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 <vcmi/events/EventBus.h>
  54. #include <vcmi/events/GenericEvents.h>
  55. #include <vcmi/events/AdventureEvents.h>
  56. #ifndef _MSC_VER
  57. #include <boost/thread/xtime.hpp>
  58. #endif
  59. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  60. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  61. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  62. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  63. class ServerSpellCastEnvironment : public SpellCastEnvironment
  64. {
  65. public:
  66. ServerSpellCastEnvironment(CGameHandler * gh);
  67. ~ServerSpellCastEnvironment() = default;
  68. void complain(const std::string & problem) override;
  69. bool describeChanges() const override;
  70. vstd::RNG * getRNG() override;
  71. void apply(CPackForClient * pack) override;
  72. void apply(BattleLogMessage * pack) override;
  73. void apply(BattleStackMoved * pack) override;
  74. void apply(BattleUnitsChanged * pack) override;
  75. void apply(SetStackEffect * pack) override;
  76. void apply(StacksInjured * pack) override;
  77. void apply(BattleObstaclesChanged * pack) override;
  78. void apply(CatapultAttack * pack) override;
  79. const CMap * getMap() const override;
  80. const CGameInfoCallback * getCb() const override;
  81. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  82. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  83. private:
  84. CGameHandler * gh;
  85. };
  86. VCMI_LIB_NAMESPACE_BEGIN
  87. namespace spells
  88. {
  89. class ObstacleCasterProxy : public Caster
  90. {
  91. public:
  92. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  93. : owner(owner_),
  94. hero(hero_),
  95. obs(obs_)
  96. {
  97. };
  98. ~ObstacleCasterProxy() = default;
  99. int32_t getCasterUnitId() const override
  100. {
  101. if(hero)
  102. return hero->getCasterUnitId();
  103. else
  104. return -1;
  105. }
  106. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  107. {
  108. return obs->spellLevel;
  109. }
  110. int32_t getEffectLevel(const Spell * spell) const override
  111. {
  112. return obs->spellLevel;
  113. }
  114. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  115. {
  116. if(hero)
  117. return hero->getSpellBonus(spell, base, affectedStack);
  118. else
  119. return base;
  120. }
  121. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  122. {
  123. if(hero)
  124. return hero->getSpecificSpellBonus(spell, base);
  125. else
  126. return base;
  127. }
  128. int32_t getEffectPower(const Spell * spell) const override
  129. {
  130. return obs->casterSpellPower;
  131. }
  132. int32_t getEnchantPower(const Spell * spell) const override
  133. {
  134. return obs->casterSpellPower;
  135. }
  136. int64_t getEffectValue(const Spell * spell) const override
  137. {
  138. if(hero)
  139. return hero->getEffectValue(spell);
  140. else
  141. return 0;
  142. }
  143. PlayerColor getCasterOwner() const override
  144. {
  145. return owner;
  146. }
  147. void getCasterName(MetaString & text) const override
  148. {
  149. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  150. }
  151. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  152. {
  153. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  154. }
  155. void spendMana(ServerCallback * server, const int spellCost) const override
  156. {
  157. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  158. }
  159. private:
  160. const CGHeroInstance * hero;
  161. const PlayerColor owner;
  162. const SpellCreatedObstacle * obs;
  163. };
  164. }//
  165. VCMI_LIB_NAMESPACE_END
  166. CondSh<bool> battleMadeAction(false);
  167. CondSh<BattleResult *> battleResult(nullptr);
  168. template <typename T> class CApplyOnGH;
  169. class CBaseForGHApply
  170. {
  171. public:
  172. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  173. virtual ~CBaseForGHApply(){}
  174. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  175. {
  176. return new CApplyOnGH<U>();
  177. }
  178. };
  179. template <typename T> class CApplyOnGH : public CBaseForGHApply
  180. {
  181. public:
  182. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  183. {
  184. T *ptr = static_cast<T*>(pack);
  185. try
  186. {
  187. ApplyGhNetPackVisitor applier(*gh, *gs);
  188. ptr->visit(applier);
  189. return applier.getResult();
  190. }
  191. catch(ExceptionNotAllowedAction & e)
  192. {
  193. (void)e;
  194. return false;
  195. }
  196. catch(...)
