl2, countToMove);
  2966. //S2.slots[p2]->count = val;
  2967. //S1.slots[p1]->count = total - val;
  2968. }
  2969. else //split one stack to the two
  2970. {
  2971. if (s1->getStackCount(p1) < val)//not enough creatures
  2972. {
  2973. complain(complainNotEnoughCreatures);
  2974. return false;
  2975. }
  2976. if (notRemovable(sl1.army))
  2977. return false;
  2978. moveStack(sl1, sl2, val);
  2979. }
  2980. }
  2981. return true;
  2982. }
  2983. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2984. {
  2985. return connections.at(player).count(c);
  2986. }
  2987. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2988. {
  2989. std::set<PlayerColor> all;
  2990. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2991. if(vstd::contains(i->second, c))
  2992. all.insert(i->first);
  2993. switch(all.size())
  2994. {
  2995. case 0:
  2996. return PlayerColor::NEUTRAL;
  2997. case 1:
  2998. return *all.begin();
  2999. default:
  3000. {
  3001. //if we have more than one player at this connection, try to pick active one
  3002. if (vstd::contains(all, gs->currentPlayer))
  3003. return gs->currentPlayer;
  3004. else
  3005. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  3006. }
  3007. }
  3008. }
  3009. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  3010. {
  3011. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  3012. if (!vstd::contains(s1->stacks,pos))
  3013. {
  3014. complain("Illegal call to disbandCreature - no such stack in army!");
  3015. return false;
  3016. }
  3017. eraseStack(StackLocation(s1, pos));
  3018. return true;
  3019. }
  3020. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3021. {
  3022. const CGTownInstance * t = getTown(tid);
  3023. if(!t)
  3024. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3025. if(!t->town->buildings.count(requestedID))
  3026. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3027. if(t->hasBuilt(requestedID))
  3028. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3029. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3030. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3031. std::vector<const CBuilding*> remainingAutoBuildings;
  3032. std::set<BuildingID> buildingsThatWillBe;
  3033. //Check validity of request
  3034. if(!force)
  3035. {
  3036. switch(requestedBuilding->mode)
  3037. {
  3038. case CBuilding::BUILD_NORMAL :
  3039. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3040. COMPLAIN_RET("Cannot build that building!");
  3041. break;
  3042. case CBuilding::BUILD_AUTO :
  3043. case CBuilding::BUILD_SPECIAL:
  3044. COMPLAIN_RET("This building can not be constructed normally!");
  3045. case CBuilding::BUILD_GRAIL :
  3046. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3047. {
  3048. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3049. COMPLAIN_RET("Cannot build this without grail!")
  3050. else
  3051. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3052. }
  3053. break;
  3054. }
  3055. }
  3056. //Performs stuff that has to be done before new building is built
  3057. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3058. {
  3059. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3060. {
  3061. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3062. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3063. if(upgradeNumber >= t->town->creatures.at(level).size())
  3064. {
  3065. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3066. "no creature found (upgrade number %d, level %d!")
  3067. % buildingID % upgradeNumber % level));
  3068. return;
  3069. }
  3070. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3071. SetAvailableCreatures ssi;
  3072. ssi.tid = t->id;
  3073. ssi.creatures = t->creatures;
  3074. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3075. ssi.creatures[level].first = crea->growth;
  3076. ssi.creatures[level].second.push_back(crea->idNumber);
  3077. sendAndApply(&ssi);
  3078. }
  3079. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3080. {
  3081. setPortalDwelling(t);
  3082. }
  3083. };
  3084. //Performs stuff that has to be done after new building is built
  3085. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3086. {
  3087. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3088. auto isLibrary = isMageGuild ? false
  3089. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3090. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3091. {
  3092. if(t->visitingHero)
  3093. giveSpells(t,t->visitingHero);
  3094. if(t->garrisonHero)
  3095. giveSpells(t,t->garrisonHero);
  3096. }
  3097. };
  3098. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3099. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3100. {
  3101. return buildingsThatWillBe.count(buildID);
  3102. };
  3103. //Init the vectors
  3104. for(auto & build : t->town->buildings)
  3105. {
  3106. if(t->hasBuilt(build.first))
  3107. {
  3108. buildingsThatWillBe.insert(build.first);
  3109. }
  3110. else
  3111. {
  3112. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3113. remainingAutoBuildings.push_back(build.second);
  3114. }
  3115. }
  3116. //Prepare structure (list of building ids will be filled later)
  3117. NewStructures ns;
  3118. ns.tid = tid;
  3119. ns.builded = force ? t->builded : (t->builded+1);
  3120. std::queue<const CBuilding*> buildingsToAdd;
  3121. buildingsToAdd.push(requestedBuilding);
  3122. while(!buildingsToAdd.empty())
  3123. {
  3124. auto b = buildingsToAdd.front();
  3125. buildingsToAdd.pop();
  3126. ns.bid.insert(b->bid);
  3127. buildingsThatWillBe.insert(b->bid);
  3128. remainingAutoBuildings -= b;
  3129. for(auto autoBuilding : remainingAutoBuildings)
  3130. {
  3131. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3132. if(actualRequirements.test(areRequirementsFullfilled))
  3133. buildingsToAdd.push(autoBuilding);
  3134. }
  3135. }
  3136. // 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.
  3137. for(auto builtID : ns.bid)
  3138. processBeforeBuiltStructure(builtID);
  3139. //Take cost
  3140. if(!force)
  3141. giveResources(t->tempOwner, -requestedBuilding->resources);
  3142. //We know what has been built, apply changes. Do this as final step to properly update town window
  3143. sendAndApply(&ns);
  3144. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3145. for(auto builtID : ns.bid)
  3146. processAfterBuiltStructure(builtID);
  3147. // now when everything is built - reveal tiles for lookout tower
  3148. FoWChange fw;
  3149. fw.player = t->tempOwner;
  3150. fw.mode = 1;
  3151. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3152. sendAndApply(&fw);
  3153. if(t->visitingHero)
  3154. visitCastleObjects(t, t->visitingHero);
  3155. if(t->garrisonHero)
  3156. visitCastleObjects(t, t->garrisonHero);
  3157. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3158. return true;
  3159. }
  3160. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3161. {
  3162. ///incomplete, simply erases target building
  3163. const CGTownInstance * t = getTown(tid);
  3164. if (!vstd::contains(t->builtBuildings, bid))
  3165. return false;
  3166. RazeStructures rs;
  3167. rs.tid = tid;
  3168. rs.bid.insert(bid);
  3169. rs.destroyed = t->destroyed + 1;
  3170. sendAndApply(&rs);
  3171. //TODO: Remove dwellers
  3172. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3173. // {
  3174. // RemoveBonus rb(RemoveBonus::TOWN);
  3175. // rb.whoID = t->id;
  3176. // rb.source = Bonus::TOWN_STRUCTURE;
  3177. // rb.id = 17;
  3178. // sendAndApply(&rb);
  3179. // }
  3180. return true;
  3181. }
  3182. void CGameHandler::sendMessageToAll(const std::string &message)
  3183. {
  3184. SystemMessage sm;
  3185. sm.text = message;
  3186. sendToAllClients(&sm);
  3187. }
  3188. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3189. {
  3190. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3191. const CArmedInstance *dst = nullptr;
  3192. const CCreature *c = VLC->creh->objects.at(crid);
  3193. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3194. //TODO: test for owning
  3195. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3196. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3197. assert(dw && dst);
  3198. //verify
  3199. bool found = false;
  3200. int level = 0;
  3201. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3202. {
  3203. if ((fromLvl != -1) && (level !=fromLvl))
  3204. continue;
  3205. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3206. int i = 0;
  3207. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3208. if (cur.second.at(i) == crid)
  3209. break;
  3210. if (i < cur.second.size())
  3211. {
  3212. found = true;
  3213. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3214. break;
  3215. }
  3216. }
  3217. SlotID slot = dst->getSlotFor(crid);
  3218. if ((!found && complain("Cannot recruit: no such creatures!"))
  3219. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3220. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3221. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3222. {
  3223. return false;
  3224. }
  3225. //recruit
  3226. giveResources(dst->tempOwner, -(c->cost * cram));
  3227. SetAvailableCreatures sac;
  3228. sac.tid = objid;
  3229. sac.creatures = dw->creatures;
  3230. sac.creatures[level].first -= cram;
  3231. sendAndApply(&sac);
  3232. if (warMachine)
  3233. {
  3234. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3235. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3236. ArtifactID artId = c->warMachine;
  3237. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3238. const CArtifact * art = artId.toArtifact();
  3239. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3240. return giveHeroNewArtifact(h, art);
  3241. }
  3242. else
  3243. {
  3244. addToSlot(StackLocation(dst, slot), c, cram);
  3245. }
  3246. return true;
  3247. }
  3248. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3249. {
  3250. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3251. if (!obj->hasStackAtSlot(pos))
  3252. {
  3253. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3254. }
  3255. UpgradeInfo ui;
  3256. fillUpgradeInfo(obj, pos, ui);
  3257. PlayerColor player = obj->tempOwner;
  3258. const PlayerState *p = getPlayerState(player);
  3259. int crQuantity = obj->stacks.at(pos)->count;
  3260. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3261. //check if upgrade is possible
  3262. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3263. {
  3264. return false;
  3265. }
  3266. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3267. //check if player has enough resources
  3268. if (!p->resources.canAfford(totalCost))
  3269. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3270. //take resources
  3271. giveResources(player, -totalCost);
  3272. //upgrade creature
  3273. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3274. return true;
  3275. }
  3276. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3277. {
  3278. if (!sl.army->hasStackAtSlot(sl.slot))
  3279. COMPLAIN_RET("Cannot find a stack to change type");
  3280. SetStackType sst;
  3281. sst.army = sl.army->id;
  3282. sst.slot = sl.slot;
  3283. sst.type = c->idNumber;
  3284. sendAndApply(&sst);
  3285. return true;
  3286. }
  3287. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3288. {
  3289. assert(src->canBeMergedWith(*dst, allowMerging));
  3290. while(src->stacksCount())//while there are unmoved creatures
  3291. {
  3292. auto i = src->Slots().begin(); //iterator to stack to move
  3293. StackLocation sl(src, i->first); //location of stack to move
  3294. SlotID pos = dst->getSlotFor(i->second->type);
  3295. if (!pos.validSlot())
  3296. {
  3297. //try to merge two other stacks to make place
  3298. std::pair<SlotID, SlotID> toMerge;
  3299. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3300. {
  3301. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3302. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3303. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3304. }
  3305. else
  3306. {
  3307. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3308. return;
  3309. }
  3310. }
  3311. else
  3312. {
  3313. moveStack(sl, StackLocation(dst, pos));
  3314. }
  3315. }
  3316. }
  3317. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3318. {
  3319. const CGTownInstance * town = getTown(tid);
  3320. if(!town->garrisonHero == !town->visitingHero)
  3321. return false;
  3322. SetHeroesInTown intown;
  3323. intown.tid = tid;
  3324. if(town->garrisonHero) //garrison -> vising
  3325. {
  3326. intown.garrison = ObjectInstanceID();
  3327. intown.visiting = town->garrisonHero->id;
  3328. }
  3329. else //visiting -> garrison
  3330. {
  3331. if(town->armedGarrison())
  3332. town->mergeGarrisonOnSiege();
  3333. intown.visiting = ObjectInstanceID();
  3334. intown.garrison = town->visitingHero->id;
  3335. }
  3336. sendAndApply(&intown);
  3337. return true;
  3338. }
  3339. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3340. {
  3341. const CGTownInstance * town = getTown(tid);
  3342. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3343. {
  3344. if (!town->visitingHero->canBeMergedWith(*town))
  3345. {
  3346. complain("Cannot make garrison swap, not enough free slots!");
  3347. return false;
  3348. }
  3349. moveArmy(town, town->visitingHero, true);
  3350. SetHeroesInTown intown;
  3351. intown.tid = tid;
  3352. intown.visiting = ObjectInstanceID();
  3353. intown.garrison = town->visitingHero->id;
  3354. sendAndApply(&intown);
  3355. return true;
  3356. }
  3357. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3358. {
  3359. //check if moving hero out of town will break 8 wandering heroes limit
  3360. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3361. {
  3362. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3363. return false;
  3364. }
  3365. SetHeroesInTown intown;
  3366. intown.tid = tid;
  3367. intown.garrison = ObjectInstanceID();
  3368. intown.visiting = town->garrisonHero->id;
  3369. sendAndApply(&intown);
  3370. return true;
  3371. }
  3372. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3373. {
  3374. SetHeroesInTown intown;
  3375. intown.tid = tid;
  3376. intown.garrison = town->visitingHero->id;
  3377. intown.visiting = town->garrisonHero->id;
  3378. sendAndApply(&intown);
  3379. return true;
  3380. }
  3381. else
  3382. {
  3383. complain("Cannot swap garrison hero!");
  3384. return false;
  3385. }
  3386. }
  3387. // With the amount of changes done to the function, it's more like transferArtifacts.