  197. {
  198. throw;
  199. }
  200. }
  201. };
  202. template <>
  203. class CApplyOnGH<CPack> : public CBaseForGHApply
  204. {
  205. public:
  206. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  207. {
  208. logGlobal->error("Cannot apply on GH plain CPack!");
  209. assert(0);
  210. return false;
  211. }
  212. };
  213. static inline double distance(int3 a, int3 b)
  214. {
  215. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  216. }
  217. static void giveExp(BattleResult &r)
  218. {
  219. if (r.winner > 1)
  220. {
  221. // draw
  222. return;
  223. }
  224. r.exp[0] = 0;
  225. r.exp[1] = 0;
  226. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  227. {
  228. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  229. }
  230. }
  231. 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
  232. {
  233. int x = targetPosition.getX();
  234. int y = targetPosition.getY();
  235. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  236. 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...
  237. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  238. else
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  240. //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
  241. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  242. {
  243. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  244. {
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  246. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  247. }
  248. else
  249. { //add back-side guardians for two-hex target, side guardians for one-hex
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  251. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  252. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  254. else if (targetIsTwoHex)//front-side guardians for two-hex target
  255. {
  256. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  257. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  258. if (x > 3) //back guard for two-hex
  259. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  260. }
  261. }
  262. }
  263. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  264. {
  265. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  266. {
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  269. }
  270. else
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  274. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  276. else if (targetIsTwoHex)
  277. {
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  279. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  280. if (x < GameConstants::BFIELD_WIDTH - 4)
  281. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  282. }
  283. }
  284. }
  285. else if (!targetIsAttacker && y % 2 == 0)
  286. {
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  288. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  289. }
  290. else if (targetIsAttacker && y % 2 == 1)
  291. {
  292. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  293. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  294. }
  295. }
  296. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  297. {
  298. boost::unique_lock<boost::mutex> l(mx);
  299. if (players.find(player) != players.end())
  300. {
  301. return players.at(player);
  302. }
  303. else
  304. {
  305. throw std::runtime_error("No such player!");
  306. }
  307. }
  308. void PlayerStatuses::addPlayer(PlayerColor player)
  309. {
  310. boost::unique_lock<boost::mutex> l(mx);
  311. players[player];
  312. }
  313. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  314. {
  315. boost::unique_lock<boost::mutex> l(mx);
  316. if (players.find(player) != players.end())
  317. {
  318. return players[player].*flag;
  319. }
  320. else
  321. {
  322. throw std::runtime_error("No such player!");
  323. }
  324. }
  325. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  326. {
  327. boost::unique_lock<boost::mutex> l(mx);
  328. if (players.find(player) != players.end())
  329. {
  330. players[player].*flag = val;
  331. }
  332. else
  333. {
  334. throw std::runtime_error("No such player!");
  335. }
  336. cv.notify_all();
  337. }
  338. template <typename T>
  339. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  340. {
  341. fun(args[which]);
  342. }
  343. const Services * CGameHandler::services() const
  344. {
  345. return VLC;
  346. }
  347. const CGameHandler::BattleCb * CGameHandler::battle() const
  348. {
  349. return this;
  350. }
  351. const CGameHandler::GameCb * CGameHandler::game() const
  352. {
  353. return this;
  354. }
  355. vstd::CLoggerBase * CGameHandler::logger() const
  356. {
  357. return logGlobal;
  358. }
  359. events::EventBus * CGameHandler::eventBus() const
  360. {
  361. return serverEventBus.get();
  362. }
  363. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  364. {
  365. changeSecSkill(hero, skill, 1, 0);
  366. expGiven(hero);
  367. }
  368. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  369. {
  370. // required exp for at least 1 lvl-up hasn't been reached
  371. if (!hero->gainsLevel())
  372. {
  373. return;
  374. }
  375. // give primary skill
  376. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  377. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  378. SetPrimSkill sps;
  379. sps.id = hero->id;
  380. sps.which = primarySkill;
  381. sps.abs = false;
  382. sps.val = 1;
  383. sendAndApply(&sps);
  384. PrepareHeroLevelUp pre;
  385. pre.heroId = hero->id;
  386. sendAndApply(&pre);
  387. HeroLevelUp hlu;
  388. hlu.player = hero->tempOwner;
  389. hlu.heroId = hero->id;
  390. hlu.primskill = primarySkill;
  391. hlu.skills = pre.skills;
  392. if (hlu.skills.size() == 0)
  393. {
  394. sendAndApply(&hlu);
  395. levelUpHero(hero);
  396. }
  397. else if (hlu.skills.size() == 1)
  398. {
  399. sendAndApply(&hlu);
  400. levelUpHero(hero, pre.skills.front());
  401. }
  402. else if (hlu.skills.size() > 1)
  403. {
  404. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  405. hlu.queryID = levelUpQuery->queryID;