  3388. // 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.
  3389. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3390. {
  3391. ArtifactLocation src = al1, dst = al2;
  3392. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3393. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3394. // Make sure exchange is even possible between the two heroes.
  3395. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3396. COMPLAIN_RET("That heroes cannot make any exchange!");
  3397. const CArtifactInstance *srcArtifact = src.getArt();
  3398. const CArtifactInstance *destArtifact = dst.getArt();
  3399. if (srcArtifact == nullptr)
  3400. COMPLAIN_RET("No artifact to move!");
  3401. if (destArtifact && srcPlayer != dstPlayer)
  3402. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3403. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3404. // Moving to the backpack is always allowed.
  3405. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3406. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3407. COMPLAIN_RET("Cannot move artifact!");
  3408. auto srcSlot = src.getSlot();
  3409. auto dstSlot = dst.getSlot();
  3410. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3411. COMPLAIN_RET("Cannot move artifact locks.");
  3412. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3413. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3414. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3415. COMPLAIN_RET("Cannot move catapult!");
  3416. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3417. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3418. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3419. {
  3420. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3421. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3422. // Check if dst slot is occupied
  3423. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3424. {
  3425. // Previous artifact must be removed first
  3426. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3427. }
  3428. try
  3429. {
  3430. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3431. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3432. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3433. }
  3434. catch(const boost::bad_get &)
  3435. {
  3436. // object other than hero received an art - ignore
  3437. }
  3438. MoveArtifact ma(&src, &dst);
  3439. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3440. ma.askAssemble = false;
  3441. sendAndApply(&ma);
  3442. }
  3443. return true;
  3444. }
  3445. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3446. {
  3447. // Make sure exchange is even possible between the two heroes.
  3448. if(!isAllowedExchange(srcHero, dstHero))
  3449. COMPLAIN_RET("That heroes cannot make any exchange!");
  3450. auto psrcHero = getHero(srcHero);
  3451. auto pdstHero = getHero(dstHero);
  3452. if((!psrcHero) || (!pdstHero))
  3453. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3454. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3455. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3456. auto & slotsSrcDst = ma.artsPack0;
  3457. auto & slotsDstSrc = ma.artsPack1;
  3458. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3459. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3460. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3461. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3462. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3463. {
  3464. assert(artifact);
  3465. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
  3466. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3467. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3468. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
  3469. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3470. };
  3471. if(swap)
  3472. {
  3473. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3474. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3475. {
  3476. for(auto & artifact : srcHero->artifactsWorn)
  3477. {
  3478. if(ArtifactUtils::isArtRemovable(artifact))
  3479. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3480. }
  3481. };
  3482. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3483. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3484. {
  3485. for(auto & slotInfo : artSet->artifactsInBackpack)
  3486. {
  3487. auto slot = artSet->getArtPos(slotInfo.artifact);
  3488. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3489. }
  3490. };
  3491. // Move over artifacts that are worn srcHero -> dstHero
  3492. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3493. artFittingSet.artifactsWorn.clear();
  3494. // Move over artifacts that are worn dstHero -> srcHero
  3495. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3496. // Move over artifacts that are in backpack srcHero -> dstHero
  3497. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3498. // Move over artifacts that are in backpack dstHero -> srcHero
  3499. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3500. }
  3501. else
  3502. {
  3503. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3504. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3505. // Move over artifacts that are worn
  3506. for(auto & artInfo : psrcHero->artifactsWorn)
  3507. {
  3508. if(ArtifactUtils::isArtRemovable(artInfo))
  3509. {
  3510. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3511. }
  3512. }
  3513. // Move over artifacts that are in backpack
  3514. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3515. {
  3516. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3517. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3518. }
  3519. }
  3520. sendAndApply(&ma);
  3521. return true;
  3522. }
  3523. /**
  3524. * Assembles or disassembles a combination artifact.
  3525. * @param heroID ID of hero holding the artifact(s).
  3526. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3527. * @param assemble True for assembly operation, false for disassembly.
  3528. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3529. * artifact to assemble to. Otherwise it's not used.
  3530. */
  3531. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3532. {
  3533. const CGHeroInstance * hero = getHero(heroID);
  3534. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3535. if (!destArtifact)
  3536. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3537. if(assemble)
  3538. {
  3539. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3540. if(!combinedArt->constituents)
  3541. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3542. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3543. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3544. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3545. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3546. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3547. AssembledArtifact aa;
  3548. aa.al = ArtifactLocation(hero, artifactSlot);
  3549. aa.builtArt = combinedArt;
  3550. sendAndApply(&aa);
  3551. }
  3552. else
  3553. {
  3554. if (!destArtifact->artType->constituents)
  3555. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3556. DisassembledArtifact da;
  3557. da.al = ArtifactLocation(hero, artifactSlot);
  3558. sendAndApply(&da);
  3559. }
  3560. return true;
  3561. }
  3562. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3563. {
  3564. const CGHeroInstance * hero = getHero(hid);
  3565. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3566. const CGTownInstance * town = hero->visitedTown;
  3567. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3568. if (aid==ArtifactID::SPELLBOOK)
  3569. {
  3570. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3571. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3572. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3573. )
  3574. return false;
  3575. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3576. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3577. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3578. giveSpells(town,hero);
  3579. return true;
  3580. }
  3581. else
  3582. {
  3583. const CArtifact * art = aid.toArtifact();
  3584. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3585. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3586. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3587. const int price = art->price;
  3588. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3589. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3590. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3591. {
  3592. giveResource(hero->getOwner(),Res::GOLD,-price);
  3593. return giveHeroNewArtifact(hero, art);
  3594. }
  3595. else
  3596. COMPLAIN_RET("This machine is unavailable here!");
  3597. }
  3598. }
  3599. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3600. {
  3601. if(!h)
  3602. COMPLAIN_RET("Only hero can buy artifacts!");
  3603. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3604. COMPLAIN_RET("That artifact is unavailable!");
  3605. int b1, b2;
  3606. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3607. if (getResource(h->tempOwner, rid) < b1)
  3608. COMPLAIN_RET("You can't afford to buy this artifact!");
  3609. giveResource(h->tempOwner, rid, -b1);
  3610. SetAvailableArtifacts saa;
  3611. if (m->o->ID == Obj::TOWN)
  3612. {
  3613. saa.id = -1;
  3614. saa.arts = CGTownInstance::merchantArtifacts;
  3615. }
  3616. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3617. {
  3618. saa.id = bm->id.getNum();
  3619. saa.arts = bm->artifacts;
  3620. }
  3621. else
  3622. COMPLAIN_RET("Wrong marktet...");
  3623. bool found = false;
  3624. for (const CArtifact *&art : saa.arts)
  3625. {
  3626. if (art && art->getId() == aid)
  3627. {
  3628. art = nullptr;
  3629. found = true;
  3630. break;
  3631. }
  3632. }
  3633. if (!found)
  3634. COMPLAIN_RET("Cannot find selected artifact on the list");
  3635. sendAndApply(&saa);
  3636. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3637. return true;
  3638. }
  3639. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3640. {
  3641. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3642. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3643. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3644. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3645. int resVal = 0, dump = 1;
  3646. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3647. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3648. giveResource(h->tempOwner, rid, resVal);
  3649. return true;
  3650. }
  3651. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3652. {
  3653. if (!h)
  3654. COMPLAIN_RET("You need hero to buy a skill!");
  3655. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3656. COMPLAIN_RET("Hero already know this skill");
  3657. if (!h->canLearnSkill())
  3658. COMPLAIN_RET("Hero can't learn any more skills");
  3659. if (!h->canLearnSkill(skill))
  3660. COMPLAIN_RET("The hero can't learn this skill!");
  3661. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3662. COMPLAIN_RET("That skill is unavailable!");
  3663. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3664. COMPLAIN_RET("You can't afford to buy this skill");
  3665. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3666. changeSecSkill(h, skill, 1, true);
  3667. return true;
  3668. }
  3669. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3670. {
  3671. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3672. vstd::amin(val, r1); //can't trade more resources than have
  3673. int b1, b2; //base quantities for trade
  3674. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3675. int units = val / b1; //how many base quantities we trade
  3676. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3677. {
  3678. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3679. }
  3680. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3681. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3682. return true;
  3683. }
  3684. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3685. {
  3686. if(!hero)
  3687. COMPLAIN_RET("Only hero can sell creatures!");
  3688. if (!vstd::contains(hero->Slots(), slot))
  3689. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3690. const CStackInstance &s = hero->getStack(slot);
  3691. if (s.count < (TQuantity)count //can't sell more creatures than have
  3692. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3693. {
  3694. COMPLAIN_RET("Not enough creatures in army!");
  3695. }
  3696. int b1, b2; //base quantities for trade
  3697. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3698. int units = count / b1; //how many base quantities we trade
  3699. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3700. {
  3701. //TODO: complain?
  3702. assert(0);
  3703. }
  3704. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3705. giveResource(hero->tempOwner, resourceID, b2 * units);
  3706. return true;
  3707. }
  3708. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3709. {
  3710. const CArmedInstance *army = nullptr;
  3711. if (hero)
  3712. army = hero;
  3713. else
  3714. army = dynamic_cast<const CGTownInstance *>(market->o);
  3715. if (!army)
  3716. COMPLAIN_RET("Incorrect call to transform in undead!");
  3717. if (!army->hasStackAtSlot(slot))
  3718. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3719. const CStackInstance &s = army->getStack(slot);
  3720. //resulting creature - bone dragons or skeletons
  3721. CreatureID resCreature = CreatureID::SKELETON;
  3722. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3723. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3724. || (s.getCreatureID() == CreatureID::HYDRA)
  3725. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3726. resCreature = CreatureID::BONE_DRAGON;
  3727. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3728. return true;
  3729. }
  3730. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3731. {
  3732. const PlayerState *p2 = getPlayerState(r2, false);
  3733. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3734. {
  3735. complain("Dest player must be in game!");
  3736. return false;
  3737. }
  3738. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3739. vstd::amin(val, curRes1);
  3740. giveResource(player, r1, -(int)val);
  3741. giveResource(r2, r1, val);
  3742. return true;
  3743. }
  3744. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3745. {
  3746. const CGHeroInstance *h = getHero(hid);
  3747. if (!h)
  3748. {
  3749. logGlobal->error("Hero doesn't exist!");
  3750. return false;
  3751. }
  3752. ChangeFormation cf;
  3753. cf.hid = hid;
  3754. cf.formation = formation;
  3755. sendAndApply(&cf);
  3756. return true;
  3757. }
  3758. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3759. {
  3760. const PlayerState * p = getPlayerState(player);
  3761. const CGTownInstance * t = getTown(obj->id);
  3762. //common preconditions
  3763. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3764. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3765. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3766. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3767. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3768. {
  3769. return false;
  3770. }
  3771. if (t) //tavern in town
  3772. {
  3773. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3774. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3775. {
  3776. return false;
  3777. }
  3778. }
  3779. else if (obj->ID == Obj::TAVERN)
  3780. {
  3781. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3782. {
  3783. return false;
  3784. }
  3785. }
  3786. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3787. if (!nh)
  3788. {
  3789. complain ("Hero is not available for hiring!");
  3790. return false;
  3791. }
  3792. HeroRecruited hr;
  3793. hr.tid = obj->id;
  3794. hr.hid = nh->subID;
  3795. hr.player = player;
  3796. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3797. sendAndApply(&hr);
  3798. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3799. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3800. const CGHeroInstance *newHero = nullptr;
  3801. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3802. {
  3803. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3804. }
  3805. SetAvailableHeroes sah;
  3806. sah.player = player;
  3807. if (newHero)
  3808. {
  3809. sah.hid[hid] = newHero->subID;
  3810. sah.army[hid].clear();
  3811. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3812. }
  3813. else
  3814. {
  3815. sah.hid[hid] = -1;
  3816. }
  3817. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3818. sendAndApply(&sah);
  3819. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3820. if (t)
  3821. {
  3822. visitCastleObjects(t, nh);
  3823. giveSpells (t,nh);
  3824. }
  3825. return true;
  3826. }
  3827. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3828. {
  3829. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3830. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3831. logGlobal->trace(answer.toJson());
  3832. auto topQuery = queries.topQuery(player);
  3833. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3834. if(topQuery->queryID != qid)
  3835. {
  3836. auto currentQuery = queries.getQuery(qid);
  3837. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3838. currentQuery->setReply(answer);
  3839. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3840. }
  3841. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3842. topQuery->setReply(answer);
  3843. queries.popQuery(topQuery);
  3844. return true;
  3845. }
  3846. static EndAction end_action;
  3847. void CGameHandler::updateGateState()
  3848. {
  3849. // GATE_BRIDGE - leftmost tile, located over moat
  3850. // GATE_OUTER - central tile, mostly covered by gate image
  3851. // GATE_INNER - rightmost tile, inside the walls
  3852. // GATE_OUTER or GATE_INNER:
  3853. // - if defender moves unit on these tiles, bridge will open
  3854. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3855. // - blocked to attacker if bridge is closed
  3856. // GATE_BRIDGE
  3857. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3858. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3859. // - deals moat damage to attacker if bridge is closed (fortress only)
  3860. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3861. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3862. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3863. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3864. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3865. BattleUpdateGateState db;
  3866. db.state = gs->curB->si.gateState;
  3867. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3868. {
  3869. db.state = EGateState::DESTROYED;
  3870. }
  3871. else if (db.state == EGateState::OPENED)
  3872. {
  3873. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3874. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3875. if (gateCanClose)
  3876. db.state = EGateState::CLOSED;
  3877. else
  3878. db.state = EGateState::OPENED;
  3879. }
  3880. else // CLOSED or BLOCKED
  3881. {
  3882. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3883. if (gateBlocked)
  3884. db.state = EGateState::BLOCKED;
  3885. else
  3886. db.state = EGateState::CLOSED;
  3887. }
  3888. if (db.state != gs->curB->si.gateState)
  3889. sendAndApply(&db);
  3890. }
  3891. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3892. {
  3893. bool ok = true;
  3894. battle::Target target = ba.getTarget(gs->curB);
  3895. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3896. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3897. logGlobal->trace("Making action: %s", ba.toString());
  3898. switch(ba.actionType)
  3899. {
  3900. case EActionType::WALK: //walk
  3901. case EActionType::DEFEND: //defend
  3902. case EActionType::WAIT: //wait
  3903. case EActionType::WALK_AND_ATTACK: //walk or attack
  3904. case EActionType::SHOOT: //shoot
  3905. case EActionType::CATAPULT: //catapult
  3906. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3907. case EActionType::MONSTER_SPELL:
  3908. if (!stack)
  3909. {
  3910. complain("No such stack!");
  3911. return false;
  3912. }
  3913. if (!stack->alive())
  3914. {
  3915. complain("This stack is dead: " + stack->nodeName());
  3916. return false;
  3917. }
  3918. if (battleTacticDist())
  3919. {
  3920. if (stack && stack->side != battleGetTacticsSide())
  3921. {
  3922. complain("This is not a stack of side that has tactics!");
  3923. return false;
  3924. }
  3925. }
  3926. else if (!isAboutActiveStack)
  3927. {
  3928. complain("Action has to be about active stack!");
  3929. return false;
  3930. }
  3931. }
  3932. auto wrapAction = [this](BattleAction &ba)
  3933. {
  3934. StartAction startAction(ba);
  3935. sendAndApply(&startAction);
  3936. return vstd::makeScopeGuard([&]()
  3937. {
  3938. sendAndApply(&end_action);
  3939. });
  3940. };
  3941. switch(ba.actionType)
  3942. {
  3943. case EActionType::END_TACTIC_PHASE: //wait
  3944. case EActionType::BAD_MORALE:
  3945. case EActionType::NO_ACTION:
  3946. {
  3947. auto wrapper = wrapAction(ba);
  3948. break;
  3949. }
  3950. case EActionType::WALK:
  3951. {
  3952. auto wrapper = wrapAction(ba);
  3953. if(target.size() < 1)
  3954. {
  3955. complain("Destination required for move action.");
  3956. ok = false;
  3957. break;
  3958. }
  3959. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3960. if (!walkedTiles)
  3961. complain("Stack failed movement!");
  3962. break;
  3963. }
  3964. case EActionType::DEFEND:
  3965. {
  3966. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3967. SetStackEffect sse;
  3968. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3969. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3970. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3971. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3972. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3973. int oldDefenceValue = defence.totalValue();
  3974. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3975. defence.push_back(std::make_shared<Bonus>(bonus2));
  3976. int difference = defence.totalValue() - oldDefenceValue;
  3977. std::vector<Bonus> buffer;
  3978. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3979. {
  3980. difference = 1;
  3981. buffer.push_back(alternativeWeakCreatureBonus);
  3982. }
  3983. else
  3984. {
  3985. buffer.push_back(defenseBonusToAdd);
  3986. }
  3987. buffer.push_back(bonus2);
  3988. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3989. sendAndApply(&sse);
  3990. BattleLogMessage message;
  3991. MetaString text;
  3992. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3993. stack->addNameReplacement(text);
  3994. text.addReplacement(difference);
  3995. message.lines.push_back(text);
  3996. sendAndApply(&message);
  3997. //don't break - we share code with next case
  3998. }
  3999. FALLTHROUGH
  4000. case EActionType::WAIT:
  4001. {
  4002. auto wrapper = wrapAction(ba);
  4003. break;
  4004. }
  4005. case EActionType::RETREAT: //retreat/flee
  4006. {
  4007. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  4008. complain("Cannot retreat!");
  4009. else
  4010. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4011. break;
  4012. }
  4013. case EActionType::SURRENDER:
  4014. {
  4015. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4016. int cost = gs->curB->battleGetSurrenderCost(player);
  4017. if (cost < 0)
  4018. complain("Cannot surrender!");
  4019. else if (getResource(player, Res::GOLD) < cost)
  4020. complain("Not enough gold to surrender!");
  4021. else
  4022. {
  4023. giveResource(player, Res::GOLD, -cost);
  4024. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4025. }
  4026. break;
  4027. }
  4028. case EActionType::WALK_AND_ATTACK: //walk or attack
  4029. {
  4030. auto wrapper = wrapAction(ba);
  4031. if(!stack)
  4032. {
  4033. complain("No attacker");
  4034. ok = false;
  4035. break;
  4036. }
  4037. if(target.size() < 2)
  4038. {
  4039. complain("Two destinations required for attack action.");
  4040. ok = false;
  4041. break;
  4042. }
  4043. BattleHex attackPos = target.at(0).hexValue;
  4044. BattleHex destinationTile = target.at(1).hexValue;
  4045. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4046. if(!destinationStack)
  4047. {
  4048. complain("Invalid target to attack");
  4049. ok = false;
  4050. break;
  4051. }
  4052. BattleHex startingPos = stack->getPosition();
  4053. int distance = moveStack(ba.stackNumber, attackPos);
  4054. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4055. if(stack->getPosition() != attackPos
  4056. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4057. )
  4058. {
  4059. // we were not able to reach destination tile, nor occupy specified hex
  4060. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4061. break;
  4062. }
  4063. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4064. {
  4065. destinationStack = nullptr;
  4066. }
  4067. if(!destinationStack)
  4068. {
  4069. complain("Unit can not attack itself");
  4070. ok = false;
  4071. break;
  4072. }
  4073. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4074. {
  4075. complain("Attack cannot be performed!");
  4076. ok = false;
  4077. break;
  4078. }
  4079. //attack
  4080. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4081. //TODO: move to CUnitState
  4082. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4083. if(attackingHero)
  4084. {
  4085. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4086. }
  4087. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4088. const bool retaliation = destinationStack->ableToRetaliate();
  4089. for (int i = 0; i < totalAttacks; ++i)
  4090. {
  4091. //first strike
  4092. if(i == 0 && firstStrike && retaliation)
  4093. {
  4094. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4095. }
  4096. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4097. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4098. {
  4099. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4100. }
  4101. //counterattack
  4102. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4103. if(stack->alive()
  4104. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4105. && (i == 0 && !firstStrike)
  4106. && retaliation && destinationStack->ableToRetaliate())
  4107. {
  4108. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4109. }
  4110. }
  4111. //return
  4112. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4113. && target.size() == 3
  4114. && startingPos != stack->getPosition()
  4115. && startingPos == target.at(2).hexValue
  4116. && stack->alive())
  4117. {
  4118. moveStack(ba.stackNumber, startingPos);
  4119. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4120. }
  4121. break;
  4122. }
  4123. case EActionType::SHOOT:
  4124. {
  4125. if(target.size() < 1)
  4126. {
  4127. complain("Destination required for shot action.");
  4128. ok = false;
  4129. break;
  4130. }
  4131. auto destination = target.at(0).hexValue;
  4132. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4133. if (!gs->curB->battleCanShoot(stack, destination))
  4134. {
  4135. complain("Cannot shoot!");
  4136. break;
  4137. }
  4138. if (!destinationStack)
  4139. {
  4140. complain("No target to shoot!");
  4141. break;
  4142. }
  4143. auto wrapper = wrapAction(ba);
  4144. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4145. //ranged counterattack
  4146. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4147. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4148. && destinationStack->ableToRetaliate()
  4149. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4150. && stack->alive()) //attacker may have died (fire shield)
  4151. {
  4152. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4153. }
  4154. //allow more than one additional attack
  4155. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4156. //TODO: move to CUnitState
  4157. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4158. if(attackingHero)
  4159. {
  4160. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4161. }
  4162. for(int i = 1; i < totalRangedAttacks; ++i)
  4163. {
  4164. if(
  4165. stack->alive()
  4166. && destinationStack->alive()
  4167. && stack->shots.canUse()
  4168. )
  4169. {
  4170. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4171. }
  4172. }
  4173. break;
  4174. }
  4175. case EActionType::CATAPULT:
  4176. {
  4177. auto wrapper = wrapAction(ba);
  4178. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4179. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4180. if(!catapultAbility || catapultAbility->subtype < 0)
  4181. {
  4182. complain("We do not know how to shoot :P");