  406. queries.addQuery(levelUpQuery);
  407. sendAndApply(&hlu);
  408. //level up will be called on query reply
  409. }
  410. }
  411. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  412. {
  413. SetCommanderProperty scp;
  414. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  415. if (hero)
  416. scp.heroid = hero->id;
  417. else
  418. {
  419. complain ("Commander is not led by hero!");
  420. return;
  421. }
  422. scp.accumulatedBonus.subtype = 0;
  423. scp.accumulatedBonus.additionalInfo = 0;
  424. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  425. scp.accumulatedBonus.turnsRemain = 0;
  426. scp.accumulatedBonus.source = Bonus::COMMANDER;
  427. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  428. if (skill <= ECommander::SPELL_POWER)
  429. {
  430. scp.which = SetCommanderProperty::BONUS;
  431. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  432. {
  433. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  434. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  435. };
  436. switch (skill)
  437. {
  438. case ECommander::ATTACK:
  439. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  440. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  441. break;
  442. case ECommander::DEFENSE:
  443. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  444. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  445. break;
  446. case ECommander::HEALTH:
  447. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  448. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  449. break;
  450. case ECommander::DAMAGE:
  451. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  452. scp.accumulatedBonus.subtype = 0;
  453. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  454. break;
  455. case ECommander::SPEED:
  456. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  457. break;
  458. case ECommander::SPELL_POWER:
  459. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  460. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  461. sendAndApply (&scp); //additional pack
  462. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  463. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  464. sendAndApply (&scp); //additional pack
  465. scp.accumulatedBonus.type = Bonus::CASTS;
  466. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  467. sendAndApply (&scp); //additional pack
  468. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  469. break;
  470. }
  471. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  472. sendAndApply (&scp);
  473. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  474. scp.additionalInfo = skill;
  475. scp.amount = c->secondarySkills.at(skill) + 1;
  476. sendAndApply (&scp);
  477. }
  478. else if (skill >= 100)
  479. {
  480. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  481. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  482. scp.additionalInfo = skill; //unnormalized
  483. sendAndApply (&scp);
  484. }
  485. expGiven(hero);
  486. }
  487. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  488. {
  489. if (!c->gainsLevel())
  490. {
  491. return;
  492. }
  493. CommanderLevelUp clu;
  494. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  495. if(hero)
  496. {
  497. clu.heroId = hero->id;
  498. clu.player = hero->tempOwner;
  499. }
  500. else
  501. {
  502. complain ("Commander is not led by hero!");
  503. return;
  504. }
  505. //picking sec. skills for choice
  506. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  507. {
  508. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  509. clu.skills.push_back(i);
  510. }
  511. int i = 100;
  512. for (auto specialSkill : VLC->creh->skillRequirements)
  513. {
  514. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  515. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  516. && !vstd::contains (c->specialSKills, i))
  517. clu.skills.push_back (i);
  518. ++i;
  519. }
  520. int skillAmount = static_cast<int>(clu.skills.size());
  521. if (!skillAmount)
  522. {
  523. sendAndApply(&clu);
  524. levelUpCommander(c);
  525. }
  526. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  527. {
  528. sendAndApply(&clu);
  529. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  530. }
  531. else if (skillAmount > 1) //apply and ask for secondary skill
  532. {
  533. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  534. clu.queryID = commanderLevelUp->queryID;
  535. queries.addQuery(commanderLevelUp);
  536. sendAndApply(&clu);
  537. }
  538. }
  539. void CGameHandler::expGiven(const CGHeroInstance *hero)
  540. {
  541. if (hero->gainsLevel())
  542. levelUpHero(hero);
  543. else if (hero->commander && hero->commander->gainsLevel())
  544. levelUpCommander(hero->commander);
  545. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  546. // levelUpCommander(hero->commander);
  547. // else
  548. // levelUpHero(hero);
  549. }
  550. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  551. {
  552. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  553. {
  554. if (gs->map->levelLimit != 0)
  555. {
  556. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  557. TExpType resultingExp = abs ? val : hero->exp + val;
  558. if (resultingExp > expLimit)
  559. {
  560. // set given experience to max possible, but don't decrease if hero already over top
  561. abs = true;
  562. val = std::max(expLimit, hero->exp);
  563. InfoWindow iw;
  564. iw.player = hero->tempOwner;
  565. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  566. iw.text.addReplacement(hero->getNameTranslated());
  567. sendAndApply(&iw);
  568. }
  569. }
  570. }
  571. SetPrimSkill sps;
  572. sps.id = hero->id;
  573. sps.which = which;
  574. sps.abs = abs;
  575. sps.val = val;
  576. sendAndApply(&sps);
  577. //only for exp - hero may level up
  578. if (which == PrimarySkill::EXPERIENCE)
  579. {
  580. if (hero->commander && hero->commander->alive)
  581. {
  582. //FIXME: trim experience according to map limit?
  583. SetCommanderProperty scp;
  584. scp.heroid = hero->id;
  585. scp.which = SetCommanderProperty::EXPERIENCE;
  586. scp.amount = val;
  587. sendAndApply (&scp);
  588. CBonusSystemNode::treeHasChanged();
  589. }
  590. expGiven(hero);
  591. }
  592. }
  593. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  594. {
  595. if(!hero)
  596. {
  597. logGlobal->error("changeSecSkill provided no hero");
  598. return;
  599. }
  600. SetSecSkill sss;
  601. sss.id = hero->id;
  602. sss.which = which;
  603. sss.val = val;
  604. sss.abs = abs;
  605. sendAndApply(&sss);
  606. if (hero->visitedTown)
  607. giveSpells(hero->visitedTown, hero);
  608. }
  609. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  610. {
  611. LOG_TRACE(logGlobal);
  612. //Fill BattleResult structure with exp info
  613. giveExp(*battleResult.data);
  614. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  615. {
  616. if(heroAttacker)
  617. battleResult.data->exp[1] += 500;
  618. if(heroDefender)
  619. battleResult.data->exp[0] += 500;
  620. }
  621. if(heroAttacker)
  622. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  623. if(heroDefender)
  624. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  625. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  626. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  627. const BattleResult::EResult result = battleResult.get()->result;
  628. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  629. {
  630. for (auto &q : queries.allQueries())
  631. {
  632. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  633. if (bq->bi == gs->curB)
  634. return bq;
  635. }
  636. return std::shared_ptr<CBattleQuery>();
  637. };
  638. auto battleQuery = findBattleQuery();
  639. if (!battleQuery)
  640. {
  641. logGlobal->error("Cannot find battle query!");
  642. }
  643. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  644. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  645. battleQuery->result = boost::make_optional(*battleResult.data);
  646. //Check how many battle queries were created (number of players blocked by battle)
  647. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  648. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  649. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  650. ChangeSpells cs; //for Eagle Eye
  651. if (finishingBattle->winnerHero)
  652. {
  653. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  654. {
  655. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  656. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  657. {
  658. auto spell = spellId.toSpell(VLC->spells());
  659. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  660. cs.spells.insert(spell->getId());
  661. }
  662. }
  663. }
  664. std::vector<const CArtifactInstance *> arts; //display them in window
  665. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  666. {
  667. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  668. {
  669. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  670. if(slot != ArtifactPosition::PRE_FIRST)
  671. {
  672. arts.push_back(art);
  673. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  674. if(ArtifactUtils::isSlotBackpack(slot))
  675. ma->askAssemble = false;
  676. sendAndApply(ma);
  677. }
  678. };
  679. if (finishingBattle->loserHero)
  680. {
  681. //TODO: wrap it into a function, somehow (boost::variant -_-)
  682. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  683. for (auto artSlot : artifactsWorn)
  684. {
  685. MoveArtifact ma;
  686. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  687. const CArtifactInstance * art = ma.src.getArt();
  688. if (art && !art->artType->isBig() &&
  689. art->artType->getId() != ArtifactID::SPELLBOOK)
  690. // don't move war machines or locked arts (spellbook)
  691. {
  692. sendMoveArtifact(art, &ma);
  693. }
  694. }
  695. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  696. {
  697. //we assume that no big artifacts can be found
  698. MoveArtifact ma;
  699. ma.src = ArtifactLocation(finishingBattle->loserHero,
  700. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  701. const CArtifactInstance * art = ma.src.getArt();
  702. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  703. {