  4183. }
  4184. else
  4185. {
  4186. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4187. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4188. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4189. parameters.setSpellLevel(shotLevel);
  4190. parameters.cast(spellEnv, target);
  4191. }
  4192. //finish by scope guard
  4193. break;
  4194. }
  4195. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4196. {
  4197. auto wrapper = wrapAction(ba);
  4198. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4199. if(target.size() < 1)
  4200. {
  4201. complain("Destination required for heal action.");
  4202. ok = false;
  4203. break;
  4204. }
  4205. const battle::Unit * destStack = nullptr;
  4206. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4207. if(target.at(0).unitValue)
  4208. destStack = target.at(0).unitValue;
  4209. else
  4210. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4211. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4212. {
  4213. complain("There is either no healer, no destination, or healer cannot heal :P");
  4214. }
  4215. else
  4216. {
  4217. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4218. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4219. parameters.setSpellLevel(0);
  4220. parameters.cast(spellEnv, target);
  4221. }
  4222. break;
  4223. }
  4224. case EActionType::MONSTER_SPELL:
  4225. {
  4226. auto wrapper = wrapAction(ba);
  4227. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4228. SpellID spellID = SpellID(ba.actionSubtype);
  4229. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4230. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4231. //TODO special bonus for genies ability
  4232. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4233. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4234. if (spellID < 0)
  4235. complain("That stack can't cast spells!");
  4236. else
  4237. {
  4238. const CSpell * spell = SpellID(spellID).toSpell();
  4239. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4240. int32_t spellLvl = 0;
  4241. if(spellcaster)
  4242. vstd::amax(spellLvl, spellcaster->val);
  4243. if(randSpellcaster)
  4244. vstd::amax(spellLvl, randSpellcaster->val);
  4245. parameters.setSpellLevel(spellLvl);
  4246. parameters.cast(spellEnv, target);
  4247. }
  4248. break;
  4249. }
  4250. }
  4251. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4252. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4253. handleDamageFromObstacle(stack);
  4254. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4255. battleMadeAction.setn(true);
  4256. return ok;
  4257. }
  4258. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4259. {
  4260. bool cheated = false;
  4261. PlayerMessageClient temp_message(player, message);
  4262. sendAndApply(&temp_message);
  4263. std::vector<std::string> words;
  4264. boost::split(words, message, boost::is_any_of(" "));
  4265. bool isHost = false;
  4266. for(auto & c : connections[player])
  4267. if(lobby->isClientHost(c->connectionID))
  4268. isHost = true;
  4269. if(isHost && words.size() >= 2 && words[0] == "game")
  4270. {
  4271. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4272. {
  4273. SystemMessage temp_message("game was terminated");
  4274. sendAndApply(&temp_message);
  4275. lobby->state = EServerState::SHUTDOWN;
  4276. return;
  4277. }
  4278. if(words.size() == 3 && words[1] == "save")
  4279. {
  4280. save("Saves/" + words[2]);
  4281. SystemMessage temp_message("game saved as " + words[2]);
  4282. sendAndApply(&temp_message);
  4283. return;
  4284. }
  4285. if(words.size() == 3 && words[1] == "kick")
  4286. {
  4287. auto playername = words[2];
  4288. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4289. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4290. playerToKick = PlayerColor(std::stoi(playername));
  4291. else
  4292. {
  4293. for(auto & c : connections)
  4294. {
  4295. if(c.first.getStr(false) == playername)
  4296. playerToKick = c.first;
  4297. }
  4298. }
  4299. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4300. {
  4301. PlayerCheated pc;
  4302. pc.player = playerToKick;
  4303. pc.losingCheatCode = true;
  4304. sendAndApply(&pc);
  4305. checkVictoryLossConditionsForPlayer(playerToKick);
  4306. }
  4307. return;
  4308. }
  4309. }
  4310. int obj = 0;
  4311. if (words.size() == 2 && words[0] != "vcmiexp")
  4312. {
  4313. obj = std::atoi(words[1].c_str());
  4314. if (obj)
  4315. currObj = ObjectInstanceID(obj);
  4316. }
  4317. const CGHeroInstance * hero = getHero(currObj);
  4318. const CGTownInstance * town = getTown(currObj);
  4319. if (!town && hero)
  4320. town = hero->visitedTown;
  4321. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4322. {
  4323. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4324. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4325. }
  4326. else if (words.size() == 1 || obj)
  4327. {
  4328. handleCheatCode(words[0], player, hero, town, cheated);
  4329. }
  4330. else
  4331. {
  4332. for (const auto & i : gs->players)
  4333. {
  4334. if (i.first == PlayerColor::NEUTRAL)
  4335. continue;
  4336. if (words[1] == "ai")
  4337. {
  4338. if (i.second.human)
  4339. continue;
  4340. }
  4341. else if (words[1] != "all" && words[1] != i.first.getStr())
  4342. continue;
  4343. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4344. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4345. {
  4346. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4347. }
  4348. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4349. {
  4350. for (const auto & t : i.second.towns)
  4351. {
  4352. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4353. }
  4354. }
  4355. else
  4356. {
  4357. for (const auto & h : i.second.heroes)
  4358. {
  4359. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4360. }
  4361. }
  4362. }
  4363. }
  4364. if (cheated)
  4365. {
  4366. if(!getPlayerSettings(player)->isControlledByAI())
  4367. {
  4368. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4369. sendAndApply(&temp_message);
  4370. }
  4371. if(!player.isSpectator())
  4372. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4373. }
  4374. }
  4375. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4376. {
  4377. switch(ba.actionType)
  4378. {
  4379. case EActionType::HERO_SPELL:
  4380. {
  4381. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4382. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4383. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4384. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4385. if (!s)
  4386. {
  4387. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4388. return false;
  4389. }
  4390. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4391. spells::detail::ProblemImpl problem;
  4392. auto m = s->battleMechanics(&parameters);
  4393. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4394. {
  4395. logGlobal->warn("Spell cannot be cast!");
  4396. std::vector<std::string> texts;
  4397. problem.getAll(texts);
  4398. for(auto s : texts)
  4399. logGlobal->warn(s);
  4400. return false;
  4401. }
  4402. StartAction start_action(ba);
  4403. sendAndApply(&start_action); //start spell casting
  4404. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4405. sendAndApply(&end_action);
  4406. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4407. {
  4408. battleMadeAction.setn(true);
  4409. }
  4410. checkBattleStateChanges();
  4411. if (battleResult.get())
  4412. {
  4413. battleMadeAction.setn(true);
  4414. //battle will be ended by startBattle function
  4415. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4416. }
  4417. return true;
  4418. }
  4419. }
  4420. return false;
  4421. }
  4422. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4423. {
  4424. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4425. for(auto b : bl)
  4426. {
  4427. const CSpell * sp = SpellID(b->subtype).toSpell();
  4428. if(!sp)
  4429. continue;
  4430. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4431. const int32_t level = ((val > 3) ? (val - 3) : val);
  4432. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4433. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4434. battleCast.setEffectDuration(50);
  4435. battleCast.setSpellLevel(level);
  4436. spells::Target target;
  4437. if(val > 3)
  4438. {
  4439. for(auto s : gs->curB->battleGetAllStacks())
  4440. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4441. target.emplace_back(s);
  4442. }
  4443. else
  4444. {
  4445. target.emplace_back(st);
  4446. }
  4447. battleCast.applyEffects(spellEnv, target, false, true);
  4448. }
  4449. }
  4450. void CGameHandler::stackTurnTrigger(const CStack *st)
  4451. {
  4452. BattleTriggerEffect bte;
  4453. bte.stackID = st->ID;
  4454. bte.effect = -1;
  4455. bte.val = 0;
  4456. bte.additionalInfo = 0;
  4457. if (st->alive())
  4458. {
  4459. //unbind
  4460. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4461. {
  4462. bool unbind = true;
  4463. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4464. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4465. for (auto b : bl)
  4466. {
  4467. if(b->additionalInfo != CAddInfo::NONE)
  4468. {
  4469. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4470. if(stack)
  4471. {
  4472. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4473. unbind = false;
  4474. }
  4475. }
  4476. else
  4477. {
  4478. unbind = false;
  4479. }
  4480. }
  4481. if (unbind)
  4482. {
  4483. BattleSetStackProperty ssp;
  4484. ssp.which = BattleSetStackProperty::UNBIND;
  4485. ssp.stackID = st->ID;
  4486. sendAndApply(&ssp);
  4487. }
  4488. }
  4489. if (st->hasBonusOfType(Bonus::POISON))
  4490. {
  4491. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4492. if (b) //TODO: what if not?...
  4493. {
  4494. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4495. if (bte.val < b->val) //(negative) poison effect increases - update it
  4496. {
  4497. bte.effect = Bonus::POISON;
  4498. sendAndApply(&bte);
  4499. }
  4500. }
  4501. }
  4502. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4503. {
  4504. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4505. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4506. if(opponentHero)
  4507. {
  4508. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4509. vstd::amin(manaDrained, opponentHero->mana);
  4510. if(manaDrained)
  4511. {
  4512. bte.effect = Bonus::MANA_DRAIN;
  4513. bte.val = manaDrained;
  4514. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4515. sendAndApply(&bte);
  4516. }
  4517. }
  4518. }
  4519. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4520. {
  4521. bool fearsomeCreature = false;
  4522. for (CStack * stack : gs->curB->stacks)
  4523. {
  4524. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4525. {
  4526. fearsomeCreature = true;
  4527. break;
  4528. }
  4529. }
  4530. if (fearsomeCreature)
  4531. {
  4532. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4533. {
  4534. bte.effect = Bonus::FEAR;
  4535. sendAndApply(&bte);
  4536. }
  4537. }
  4538. }
  4539. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4540. int side = gs->curB->whatSide(st->owner);
  4541. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4542. {
  4543. bool cast = false;
  4544. while(!bl.empty() && !cast)
  4545. {
  4546. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4547. auto spellID = SpellID(bonus->subtype);
  4548. const CSpell * spell = SpellID(spellID).toSpell();
  4549. bl.remove_if([&bonus](const Bonus * b)
  4550. {
  4551. return b == bonus.get();
  4552. });
  4553. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4554. parameters.setSpellLevel(bonus->val);
  4555. parameters.massive = true;
  4556. parameters.smart = true;
  4557. //todo: recheck effect level
  4558. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4559. {
  4560. cast = true;
  4561. int cooldown = bonus->additionalInfo[0];
  4562. BattleSetStackProperty ssp;
  4563. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4564. ssp.absolute = false;
  4565. ssp.val = cooldown;
  4566. ssp.stackID = st->unitId();
  4567. sendAndApply(&ssp);
  4568. }
  4569. }
  4570. }
  4571. }
  4572. }
  4573. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving, const std::set<BattleHex> & passed)
  4574. {
  4575. if(!curStack->alive())
  4576. return false;
  4577. bool containDamageFromMoat = false;
  4578. bool movementStopped = false;
  4579. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
  4580. {
  4581. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4582. {
  4583. //helper info
  4584. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4585. const ui8 side = curStack->side;
  4586. if(!spellObstacle)
  4587. COMPLAIN_RET("Invalid obstacle instance");
  4588. if(spellObstacle->triggersEffects())
  4589. {
  4590. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4591. //hidden obstacle triggers effects until revealed
  4592. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4593. {
  4594. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4595. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4596. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4597. if(!sp)
  4598. COMPLAIN_RET("Invalid obstacle instance");
  4599. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4600. ObstacleChanges changeInfo;
  4601. changeInfo.id = spellObstacle->uniqueID;
  4602. if (oneTimeObstacle)
  4603. changeInfo.operation = ObstacleChanges::EOperation::REMOVE;
  4604. else
  4605. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4606. SpellCreatedObstacle changedObstacle;
  4607. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4608. changedObstacle.revealed = true;
  4609. changeInfo.data.clear();
  4610. JsonSerializer ser(nullptr, changeInfo.data);
  4611. ser.serializeStruct("obstacle", changedObstacle);
  4612. BattleObstaclesChanged bocp;
  4613. bocp.changes.emplace_back(changeInfo);
  4614. sendAndApply(&bocp);
  4615. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4616. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4617. }
  4618. }
  4619. }
  4620. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4621. {
  4622. auto town = gs->curB->town;
  4623. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4624. if(!containDamageFromMoat)
  4625. {
  4626. containDamageFromMoat = true;
  4627. BattleStackAttacked bsa;
  4628. bsa.damageAmount = damage;
  4629. bsa.stackAttacked = curStack->ID;
  4630. bsa.attackerID = -1;
  4631. curStack->prepareAttacked(bsa, getRandomGenerator());
  4632. StacksInjured si;
  4633. si.stacks.push_back(bsa);
  4634. sendAndApply(&si);
  4635. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4636. }
  4637. }
  4638. if(!curStack->alive())
  4639. return false;
  4640. if((obstacle->stopsMovement() && stackIsMoving))
  4641. movementStopped = true;
  4642. }
  4643. if(stackIsMoving)
  4644. return curStack->alive() && !movementStopped;
  4645. return curStack->alive();
  4646. }
  4647. void CGameHandler::handleTimeEvents()
  4648. {
  4649. gs->map->events.sort(evntCmp);
  4650. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4651. {
  4652. CMapEvent ev = gs->map->events.front();
  4653. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4654. {
  4655. auto color = PlayerColor(player);
  4656. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4657. if (pinfo //player exists
  4658. && (ev.players & 1<<player) //event is enabled to this player
  4659. && ((ev.computerAffected && !pinfo->human)
  4660. || (ev.humanAffected && pinfo->human)
  4661. )
  4662. )
  4663. {
  4664. //give resources
  4665. giveResources(color, ev.resources);
  4666. //prepare dialog
  4667. InfoWindow iw;
  4668. iw.player = color;
  4669. iw.text << ev.message;
  4670. for (int i=0; i<ev.resources.size(); i++)
  4671. {
  4672. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4673. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4674. }