  704. sendMoveArtifact(art, &ma);
  705. }
  706. }
  707. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  708. {
  709. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  710. for (auto artSlot : artifactsWorn)
  711. {
  712. MoveArtifact ma;
  713. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  714. const CArtifactInstance * art = ma.src.getArt();
  715. if (art && !art->artType->isBig())
  716. {
  717. sendMoveArtifact(art, &ma);
  718. }
  719. }
  720. }
  721. }
  722. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  723. {
  724. auto artifactsWorn = armySlot.second->artifactsWorn;
  725. for (auto artSlot : artifactsWorn)
  726. {
  727. MoveArtifact ma;
  728. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  729. const CArtifactInstance * art = ma.src.getArt();
  730. if (art && !art->artType->isBig())
  731. {
  732. sendMoveArtifact(art, &ma);
  733. }
  734. }
  735. }
  736. }
  737. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  738. if (arts.size()) //display loot
  739. {
  740. InfoWindow iw;
  741. iw.player = finishingBattle->winnerHero->tempOwner;
  742. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  743. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  744. {
  745. iw.components.emplace_back(
  746. Component::EComponentType::ARTIFACT, art->artType->getId(),
  747. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  748. if (iw.components.size() >= 14)
  749. {
  750. sendAndApply(&iw);
  751. iw.components.clear();
  752. }
  753. }
  754. if (iw.components.size())
  755. {
  756. sendAndApply(&iw);
  757. }
  758. }
  759. //Eagle Eye secondary skill handling
  760. if (!cs.spells.empty())
  761. {
  762. cs.learn = 1;
  763. cs.hid = finishingBattle->winnerHero->id;
  764. InfoWindow iw;
  765. iw.player = finishingBattle->winnerHero->tempOwner;
  766. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  767. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  768. std::ostringstream names;
  769. for (int i = 0; i < cs.spells.size(); i++)
  770. {
  771. names << "%s";
  772. if (i < cs.spells.size() - 2)
  773. names << ", ";
  774. else if (i < cs.spells.size() - 1)
  775. names << "%s";
  776. }
  777. names << ".";
  778. iw.text.addReplacement(names.str());
  779. auto it = cs.spells.begin();
  780. for (int i = 0; i < cs.spells.size(); i++, it++)
  781. {
  782. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  783. if (i == cs.spells.size() - 2) //we just added pre-last name
  784. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  785. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  786. }
  787. sendAndApply(&iw);
  788. sendAndApply(&cs);
  789. }
  790. cab1.updateArmy(this);
  791. cab2.updateArmy(this); //take casualties after battle is deleted
  792. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  793. {
  794. RemoveObject ro(heroAttacker->id);
  795. sendAndApply(&ro);
  796. }
  797. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  798. {
  799. RemoveObject ro(heroDefender->id);
  800. sendAndApply(&ro);
  801. }
  802. if(battleResult.data->winner == BattleSide::DEFENDER
  803. && heroDefender
  804. && heroDefender->visitedTown
  805. && !heroDefender->inTownGarrison
  806. && heroDefender->visitedTown->garrisonHero == heroDefender)
  807. {
  808. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  809. }
  810. //give exp
  811. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  812. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  813. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  814. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  815. queries.popIfTop(battleQuery);
  816. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  817. }
  818. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  819. {
  820. LOG_TRACE(logGlobal);
  821. finishingBattle->remainingBattleQueriesCount--;
  822. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  823. if (finishingBattle->remainingBattleQueriesCount > 0)
  824. //Battle results will be handled when all battle queries are closed
  825. return;
  826. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  827. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  828. // Still, it looks like a hole.
  829. // Necromancy if applicable.
  830. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  831. // Give raised units to winner and show dialog, if any were raised,
  832. // units will be given after casualties are taken
  833. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  834. if (necroSlot != SlotID())
  835. {
  836. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  837. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  838. }
  839. BattleResultsApplied resultsApplied;
  840. resultsApplied.player1 = finishingBattle->victor;
  841. resultsApplied.player2 = finishingBattle->loser;
  842. sendAndApply(&resultsApplied);
  843. setBattle(nullptr);
  844. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  845. {
  846. logGlobal->trace("post-victory visit");
  847. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  848. }
  849. visitObjectAfterVictory = false;
  850. //handle victory/loss of engaged players
  851. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  852. checkVictoryLossConditions(playerColors);
  853. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  854. {
  855. SetAvailableHeroes sah;
  856. sah.player = finishingBattle->loser;
  857. sah.hid[0] = finishingBattle->loserHero->subID;
  858. if (result.result == BattleResult::ESCAPE) //retreat
  859. {
  860. sah.army[0].clear();
  861. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  862. }
  863. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  864. sah.hid[1] = another->subID;
  865. else
  866. sah.hid[1] = -1;
  867. sendAndApply(&sah);
  868. }
  869. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  870. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  871. {
  872. RemoveObject ro(finishingBattle->winnerHero->id);
  873. sendAndApply(&ro);
  874. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  875. {
  876. SetAvailableHeroes sah;
  877. sah.player = finishingBattle->victor;
  878. sah.hid[0] = finishingBattle->winnerHero->subID;
  879. sah.army[0].clear();
  880. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  881. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  882. sah.hid[1] = another->subID;
  883. else
  884. sah.hid[1] = -1;
  885. sendAndApply(&sah);
  886. }
  887. }
  888. }
  889. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  890. {
  891. if(first && !counter)
  892. handleAttackBeforeCasting(ranged, attacker, defender);
  893. FireShieldInfo fireShield;
  894. BattleAttack bat;
  895. BattleLogMessage blm;
  896. bat.stackAttacking = attacker->unitId();
  897. bat.tile = targetHex;
  898. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  899. if(ranged)
  900. bat.flags |= BattleAttack::SHOT;
  901. if(counter)
  902. bat.flags |= BattleAttack::COUNTER;
  903. const int attackerLuck = attacker->LuckVal();
  904. if(attackerLuck > 0)
  905. {
  906. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  907. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  908. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  909. bat.flags |= BattleAttack::LUCKY;
  910. }
  911. if(attackerLuck < 0)
  912. {
  913. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  914. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  915. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  916. bat.flags |= BattleAttack::UNLUCKY;
  917. }
  918. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  919. {
  920. bat.flags |= BattleAttack::DEATH_BLOW;
  921. }
  922. const auto * owner = gs->curB->getHero(attacker->owner);
  923. if(owner)
  924. {
  925. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  926. if (chance > getRandomGenerator().nextInt(99))
  927. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  928. }
  929. int64_t drainedLife = 0;
  930. // only primary target
  931. if(defender->alive())
  932. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  933. //multiple-hex normal attack
  934. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  935. for(const CStack * stack : attackedCreatures)
  936. {
  937. if(stack != defender && stack->alive()) //do not hit same stack twice
  938. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  939. }
  940. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  941. if(bonus && ranged) //TODO: make it work in melee?
  942. {
  943. //this is need for displaying hit animation
  944. bat.flags |= BattleAttack::SPELL_LIKE;
  945. bat.spellID = SpellID(bonus->subtype);
  946. //TODO: should spell override creature`s projectile?
  947. auto spell = bat.spellID.toSpell();
  948. battle::Target target;
  949. target.emplace_back(defender);
  950. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  951. event.setSpellLevel(bonus->val);
  952. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  953. //TODO: get exact attacked hex for defender
  954. for(const CStack * stack : attackedCreatures)
  955. {
  956. if(stack != defender && stack->alive()) //do not hit same stack twice
  957. {
  958. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  959. }
  960. }
  961. //now add effect info for all attacked stacks
  962. for (BattleStackAttacked & bsa : bat.bsa)
  963. {
  964. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  965. {
  966. //this is need for displaying affect animation
  967. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  968. bsa.spellID = SpellID(bonus->subtype);
  969. }
  970. }
  971. }