  4675. sendAndApply(&iw); //show dialog
  4676. }
  4677. } //PLAYERS LOOP
  4678. if (ev.nextOccurence)
  4679. {
  4680. gs->map->events.pop_front();
  4681. ev.firstOccurence += ev.nextOccurence;
  4682. auto it = gs->map->events.begin();
  4683. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4684. it++;
  4685. gs->map->events.insert(it, ev);
  4686. }
  4687. else
  4688. {
  4689. gs->map->events.pop_front();
  4690. }
  4691. }
  4692. //TODO send only if changed
  4693. UpdateMapEvents ume;
  4694. ume.events = gs->map->events;
  4695. sendAndApply(&ume);
  4696. }
  4697. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4698. {
  4699. town->events.sort(evntCmp);
  4700. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4701. {
  4702. PlayerColor player = town->tempOwner;
  4703. CCastleEvent ev = town->events.front();
  4704. const PlayerState * pinfo = getPlayerState(player, false);
  4705. if (pinfo //player exists
  4706. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4707. && ((ev.computerAffected && !pinfo->human)
  4708. || (ev.humanAffected && pinfo->human)))
  4709. {
  4710. // dialog
  4711. InfoWindow iw;
  4712. iw.player = player;
  4713. iw.text << ev.message;
  4714. if (ev.resources.nonZero())
  4715. {
  4716. TResources was = n.res[player];
  4717. n.res[player] += ev.resources;
  4718. n.res[player].amax(0);
  4719. for (int i=0; i<ev.resources.size(); i++)
  4720. 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
  4721. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4722. }
  4723. for (auto & i : ev.buildings)
  4724. {
  4725. if (!town->hasBuilt(i))
  4726. {
  4727. buildStructure(town->id, i, true);
  4728. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4729. }
  4730. }
  4731. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4732. {
  4733. n.cres[town->id].tid = town->id;
  4734. n.cres[town->id].creatures = town->creatures;
  4735. }
  4736. auto & sac = n.cres[town->id];
  4737. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4738. {
  4739. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4740. {
  4741. sac.creatures[i].first += ev.creatures.at(i);
  4742. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4743. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4744. }
  4745. }
  4746. sendAndApply(&iw); //show dialog
  4747. }
  4748. if (ev.nextOccurence)
  4749. {
  4750. town->events.pop_front();
  4751. ev.firstOccurence += ev.nextOccurence;
  4752. auto it = town->events.begin();
  4753. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4754. it++;
  4755. town->events.insert(it, ev);
  4756. }
  4757. else
  4758. {
  4759. town->events.pop_front();
  4760. }
  4761. }
  4762. //TODO send only if changed
  4763. UpdateCastleEvents uce;
  4764. uce.town = town->id;
  4765. uce.events = town->events;
  4766. sendAndApply(&uce);
  4767. }
  4768. bool CGameHandler::complain(const std::string &problem)
  4769. {
  4770. sendMessageToAll("Server encountered a problem: " + problem);
  4771. logGlobal->error(problem);
  4772. return true;
  4773. }
  4774. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4775. {
  4776. //PlayerColor player = getOwner(hid);
  4777. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4778. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4779. assert(lowerArmy);
  4780. assert(upperArmy);
  4781. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4782. queries.addQuery(garrisonQuery);
  4783. GarrisonDialog gd;
  4784. gd.hid = hid;
  4785. gd.objid = upobj;
  4786. gd.removableUnits = removableUnits;
  4787. gd.queryID = garrisonQuery->queryID;
  4788. sendAndApply(&gd);
  4789. }
  4790. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4791. {
  4792. OpenWindow ow;
  4793. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4794. ow.id1 = player.getNum();
  4795. ow.id2 = requestingObjId.getNum();
  4796. sendAndApply(&ow);
  4797. }
  4798. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4799. {
  4800. if (id1 == id2)
  4801. return true;
  4802. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4803. if (!o1 || !o2)
  4804. return true; //arranging stacks within an object should be always allowed
  4805. if (o1 && o2)
  4806. {
  4807. if (o1->ID == Obj::TOWN)
  4808. {
  4809. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4810. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4811. return true;
  4812. }
  4813. if (o2->ID == Obj::TOWN)
  4814. {
  4815. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4816. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4817. return true;
  4818. }
  4819. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4820. {
  4821. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4822. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4823. // two heroes in same town (garrisoned and visiting)
  4824. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4825. return true;
  4826. }
  4827. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4828. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4829. if (!dialog)
  4830. {
  4831. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4832. }
  4833. if (dialog)
  4834. {
  4835. auto topArmy = dialog->exchangingArmies.at(0);
  4836. auto bottomArmy = dialog->exchangingArmies.at(1);
  4837. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4838. return true;
  4839. }
  4840. }
  4841. return false;
  4842. }
  4843. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4844. {
  4845. using events::ObjectVisitStarted;
  4846. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4847. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4848. auto startVisit = [&](ObjectVisitStarted & event)
  4849. {
  4850. auto visitedObject = obj;
  4851. if(obj->ID == Obj::HERO)
  4852. {
  4853. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4854. const auto visitedTown = visitedHero->visitedTown;
  4855. if(visitedTown)
  4856. {
  4857. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4858. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4859. visitedObject = visitedTown;
  4860. }
  4861. }
  4862. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4863. queries.addQuery(visitQuery); //TODO real visit pos
  4864. HeroVisit hv;
  4865. hv.objId = obj->id;
  4866. hv.heroId = h->id;
  4867. hv.player = h->tempOwner;
  4868. hv.starting = true;
  4869. sendAndApply(&hv);
  4870. obj->onHeroVisit(h);
  4871. };
  4872. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4873. if(visitQuery)
  4874. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4875. }
  4876. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4877. {
  4878. using events::ObjectVisitEnded;
  4879. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4880. auto endVisit = [&](ObjectVisitEnded & event)
  4881. {
  4882. HeroVisit hv;
  4883. hv.player = event.getPlayer();
  4884. hv.heroId = event.getHero();
  4885. hv.starting = false;
  4886. sendAndApply(&hv);
  4887. };
  4888. //TODO: ObjectVisitEnded should also have id of visited object,
  4889. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4890. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4891. }
  4892. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4893. {
  4894. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4895. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4896. {
  4897. complain("Cannot build boat in this shipyard!");
  4898. return false;
  4899. }
  4900. else if (obj->o->ID == Obj::TOWN
  4901. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4902. {
  4903. complain("Cannot build boat in the town - no shipyard!");
  4904. return false;
  4905. }
  4906. TResources boatCost;
  4907. obj->getBoatCost(boatCost);
  4908. TResources aviable = getPlayerState(playerID)->resources;
  4909. if (!aviable.canAfford(boatCost))
  4910. {
  4911. complain("Not enough resources to build a boat!");
  4912. return false;
  4913. }
  4914. int3 tile = obj->bestLocation();
  4915. if (!gs->map->isInTheMap(tile))
  4916. {
  4917. complain("Cannot find appropriate tile for a boat!");
  4918. return false;
  4919. }
  4920. //take boat cost
  4921. giveResources(playerID, -boatCost);
  4922. //create boat
  4923. NewObject no;
  4924. no.ID = Obj::BOAT;
  4925. no.subID = obj->getBoatType();
  4926. no.pos = tile + int3(1,0,0);
  4927. sendAndApply(&no);
  4928. return true;
  4929. }
  4930. void CGameHandler::engageIntoBattle(PlayerColor player)
  4931. {
  4932. //notify interfaces
  4933. PlayerBlocked pb;
  4934. pb.player = player;
  4935. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4936. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4937. sendAndApply(&pb);
  4938. }
  4939. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4940. {
  4941. for (auto playerColor : playerColors)
  4942. {
  4943. if (getPlayerState(playerColor, false))
  4944. checkVictoryLossConditionsForPlayer(playerColor);
  4945. }
  4946. }
  4947. void CGameHandler::checkVictoryLossConditionsForAll()
  4948. {
  4949. std::set<PlayerColor> playerColors;
  4950. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4951. {
  4952. playerColors.insert(PlayerColor(i));
  4953. }
  4954. checkVictoryLossConditions(playerColors);
  4955. }
  4956. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4957. {
  4958. const PlayerState * p = getPlayerState(player);
  4959. if(!p || p->status != EPlayerStatus::INGAME) return;
  4960. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4961. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4962. {
  4963. InfoWindow iw;
  4964. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4965. sendAndApply(&iw);
  4966. PlayerEndsGame peg;
  4967. peg.player = player;
  4968. peg.victoryLossCheckResult = victoryLossCheckResult;
  4969. sendAndApply(&peg);
  4970. if (victoryLossCheckResult.victory())
  4971. {
  4972. //one player won -> all enemies lost
  4973. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4974. {
  4975. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4976. {
  4977. peg.player = i->first;
  4978. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4979. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4980. InfoWindow iw;
  4981. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4982. iw.player = i->first;
  4983. sendAndApply(&iw);
  4984. sendAndApply(&peg);
  4985. }
  4986. }
  4987. if(p->human)
  4988. {
  4989. lobby->state = EServerState::GAMEPLAY_ENDED;
  4990. }
  4991. }
  4992. else
  4993. {
  4994. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4995. auto hlp = p->heroes;
  4996. for (auto h : hlp) //eliminate heroes
  4997. {
  4998. if (h.get())
  4999. removeObject(h);
  5000. }
  5001. //player lost -> all his objects become unflagged (neutral)
  5002. for (auto obj : gs->map->objects) //unflag objs
  5003. {
  5004. if (obj.get() && obj->tempOwner == player)
  5005. setOwner(obj, PlayerColor::NEUTRAL);
  5006. }
  5007. //eliminating one player may cause victory of another:
  5008. std::set<PlayerColor> playerColors;
  5009. //do not copy player state (CBonusSystemNode) by value
  5010. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5011. {
  5012. if (p.first != player)
  5013. playerColors.insert(p.first);
  5014. }
  5015. //notify all players
  5016. for (auto pc : playerColors)
  5017. {
  5018. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5019. {
  5020. InfoWindow iw;
  5021. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5022. iw.player = pc;
  5023. sendAndApply(&iw);
  5024. }
  5025. }
  5026. checkVictoryLossConditions(playerColors);
  5027. }
  5028. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5029. // If we are called before the actual game start, there might be no current player
  5030. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5031. {
  5032. // If player making turn has lost his turn must be over as well
  5033. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5034. }
  5035. }
  5036. }
  5037. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5038. {
  5039. out.player = player;
  5040. out.text.clear();
  5041. out.text << victoryLossCheckResult.messageToSelf;
  5042. // hackish, insert one player-specific string, if applicable
  5043. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5044. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5045. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5046. }
  5047. bool CGameHandler::dig(const CGHeroInstance *h)
  5048. {
  5049. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5050. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5051. //create a hole
  5052. NewObject no;
  5053. no.ID = Obj::HOLE;
  5054. no.pos = h->visitablePos();
  5055. no.subID = 0;
  5056. sendAndApply(&no);
  5057. //take MPs
  5058. SetMovePoints smp;
  5059. smp.hid = h->id;
  5060. smp.val = 0;
  5061. sendAndApply(&smp);
  5062. InfoWindow iw;
  5063. iw.type = EInfoWindowMode::AUTO;
  5064. iw.player = h->tempOwner;
  5065. if (gs->map->grailPos == h->visitablePos())
  5066. {
  5067. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5068. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5069. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5070. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5071. sendAndApply(&iw);
  5072. iw.soundID = soundBase::invalid;
  5073. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5074. iw.text.clear();
  5075. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5076. sendAndApply(&iw);
  5077. }
  5078. else
  5079. {
  5080. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5081. iw.soundID = soundBase::Dig;
  5082. sendAndApply(&iw);
  5083. }
  5084. return true;
  5085. }
  5086. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5087. {
  5088. if(attacker->hasBonusOfType(attackMode))
  5089. {
  5090. std::set<SpellID> spellsToCast;
  5091. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5092. for(const auto & sf : *spells)
  5093. {
  5094. spellsToCast.insert(SpellID(sf->subtype));
  5095. }
  5096. for(SpellID spellID : spellsToCast)
  5097. {
  5098. bool castMe = false;
  5099. if(!defender->alive())
  5100. {
  5101. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5102. return;
  5103. }
  5104. int32_t spellLevel = 0;
  5105. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5106. for(const auto & sf : *spellsByType)
  5107. {
  5108. int meleeRanged;
  5109. if(sf->additionalInfo.size() < 2)
  5110. {
  5111. // legacy format
  5112. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5113. meleeRanged = sf->additionalInfo[0] / 1000;
  5114. }
  5115. else
  5116. {
  5117. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5118. meleeRanged = sf->additionalInfo[1];
  5119. }
  5120. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5121. castMe = true;
  5122. }
  5123. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5124. vstd::amin(chance, 100);
  5125. const CSpell * spell = SpellID(spellID).toSpell();
  5126. spells::AbilityCaster caster(attacker, spellLevel);
  5127. spells::Target target;
  5128. target.emplace_back(defender);
  5129. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5130. auto m = spell->battleMechanics(&parameters);
  5131. spells::detail::ProblemImpl ignored;
  5132. if(!m->canBeCastAt(target, ignored))
  5133. continue;
  5134. //check if spell should be cast (probability handling)
  5135. if(getRandomGenerator().nextInt(99) >= chance)
  5136. continue;
  5137. //casting
  5138. if(castMe)
  5139. {
  5140. parameters.cast(spellEnv, target);
  5141. }
  5142. }
  5143. }
  5144. }
  5145. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5146. {
  5147. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5148. }
  5149. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5150. {
  5151. if(!attacker->alive() || !defender->alive()) // can be already dead
  5152. return;
  5153. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5154. if(!defender->alive())
  5155. {
  5156. //don't try death stare or acid breath on dead stack (crash!)