  972. attackerState->afterAttack(ranged, counter);
  973. {
  974. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  975. attackerState->save(info.data);
  976. bat.attackerChanges.changedStacks.push_back(info);
  977. }
  978. if (drainedLife > 0)
  979. bat.flags |= BattleAttack::LIFE_DRAIN;
  980. sendAndApply(&bat);
  981. {
  982. const bool multipleTargets = bat.bsa.size() > 1;
  983. int64_t totalDamage = 0;
  984. int32_t totalKills = 0;
  985. for(const BattleStackAttacked & bsa : bat.bsa)
  986. {
  987. totalDamage += bsa.damageAmount;
  988. totalKills += bsa.killedAmount;
  989. }
  990. {
  991. MetaString text;
  992. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  993. attacker->addNameReplacement(text);
  994. text.addReplacement(totalDamage);
  995. blm.lines.push_back(text);
  996. }
  997. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  998. }
  999. // drain life effect (as well as log entry) must be applied after the attack
  1000. if(drainedLife > 0)
  1001. {
  1002. MetaString text;
  1003. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1004. attackerState->addNameReplacement(text, false);
  1005. text.addReplacement(drainedLife);
  1006. defender->addNameReplacement(text, true);
  1007. blm.lines.push_back(std::move(text));
  1008. }
  1009. if(!fireShield.empty())
  1010. {
  1011. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1012. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1013. int64_t totalDamage = 0;
  1014. for(const auto & item : fireShield)
  1015. {
  1016. const CStack * actor = item.first;
  1017. int64_t rawDamage = item.second;
  1018. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1019. if(actorOwner)
  1020. {
  1021. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1022. }
  1023. else
  1024. {
  1025. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1026. }
  1027. totalDamage+=rawDamage;
  1028. //FIXME: add custom effect on actor
  1029. }
  1030. if (totalDamage > 0)
  1031. {
  1032. BattleStackAttacked bsa;
  1033. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1034. bsa.stackAttacked = attacker->ID; //invert
  1035. bsa.attackerID = defender->ID;
  1036. bsa.damageAmount = totalDamage;
  1037. attacker->prepareAttacked(bsa, getRandomGenerator());
  1038. StacksInjured pack;
  1039. pack.stacks.push_back(bsa);
  1040. sendAndApply(&pack);
  1041. // TODO: this is already implemented in Damage::describeEffect()
  1042. {
  1043. MetaString text;
  1044. text.addTxt(MetaString::GENERAL_TXT, 376);
  1045. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1046. text.addReplacement(totalDamage);
  1047. blm.lines.push_back(std::move(text));
  1048. }
  1049. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1050. }
  1051. }
  1052. sendAndApply(&blm);
  1053. handleAfterAttackCasting(ranged, attacker, defender);
  1054. }
  1055. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1056. {
  1057. BattleStackAttacked bsa;
  1058. if(secondary)
  1059. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1060. bsa.attackerID = attackerState->unitId();
  1061. bsa.stackAttacked = def->unitId();
  1062. {
  1063. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1064. bai.deathBlow = bat.deathBlow();
  1065. bai.doubleDamage = bat.ballistaDoubleDmg();
  1066. bai.luckyStrike = bat.lucky();
  1067. bai.unluckyStrike = bat.unlucky();
  1068. auto range = gs->curB->calculateDmgRange(bai);
  1069. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  1070. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1071. }
  1072. int64_t drainedLife = 0;
  1073. //life drain handling
  1074. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1075. {
  1076. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1077. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1078. drainedLife += toHeal;
  1079. }
  1080. //soul steal handling
  1081. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1082. {
  1083. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1084. //try to use permanent first, use only one of two
  1085. for(si32 subtype = 1; subtype >= 0; subtype--)
  1086. {
  1087. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1088. {
  1089. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1090. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1091. drainedLife += toHeal;
  1092. break;
  1093. }
  1094. }
  1095. }
  1096. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1097. //fire shield handling
  1098. if(!bat.shot() &&
  1099. !def->isClone() &&
  1100. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1101. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1102. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1103. )
  1104. {
  1105. //TODO: use damage with bonus but without penalties
  1106. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1107. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1108. }
  1109. return drainedLife;
  1110. }
  1111. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1112. {
  1113. if(killed > 0)
  1114. {
  1115. BattleLogMessage blm;
  1116. addGenericKilledLog(blm, defender, killed, multiple);
  1117. sendAndApply(&blm);
  1118. }
  1119. }
  1120. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1121. {
  1122. if(killed > 0)
  1123. {
  1124. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1125. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1126. // 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)