  5157. return;
  5158. }
  5159. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5160. {
  5161. // mechanics of Death Stare as in H3:
  5162. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5163. //original formula x = min(x, (gorgons_count + 9)/10);
  5164. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5165. vstd::amin(chanceToKill, 1); //cap at 100%
  5166. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5167. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5168. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5169. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5170. vstd::amin(staredCreatures, maxToKill);
  5171. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5172. if(staredCreatures)
  5173. {
  5174. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5175. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5176. spells::AbilityCaster caster(attacker, 0);
  5177. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5178. spells::Target target;
  5179. target.emplace_back(defender);
  5180. parameters.setEffectValue(staredCreatures);
  5181. parameters.cast(spellEnv, target);
  5182. }
  5183. }
  5184. if(!defender->alive())
  5185. return;
  5186. int64_t acidDamage = 0;
  5187. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5188. for(const auto & b : *acidBreath)
  5189. {
  5190. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5191. acidDamage += b->val;
  5192. }
  5193. if(acidDamage > 0)
  5194. {
  5195. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5196. spells::AbilityCaster caster(attacker, 0);
  5197. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5198. spells::Target target;
  5199. target.emplace_back(defender);
  5200. parameters.setEffectValue(acidDamage * attacker->getCount());
  5201. parameters.cast(spellEnv, target);
  5202. }
  5203. if(!defender->alive())
  5204. return;
  5205. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5206. {
  5207. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5208. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5209. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5210. return;
  5211. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5212. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5213. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5214. return;
  5215. battle::UnitInfo resurrectInfo;
  5216. resurrectInfo.id = gs->curB->battleNextUnitId();
  5217. resurrectInfo.summoned = false;
  5218. resurrectInfo.position = defender->getPosition();
  5219. resurrectInfo.side = defender->unitSide();
  5220. if(bonusAdditionalInfo != CAddInfo::NONE)
  5221. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5222. else
  5223. resurrectInfo.type = attacker->creatureId();
  5224. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5225. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5226. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5227. resurrectInfo.count = defender->getCount();
  5228. else
  5229. return; //wrong subtype
  5230. BattleUnitsChanged addUnits;
  5231. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5232. resurrectInfo.save(addUnits.changedStacks.back().data);
  5233. BattleUnitsChanged removeUnits;
  5234. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5235. sendAndApply(&removeUnits);
  5236. sendAndApply(&addUnits);
  5237. }
  5238. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5239. {
  5240. double chanceToTrigger = 0;
  5241. int amountToDie = 0;
  5242. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5243. {
  5244. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5245. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5246. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5247. }
  5248. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5249. {
  5250. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5251. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5252. }
  5253. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5254. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5255. return;
  5256. BattleStackAttacked bsa;
  5257. bsa.attackerID = -1;
  5258. bsa.stackAttacked = defender->ID;
  5259. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5260. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5261. bsa.spellID = SpellID::SLAYER;
  5262. defender->prepareAttacked(bsa, getRandomGenerator());
  5263. StacksInjured si;
  5264. si.stacks.push_back(bsa);
  5265. sendAndApply(&si);
  5266. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5267. }
  5268. }
  5269. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5270. {
  5271. if (!t.visitableObjects.empty())
  5272. {
  5273. //to prevent self-visiting heroes on space press
  5274. if (t.visitableObjects.back() != h)
  5275. objectVisited(t.visitableObjects.back(), h);
  5276. else if (t.visitableObjects.size() > 1)
  5277. objectVisited(*(t.visitableObjects.end()-2),h);
  5278. }
  5279. }
  5280. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5281. {
  5282. if (!hero)
  5283. COMPLAIN_RET("You need hero to sacrifice creature!");
  5284. int expSum = 0;
  5285. auto finish = [this, &hero, &expSum]()
  5286. {
  5287. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5288. };
  5289. for(int i = 0; i < slot.size(); ++i)
  5290. {
  5291. int oldCount = hero->getStackCount(slot[i]);
  5292. if(oldCount < (int)count[i])
  5293. {
  5294. finish();
  5295. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5296. }
  5297. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5298. {
  5299. finish();
  5300. COMPLAIN_RET("Cannot sacrifice last creature!");
  5301. }
  5302. int crid = hero->getStack(slot[i]).type->idNumber;
  5303. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5304. int dump, exp;
  5305. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5306. exp *= count[i];
  5307. expSum += exp;
  5308. }
  5309. finish();
  5310. return true;
  5311. }
  5312. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5313. {
  5314. if (!hero)
  5315. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5316. int expSum = 0;
  5317. auto finish = [this, &hero, &expSum]()
  5318. {
  5319. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5320. };
  5321. for(int i = 0; i < slot.size(); ++i)
  5322. {
  5323. ArtifactLocation al(hero, slot[i]);
  5324. const CArtifactInstance * a = al.getArt();
  5325. if(!a)
  5326. {
  5327. finish();
  5328. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5329. }
  5330. const CArtifactInstance * art = hero->getArt(slot[i]);
  5331. if(!art)
  5332. {
  5333. finish();
  5334. COMPLAIN_RET("No artifact at position to sacrifice!");
  5335. }
  5336. si32 typId = art->artType->getId();
  5337. int dmp, expToGive;
  5338. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5339. expSum += expToGive;
  5340. removeArtifact(al);
  5341. }
  5342. finish();
  5343. return true;
  5344. }
  5345. void CGameHandler::makeStackDoNothing(const CStack * next)
  5346. {
  5347. BattleAction doNothing;
  5348. doNothing.actionType = EActionType::NO_ACTION;
  5349. doNothing.side = next->side;
  5350. doNothing.stackNumber = next->ID;
  5351. makeAutomaticAction(next, doNothing);
  5352. }
  5353. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5354. {
  5355. if (sl.army->hasStackAtSlot(sl.slot))
  5356. COMPLAIN_RET("Slot is already taken!");
  5357. if (!sl.slot.validSlot())
  5358. COMPLAIN_RET("Cannot insert stack to that slot!");
  5359. InsertNewStack ins;
  5360. ins.army = sl.army->id;
  5361. ins.slot = sl.slot;
  5362. ins.type = c->idNumber;
  5363. ins.count = count;
  5364. sendAndApply(&ins);
  5365. return true;
  5366. }
  5367. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5368. {
  5369. if (!sl.army->hasStackAtSlot(sl.slot))
  5370. COMPLAIN_RET("Cannot find a stack to erase");
  5371. if (sl.army->stacksCount() == 1 //from the last stack
  5372. && sl.army->needsLastStack() //that must be left
  5373. && !forceRemoval) //ignore above conditions if we are forcing removal
  5374. {
  5375. COMPLAIN_RET("Cannot erase the last stack!");
  5376. }
  5377. EraseStack es;
  5378. es.army = sl.army->id;
  5379. es.slot = sl.slot;
  5380. sendAndApply(&es);
  5381. return true;
  5382. }
  5383. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5384. {
  5385. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5386. if ((absoluteValue && count < 0)
  5387. || (!absoluteValue && -count > currentCount))
  5388. {
  5389. COMPLAIN_RET("Cannot take more stacks than present!");
  5390. }
  5391. if ((currentCount == -count && !absoluteValue)
  5392. || (!count && absoluteValue))
  5393. {
  5394. eraseStack(sl);
  5395. }
  5396. else
  5397. {
  5398. ChangeStackCount csc;
  5399. csc.army = sl.army->id;
  5400. csc.slot = sl.slot;
  5401. csc.count = count;
  5402. csc.absoluteValue = absoluteValue;
  5403. sendAndApply(&csc);
  5404. }
  5405. return true;
  5406. }
  5407. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5408. {
  5409. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5410. if (!slotC) //slot is empty
  5411. insertNewStack(sl, c, count);
  5412. else if (c == slotC)
  5413. changeStackCount(sl, count);
  5414. else
  5415. {
  5416. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5417. }
  5418. return true;
  5419. }
  5420. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5421. {
  5422. if (removeObjWhenFinished)
  5423. removeAfterVisit(src);
  5424. if (!src->canBeMergedWith(*dst, allowMerging))
  5425. {
  5426. if (allowMerging) //do that, add all matching creatures.
  5427. {
  5428. bool cont = true;
  5429. while (cont)
  5430. {
  5431. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5432. {
  5433. SlotID pos = dst->getSlotFor(i->second->type);
  5434. if (pos.validSlot())
  5435. {
  5436. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5437. cont = true;
  5438. break; //or iterator crashes
  5439. }
  5440. cont = false;
  5441. }
  5442. }
  5443. }
  5444. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5445. }
  5446. else //merge
  5447. {
  5448. moveArmy(src, dst, allowMerging);
  5449. }
  5450. }
  5451. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5452. {
  5453. if (!src.army->hasStackAtSlot(src.slot))
  5454. COMPLAIN_RET("No stack to move!");
  5455. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5456. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5457. if (!dst.slot.validSlot())
  5458. COMPLAIN_RET("Cannot move stack to that slot!");
  5459. if (count == -1)
  5460. {
  5461. count = src.army->getStackCount(src.slot);
  5462. }
  5463. if (src.army != dst.army //moving away
  5464. && count == src.army->getStackCount(src.slot) //all creatures
  5465. && src.army->stacksCount() == 1 //from the last stack
  5466. && src.army->needsLastStack()) //that must be left
  5467. {
  5468. COMPLAIN_RET("Cannot move away the last creature!");
  5469. }
  5470. RebalanceStacks rs;
  5471. rs.srcArmy = src.army->id;
  5472. rs.dstArmy = dst.army->id;
  5473. rs.srcSlot = src.slot;
  5474. rs.dstSlot = dst.slot;
  5475. rs.count = count;
  5476. sendAndApply(&rs);
  5477. return true;
  5478. }
  5479. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5480. {
  5481. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5482. {
  5483. return moveStack(sl2, sl1);
  5484. }
  5485. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5486. {
  5487. return moveStack(sl1, sl2);
  5488. }
  5489. else
  5490. {
  5491. SwapStacks ss;
  5492. ss.srcArmy = sl1.army->id;
  5493. ss.dstArmy = sl2.army->id;
  5494. ss.srcSlot = sl1.slot;
  5495. ss.dstSlot = sl2.slot;
  5496. sendAndApply(&ss);
  5497. return true;
  5498. }
  5499. }
  5500. void CGameHandler::runBattle()
  5501. {
  5502. setBattle(gs->curB);
  5503. assert(gs->curB);
  5504. //TODO: pre-tactic stuff, call scripts etc.
  5505. //tactic round
  5506. {
  5507. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5508. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5509. }
  5510. //initial stacks appearance triggers, e.g. built-in bonus spells
  5511. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5512. for (CStack * stack : initialStacks)
  5513. {
  5514. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5515. {
  5516. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5517. auto accessibility = getAccesibility();
  5518. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5519. std::vector<BattleHex> targetHexes;
  5520. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5521. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5522. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5523. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5524. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5525. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5526. if (!guardianIsBig)
  5527. targetHexes = stack->getSurroundingHexes();
  5528. else
  5529. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5530. for(auto hex : targetHexes)
  5531. {
  5532. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5533. {
  5534. battle::UnitInfo info;
  5535. info.id = gs->curB->battleNextUnitId();
  5536. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5537. info.type = creatureData;
  5538. info.side = stack->side;
  5539. info.position = hex;
  5540. info.summoned = true;
  5541. BattleUnitsChanged pack;
  5542. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5543. info.save(pack.changedStacks.back().data);
  5544. sendAndApply(&pack);
  5545. }
  5546. }
  5547. }
  5548. stackEnchantedTrigger(stack);
  5549. }
  5550. //spells opening battle
  5551. for (int i = 0; i < 2; ++i)
  5552. {
  5553. auto h = gs->curB->battleGetFightingHero(i);
  5554. if (h)
  5555. {
  5556. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5557. for (auto b : *bl)
  5558. {
  5559. spells::BonusCaster caster(h, b);
  5560. const CSpell * spell = SpellID(b->subtype).toSpell();
  5561. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5562. parameters.setSpellLevel(3);
  5563. parameters.setEffectDuration(b->val);
  5564. parameters.massive = true;
  5565. parameters.castIfPossible(spellEnv, spells::Target());
  5566. }
  5567. }
  5568. }
  5569. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5570. checkBattleStateChanges();
  5571. bool firstRound = true;//FIXME: why first round is -1?
  5572. //main loop
  5573. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5574. {
  5575. BattleNextRound bnr;
  5576. bnr.round = gs->curB->round + 1;
  5577. logGlobal->debug("Round %d", bnr.round);
  5578. sendAndApply(&bnr);
  5579. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5580. for (auto &obstPtr : obstacles)
  5581. {
  5582. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5583. if (sco->turnsRemaining == 0)
  5584. removeObstacle(*obstPtr);
  5585. }
  5586. const BattleInfo & curB = *gs->curB;
  5587. for(auto stack : curB.stacks)
  5588. {
  5589. if(stack->alive() && !firstRound)
  5590. stackEnchantedTrigger(stack);
  5591. }
  5592. //stack loop
  5593. auto getNextStack = [this]() -> const CStack *
  5594. {
  5595. if(battleResult.get())
  5596. return nullptr;
  5597. std::vector<battle::Units> q;
  5598. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5599. if(!q.empty())
  5600. {
  5601. if(!q.front().empty())
  5602. {
  5603. auto next = q.front().front();
  5604. const auto stack = dynamic_cast<const CStack *>(next);
  5605. // regeneration takes place before everything else but only during first turn attempt in each round
  5606. // also works under blind and similar effects
  5607. if(stack && stack->alive() && !stack->waiting)
  5608. {
  5609. BattleTriggerEffect bte;
  5610. bte.stackID = stack->ID;
  5611. bte.effect = Bonus::HP_REGENERATION;
  5612. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5613. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5614. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5615. if(bte.val) // anything to heal
  5616. sendAndApply(&bte);
  5617. }
  5618. if(next->willMove())
  5619. return stack;
  5620. }
  5621. }
  5622. return nullptr;
  5623. };
  5624. const CStack * next = nullptr;
  5625. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5626. {
  5627. BattleUnitsChanged removeGhosts;
  5628. for(auto stack : curB.stacks)
  5629. {
  5630. if(stack->ghostPending)
  5631. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5632. }
  5633. if(!removeGhosts.changedStacks.empty())
  5634. sendAndApply(&removeGhosts);
  5635. //check for bad morale => freeze
  5636. int nextStackMorale = next->MoraleVal();
  5637. if (nextStackMorale < 0)
  5638. {
  5639. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5640. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5641. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5642. {
  5643. //unit loses its turn - empty freeze action
  5644. BattleAction ba;
  5645. ba.actionType = EActionType::BAD_MORALE;
  5646. ba.side = next->side;
  5647. ba.stackNumber = next->ID;
  5648. makeAutomaticAction(next, ba);
  5649. continue;
  5650. }
  5651. }
  5652. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5653. {
  5654. logGlobal->trace("Handle Berserk effect");
  5655. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5656. if (attackInfo.first != nullptr)
  5657. {
  5658. BattleAction attack;
  5659. attack.actionType = EActionType::WALK_AND_ATTACK;
  5660. attack.side = next->side;
  5661. attack.stackNumber = next->ID;
  5662. attack.aimToHex(attackInfo.second);
  5663. attack.aimToUnit(attackInfo.first);
  5664. makeAutomaticAction(next, attack);
  5665. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5666. }
  5667. else
  5668. {
  5669. makeStackDoNothing(next);
  5670. logGlobal->trace("No target found");
  5671. }
  5672. continue;
  5673. }
  5674. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5675. const int stackCreatureId = next->getCreature()->idNumber;
  5676. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5677. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5678. {
  5679. BattleAction attack;
  5680. attack.actionType = EActionType::SHOOT;
  5681. attack.side = next->side;
  5682. attack.stackNumber = next->ID;
  5683. //TODO: select target by priority
  5684. const battle::Unit * target = nullptr;
  5685. for(auto & elem : gs->curB->stacks)
  5686. {
  5687. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5688. && elem->owner != next->owner
  5689. && elem->isValidTarget()
  5690. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5691. {
  5692. target = elem;
  5693. break;
  5694. }
  5695. }
  5696. if(target == nullptr)
  5697. {
  5698. makeStackDoNothing(next);
  5699. }
  5700. else
  5701. {
  5702. attack.aimToUnit(target);
  5703. makeAutomaticAction(next, attack);
  5704. }
  5705. continue;
  5706. }
  5707. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5708. {
  5709. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5710. if (attackableBattleHexes.empty())
  5711. {
  5712. makeStackDoNothing(next);
  5713. continue;
  5714. }
  5715. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5716. {
  5717. BattleAction attack;
  5718. attack.actionType = EActionType::CATAPULT;
  5719. attack.side = next->side;
  5720. attack.stackNumber = next->ID;
  5721. makeAutomaticAction(next, attack);
  5722. continue;
  5723. }
  5724. }
  5725. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5726. {
  5727. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5728. {
  5729. return s->owner == next->owner && s->canBeHealed();
  5730. });
  5731. if (!possibleStacks.size())
  5732. {
  5733. makeStackDoNothing(next);
  5734. continue;
  5735. }
  5736. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5737. {
  5738. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5739. const CStack * toBeHealed = possibleStacks.front();
  5740. BattleAction heal;
  5741. heal.actionType = EActionType::STACK_HEAL;
  5742. heal.aimToUnit(toBeHealed);
  5743. heal.side = next->side;
  5744. heal.stackNumber = next->ID;
  5745. makeAutomaticAction(next, heal);
  5746. continue;
  5747. }
  5748. }
  5749. int numberOfAsks = 1;
  5750. bool breakOuter = false;
  5751. do
  5752. {//ask interface and wait for answer
  5753. if (!battleResult.get())
  5754. {
  5755. stackTurnTrigger(next); //various effects
  5756. if(next->fear)
  5757. {
  5758. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5759. }
  5760. else
  5761. {
  5762. logGlobal->trace("Activating %s", next->nodeName());
  5763. auto nextId = next->ID;
  5764. BattleSetActiveStack sas;
  5765. sas.stack = nextId;
  5766. sendAndApply(&sas);
  5767. auto actionWasMade = [&]() -> bool
  5768. {
  5769. if (battleMadeAction.data)//active stack has made its action
  5770. return true;
  5771. if (battleResult.get())// battle is finished
  5772. return true;
  5773. if (next == nullptr)//active stack was been removed
  5774. return true;
  5775. return !next->alive();//active stack is dead
  5776. };
  5777. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5778. battleMadeAction.data = false;
  5779. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5780. {
  5781. battleMadeAction.cond.wait(lock);
  5782. if (battleGetStackByID(nextId, false) != next)
  5783. next = nullptr; //it may be removed, while we wait
  5784. }
  5785. }
  5786. }
  5787. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5788. {
  5789. breakOuter = true;
  5790. break;
  5791. }
  5792. //we're after action, all results applied
  5793. checkBattleStateChanges(); //check if this action ended the battle
  5794. if(next != nullptr)
  5795. {
  5796. //check for good morale
  5797. nextStackMorale = next->MoraleVal();
  5798. if(!next->hadMorale //only one extra move per turn possible
  5799. && !next->defending
  5800. && !next->waited()
  5801. && !next->fear
  5802. && next->alive()
  5803. && nextStackMorale > 0)
  5804. {
  5805. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5806. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5807. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5808. {
  5809. BattleTriggerEffect bte;
  5810. bte.stackID = next->ID;
  5811. bte.effect = Bonus::MORALE;
  5812. bte.val = 1;
  5813. bte.additionalInfo = 0;
  5814. sendAndApply(&bte); //play animation
  5815. ++numberOfAsks; //move this stack once more
  5816. }
  5817. }
  5818. }
  5819. --numberOfAsks;
  5820. } while (numberOfAsks > 0);
  5821. if (breakOuter)
  5822. {
  5823. break;
  5824. }
  5825. }
  5826. firstRound = false;
  5827. }
  5828. if (lobby->state != EServerState::SHUTDOWN)
  5829. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5830. }
  5831. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5832. {
  5833. BattleSetActiveStack bsa;
  5834. bsa.stack = stack->ID;
  5835. bsa.askPlayerInterface = false;
  5836. sendAndApply(&bsa);
  5837. bool ret = makeBattleAction(ba);
  5838. checkBattleStateChanges();
  5839. return ret;
  5840. }
  5841. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5842. {
  5843. assert(a->artType);
  5844. ArtifactLocation al;
  5845. al.artHolder = const_cast<CGHeroInstance*>(h);
  5846. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5847. if (pos < 0)
  5848. {
  5849. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5850. slot = a->firstAvailableSlot(h);
  5851. else
  5852. slot = a->firstBackpackSlot(h);
  5853. }
  5854. else
  5855. {
  5856. slot = pos;
  5857. }
  5858. al.slot = slot;
  5859. if (slot < 0 || !a->canBePutAt(al))
  5860. {
  5861. complain("Cannot put artifact in that slot!");
  5862. return;
  5863. }
  5864. putArtifact(al, a);
  5865. }
  5866. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5867. {
  5868. PutArtifact pa;
  5869. pa.art = a;
  5870. pa.al = al;
  5871. sendAndApply(&pa);
  5872. }
  5873. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5874. {
  5875. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5876. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5877. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5878. giveHeroNewArtifact(h, art, slot);
  5879. return true;
  5880. }
  5881. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5882. {
  5883. CArtifactInstance *a = nullptr;
  5884. if (!artType->constituents)
  5885. {
  5886. a = new CArtifactInstance();
  5887. }
  5888. else
  5889. {
  5890. a = new CCombinedArtifactInstance();
  5891. }
  5892. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5893. NewArtifact na;
  5894. na.art = a;
  5895. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5896. giveHeroArtifact(h, a, pos);
  5897. }
  5898. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5899. {
  5900. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5901. if (battleResult.data)
  5902. {
  5903. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5904. % battleResult.data->result % resultType).str());
  5905. return;
  5906. }
  5907. auto br = new BattleResult();
  5908. br->result = resultType;
  5909. br->winner = victoriusSide; //surrendering side loses
  5910. gs->curB->calculateCasualties(br->casualties);
  5911. battleResult.data = br;
  5912. }
  5913. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5914. {
  5915. std::vector<int3>::iterator tile;
  5916. std::vector<int3> tiles;
  5917. getFreeTiles(tiles);
  5918. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5919. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5920. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5921. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5922. for (int i = 0; i < (int)amount; ++i)
  5923. {
  5924. tile = tiles.begin();
  5925. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5926. {
  5927. auto count = cre->getRandomAmount(std::rand);
  5928. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5929. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5930. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5931. }
  5932. tiles.erase(tile); //not use it again
  5933. }
  5934. }
  5935. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5936. {
  5937. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5938. {
  5939. cheated = true;
  5940. if (!hero) return;
  5941. ///Give hero spellbook
  5942. if (!hero->hasSpellbook())
  5943. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5944. ///Give all spells with bonus (to allow banned spells)
  5945. GiveBonus giveBonus(GiveBonus::HERO);
  5946. giveBonus.id = hero->id.getNum();
  5947. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5948. //start with level 0 to skip abilities
  5949. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5950. {
  5951. giveBonus.bonus.subtype = level;
  5952. sendAndApply(&giveBonus);
  5953. }
  5954. ///Give mana
  5955. SetMana sm;
  5956. sm.hid = hero->id;
  5957. sm.val = 999;
  5958. sm.absolute = true;
  5959. sendAndApply(&sm);
  5960. }
  5961. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5962. {
  5963. cheated = true;
  5964. if (!town) return;
  5965. ///Build all buildings in selected town
  5966. for (auto & build : town->town->buildings)
  5967. {
  5968. if (!town->hasBuilt(build.first)
  5969. && !build.second->getNameTranslated().empty()
  5970. && build.first != BuildingID::SHIP)
  5971. {
  5972. buildStructure(town->id, build.first, true);
  5973. }
  5974. }
  5975. }
  5976. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5977. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5978. {
  5979. cheated = true;
  5980. if (!hero) return;
  5981. ///Gives N creatures into each slot
  5982. std::map<std::string, std::pair<std::string, int>> creatures;
  5983. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5984. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5985. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5986. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5987. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5988. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5989. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5990. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5991. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5992. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5993. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5994. if (!hero->hasStackAtSlot(SlotID(i)))
  5995. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5996. }
  5997. else if (boost::starts_with(cheat, "vcmiarmy"))
  5998. {
  5999. cheated = true;
  6000. if (!hero) return;
  6001. std::vector<std::string> words;
  6002. boost::split(words, cheat, boost::is_any_of(" "));
  6003. if(words.size() < 2)
  6004. return;
  6005. std::string creatureIdentifier = words[1];
  6006. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  6007. if(creatureId.is_initialized())
  6008. {
  6009. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  6010. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6011. if (!hero->hasStackAtSlot(SlotID(i)))
  6012. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6013. }
  6014. }
  6015. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6016. {
  6017. cheated = true;
  6018. if (!hero) return;
  6019. ///Give all war machines to hero
  6020. if (!hero->getArt(ArtifactPosition::MACH1))
  6021. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6022. if (!hero->getArt(ArtifactPosition::MACH2))
  6023. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6024. if (!hero->getArt(ArtifactPosition::MACH3))
  6025. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6026. }
  6027. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6028. {
  6029. cheated = true;
  6030. if (!hero) return;
  6031. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6032. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6033. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6034. }
  6035. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6036. {
  6037. cheated = true;
  6038. if (!hero) return;
  6039. ///selected hero gains a new level
  6040. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6041. }
  6042. else if (boost::starts_with(cheat, "vcmiexp"))
  6043. {
  6044. cheated = true;
  6045. if (!hero) return;
  6046. std::vector<std::string> words;
  6047. boost::split(words, cheat, boost::is_any_of(" "));
  6048. if(words.size() < 2)
  6049. return;
  6050. std::string expAmount = words[1];
  6051. long expAmountProcessed = 0;
  6052. try
  6053. {
  6054. expAmountProcessed = std::stol(expAmount);
  6055. }
  6056. catch(std::exception&)
  6057. {
  6058. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6059. }
  6060. if(expAmountProcessed > 1)
  6061. {
  6062. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6063. }
  6064. }
  6065. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6066. {
  6067. cheated = true;
  6068. if (!hero) return;
  6069. ///Give 1000000 movement points to hero
  6070. SetMovePoints smp;
  6071. smp.hid = hero->id;
  6072. smp.val = 1000000;
  6073. sendAndApply(&smp);
  6074. GiveBonus gb(GiveBonus::HERO);
  6075. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6076. gb.bonus.duration = Bonus::ONE_DAY;
  6077. gb.bonus.source = Bonus::OTHER;
  6078. gb.id = hero->id.getNum();
  6079. giveHeroBonus(&gb);
  6080. }
  6081. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6082. {
  6083. cheated = true;
  6084. ///Give resources to player
  6085. TResources resources;
  6086. resources[Res::GOLD] = 100000;
  6087. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6088. resources[i] = 100;
  6089. giveResources(player, resources);
  6090. }
  6091. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6092. {
  6093. cheated = true;
  6094. ///Player wins
  6095. PlayerCheated pc;
  6096. pc.player = player;
  6097. pc.winningCheatCode = true;
  6098. sendAndApply(&pc);
  6099. }
  6100. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6101. {
  6102. cheated = true;
  6103. ///Player looses
  6104. PlayerCheated pc;
  6105. pc.player = player;
  6106. pc.losingCheatCode = true;
  6107. sendAndApply(&pc);
  6108. }
  6109. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6110. {
  6111. cheated = true;
  6112. ///Reveal or conceal FoW
  6113. FoWChange fc;
  6114. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6115. fc.player = player;
  6116. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6117. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6118. int lastUnc = 0;
  6119. for(int z = 0; z < gs->map->levels(); z++)
  6120. for(int x = 0; x < gs->map->width; x++)
  6121. for(int y = 0; y < gs->map->height; y++)
  6122. if(!(*fowMap)[z][x][y] || !fc.mode)
  6123. hlp_tab[lastUnc++] = int3(x, y, z);
  6124. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6125. delete [] hlp_tab;
  6126. sendAndApply(&fc);
  6127. }
  6128. }
  6129. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6130. {
  6131. BattleObstaclesChanged obsRem;
  6132. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6133. sendAndApply(&obsRem);
  6134. }
  6135. void CGameHandler::synchronizeArtifactHandlerLists()
  6136. {
  6137. UpdateArtHandlerLists uahl;
  6138. uahl.treasures = VLC->arth->treasures;
  6139. uahl.minors = VLC->arth->minors;
  6140. uahl.majors = VLC->arth->majors;
  6141. uahl.relics = VLC->arth->relics;
  6142. sendAndApply(&uahl);
  6143. }
  6144. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6145. {
  6146. return vstd::contains(gs->map->objects, obj);
  6147. }
  6148. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6149. {
  6150. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6151. return false;
  6152. auto query = queries.topQuery(player);
  6153. if (query && query->blocksPack(pack))
  6154. {
  6155. complain(boost::str(boost::format(
  6156. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6157. % boost::to_upper_copy<std::string>(player.getStr())
  6158. % query->toString()
  6159. ));
  6160. return true;
  6161. }
  6162. return false;
  6163. }
  6164. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6165. {
  6166. //If the object is being visited, there must be a matching query
  6167. for (const auto &query : queries.allQueries())
  6168. {
  6169. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6170. {
  6171. if (someVistQuery->visitedObject == object)
  6172. {
  6173. someVistQuery->removeObjectAfterVisit = true;
  6174. return;
  6175. }
  6176. }
  6177. }
  6178. //If we haven't returned so far, there is no query and no visit, call was wrong
  6179. assert("This function needs to be called during the object visit!");
  6180. }
  6181. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6182. {
  6183. std::unordered_set<int3, ShashInt3> tiles;
  6184. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6185. if (hide)
  6186. {
  6187. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6188. auto p = getPlayerState(player);
  6189. for (auto h : p->heroes)
  6190. {
  6191. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6192. }
  6193. for (auto t : p->towns)
  6194. {
  6195. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6196. }
  6197. for (auto tile : observedTiles)
  6198. vstd::erase_if_present (tiles, tile);
  6199. }
  6200. changeFogOfWar(tiles, player, hide);
  6201. }
  6202. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6203. {
  6204. FoWChange fow;
  6205. fow.tiles = tiles;
  6206. fow.player = player;
  6207. fow.mode = hide? 0 : 1;
  6208. sendAndApply(&fow);
  6209. }
  6210. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6211. {
  6212. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6213. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6214. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6215. return true;
  6216. }
  6217. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6218. {
  6219. SetObjectProperty sob;
  6220. sob.id = objid;
  6221. sob.what = prop;
  6222. sob.val = static_cast<ui32>(val);
  6223. sendAndApply(&sob);
  6224. }
  6225. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6226. {
  6227. sendAndApply(iw);
  6228. }
  6229. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6230. {
  6231. InfoWindow iw;
  6232. iw.player = player;
  6233. iw.text << msg;
  6234. showInfoDialog(&iw);
  6235. }
  6236. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6237. army(_army)
  6238. {
  6239. heroWithDeadCommander = ObjectInstanceID();
  6240. PlayerColor color = army->tempOwner;
  6241. if(color == PlayerColor::UNFLAGGABLE)
  6242. color = PlayerColor::NEUTRAL;
  6243. for(CStack * st : bat->stacks)
  6244. {
  6245. if(st->summoned) //don't take into account temporary summoned stacks
  6246. continue;
  6247. if(st->owner != color) //remove only our stacks
  6248. continue;
  6249. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6250. st->health.takeResurrected();
  6251. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6252. {
  6253. logGlobal->debug("Ignored arrow towers stack.");
  6254. }
  6255. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6256. {
  6257. auto warMachine = st->type->warMachine;
  6258. if(warMachine == ArtifactID::NONE)
  6259. {
  6260. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6261. }
  6262. //catapult artifact remain even if "creature" killed in siege
  6263. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6264. {
  6265. logGlobal->debug("War machine has been destroyed");
  6266. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6267. if (hero)
  6268. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6269. else
  6270. logGlobal->error("War machine in army without hero");
  6271. }
  6272. }
  6273. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6274. {
  6275. if(st->alive() && st->getCount() > 0)
  6276. {
  6277. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6278. const CreatureID summonedType = st->type->idNumber;
  6279. summoned[summonedType] += st->getCount();
  6280. }
  6281. }
  6282. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6283. {
  6284. if (nullptr == st->base)
  6285. {
  6286. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6287. }
  6288. else
  6289. {
  6290. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6291. if(c)
  6292. {
  6293. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6294. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6295. {
  6296. logGlobal->debug("Commander is dead.");
  6297. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6298. }
  6299. }
  6300. else
  6301. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6302. }
  6303. }
  6304. else if(st->base && !army->slotEmpty(st->slot))
  6305. {
  6306. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6307. if(st->getCount() == 0 || !st->alive())
  6308. {
  6309. logGlobal->debug("Stack has been destroyed.");
  6310. StackLocation sl(army, st->slot);
  6311. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6312. }
  6313. else if(st->getCount() < army->getStackCount(st->slot))
  6314. {
  6315. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6316. StackLocation sl(army, st->slot);
  6317. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6318. }
  6319. else if(st->getCount() > army->getStackCount(st->slot))
  6320. {
  6321. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6322. StackLocation sl(army, st->slot);
  6323. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6324. }
  6325. }
  6326. else
  6327. {
  6328. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6329. }
  6330. }
  6331. }
  6332. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6333. {
  6334. for (TStackAndItsNewCount &ncount : newStackCounts)
  6335. {
  6336. if (ncount.second > 0)
  6337. gh->changeStackCount(ncount.first, ncount.second, true);
  6338. else
  6339. gh->eraseStack(ncount.first, true);
  6340. }
  6341. for (auto summoned_iter : summoned)
  6342. {
  6343. SlotID slot = army->getSlotFor(summoned_iter.first);
  6344. if (slot.validSlot())
  6345. {
  6346. StackLocation location(army, slot);
  6347. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6348. }
  6349. else
  6350. {
  6351. //even if it will be possible to summon anything permanently it should be checked for free slot
  6352. //necromancy is handled separately
  6353. gh->complain("No free slot to put summoned creature");
  6354. }
  6355. }
  6356. for (auto al : removedWarMachines)
  6357. {
  6358. gh->removeArtifact(al);
  6359. }
  6360. if (heroWithDeadCommander != ObjectInstanceID())
  6361. {
  6362. SetCommanderProperty scp;
  6363. scp.heroid = heroWithDeadCommander;
  6364. scp.which = SetCommanderProperty::ALIVE;
  6365. scp.amount = 0;
  6366. gh->sendAndApply(&scp);
  6367. }
  6368. }
  6369. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6370. {
  6371. assert(Query->result);
  6372. assert(Query->bi);
  6373. auto &result = *Query->result;
  6374. auto &info = *Query->bi;
  6375. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6376. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6377. victor = info.sides[result.winner].color;
  6378. loser = info.sides[!result.winner].color;
  6379. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6380. }
  6381. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6382. {
  6383. winnerHero = loserHero = nullptr;
  6384. remainingBattleQueriesCount = 0;
  6385. }
  6386. CRandomGenerator & CGameHandler::getRandomGenerator()
  6387. {
  6388. return CRandomGenerator::getDefault();
  6389. }
  6390. #if SCRIPTING_ENABLED
  6391. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6392. {
  6393. return serverScripts.get();
  6394. }
  6395. scripting::Pool * CGameHandler::getContextPool() const
  6396. {
  6397. return serverScripts.get();
  6398. }
  6399. #endif
  6400. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6401. {
  6402. NewObject no;
  6403. no.ID = ID; //creature
  6404. no.subID= subID;
  6405. no.pos = pos;
  6406. sendAndApply(&no);
  6407. return no.id; //id field will be filled during applying on gs
  6408. }
  6409. ///ServerSpellCastEnvironment
  6410. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6411. : gh(gh)
  6412. {
  6413. }
  6414. bool ServerSpellCastEnvironment::describeChanges() const
  6415. {
  6416. return true;
  6417. }
  6418. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6419. {
  6420. gh->complain(problem);
  6421. }
  6422. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6423. {
  6424. return &gh->getRandomGenerator();
  6425. }
  6426. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6427. {
  6428. gh->sendAndApply(pack);
  6429. }
  6430. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6431. {
  6432. gh->sendAndApply(pack);
  6433. }
  6434. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6435. {
  6436. gh->sendAndApply(pack);
  6437. }
  6438. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6439. {
  6440. gh->sendAndApply(pack);
  6441. }
  6442. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6443. {
  6444. gh->sendAndApply(pack);
  6445. }
  6446. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6447. {
  6448. gh->sendAndApply(pack);
  6449. }
  6450. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6451. {
  6452. gh->sendAndApply(pack);
  6453. }
  6454. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6455. {
  6456. gh->sendAndApply(pack);
  6457. }
  6458. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6459. {
  6460. return gh;
  6461. }
  6462. const CMap * ServerSpellCastEnvironment::getMap() const
  6463. {
  6464. return gh->gameState()->map;
  6465. }
  6466. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6467. {
  6468. return gh->moveHero(hid, dst, teleporting, false);
  6469. }
  6470. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6471. {
  6472. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6473. request->queryID = query->queryID;
  6474. gh->queries.addQuery(query);
  6475. gh->sendAndApply(request);
  6476. }