  1127. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1128. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1129. boost::algorithm::trim(formatString);
  1130. boost::format txt(formatString);
  1131. if(killed > 1)
  1132. {
  1133. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1134. }
  1135. else //killed == 1
  1136. {
  1137. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1138. }
  1139. MetaString line;
  1140. line << txt.str();
  1141. blm.lines.push_back(std::move(line));
  1142. }
  1143. }
  1144. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1145. {
  1146. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1147. return;
  1148. for(auto & playerConnections : connections)
  1149. {
  1150. PlayerColor playerId = playerConnections.first;
  1151. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1152. if(!playerSettings)
  1153. continue;
  1154. auto playerConnection = vstd::find(playerConnections.second, c);
  1155. if(playerConnection != playerConnections.second.end())
  1156. {
  1157. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1158. playerMessage(playerId, messageText, ObjectInstanceID{});
  1159. }
  1160. }
  1161. }
  1162. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1163. {
  1164. //prepare struct informing that action was applied
  1165. auto sendPackageResponse = [&](bool succesfullyApplied)
  1166. {
  1167. PackageApplied applied;
  1168. applied.player = pack->player;
  1169. applied.result = succesfullyApplied;
  1170. applied.packType = typeList.getTypeID(pack);
  1171. applied.requestID = pack->requestID;
  1172. pack->c->sendPack(&applied);
  1173. };
  1174. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1175. if(isBlockedByQueries(pack, pack->player))
  1176. {
  1177. sendPackageResponse(false);
  1178. }
  1179. else if(apply)
  1180. {
  1181. const bool result = apply->applyOnGH(this, this->gs, pack);
  1182. if(result)
  1183. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1184. else
  1185. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1186. % typeid(*pack).name()).str());
  1187. sendPackageResponse(true);
  1188. }
  1189. else
  1190. {
  1191. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1192. sendPackageResponse(false);
  1193. }
  1194. vstd::clear_pointer(pack);
  1195. }
  1196. int CGameHandler::moveStack(int stack, BattleHex dest)
  1197. {
  1198. int ret = 0;
  1199. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1200. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1201. assert(curStack);
  1202. assert(dest < GameConstants::BFIELD_SIZE);
  1203. if (gs->curB->tacticDistance)
  1204. {
  1205. assert(gs->curB->isInTacticRange(dest));
  1206. }
  1207. auto start = curStack->getPosition();
  1208. if (start == dest)
  1209. return 0;
  1210. //initing necessary tables
  1211. auto accessibility = getAccesibility(curStack);
  1212. std::set<BattleHex> passed;
  1213. //Ignore obstacles on starting position
  1214. passed.insert(curStack->getPosition());
  1215. if(curStack->doubleWide())
  1216. passed.insert(curStack->occupiedHex());
  1217. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1218. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1219. {
  1220. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1221. if(accessibility.accessible(shifted, curStack))
  1222. dest = shifted;
  1223. }
  1224. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1225. {
  1226. complain("Given destination is not accessible!");
  1227. return 0;
  1228. }
  1229. bool canUseGate = false;
  1230. auto dbState = gs->curB->si.gateState;
  1231. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1232. dbState != EGateState::DESTROYED &&
  1233. dbState != EGateState::BLOCKED)
  1234. {
  1235. canUseGate = true;
  1236. }
  1237. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1238. ret = path.second;
  1239. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1240. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1241. {
  1242. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1243. return true;
  1244. if (hex == ESiegeHex::GATE_OUTER)
  1245. return true;
  1246. if (hex == ESiegeHex::GATE_INNER)
  1247. return true;
  1248. return false;
  1249. };
  1250. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1251. {
  1252. if (isGateDrawbridgeHex(hex))
  1253. return true;
  1254. if (curStack->doubleWide())
  1255. {
  1256. BattleHex otherHex = curStack->occupiedHex(hex);
  1257. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1258. return true;
  1259. }
  1260. return false;
  1261. };
  1262. if (curStack->hasBonusOfType(Bonus::FLYING))
  1263. {
  1264. if (path.second <= creSpeed && path.first.size() > 0)
  1265. {
  1266. if (canUseGate && dbState != EGateState::OPENED &&
  1267. occupyGateDrawbridgeHex(dest))
  1268. {
  1269. BattleUpdateGateState db;
  1270. db.state = EGateState::OPENED;
  1271. sendAndApply(&db);
  1272. }
  1273. //inform clients about move
  1274. BattleStackMoved sm;
  1275. sm.stack = curStack->ID;
  1276. std::vector<BattleHex> tiles;
  1277. tiles.push_back(path.first[0]);
  1278. sm.tilesToMove = tiles;
  1279. sm.distance = path.second;
  1280. sm.teleporting = false;
  1281. sendAndApply(&sm);
  1282. }
  1283. }
  1284. else //for non-flying creatures
  1285. {
  1286. std::vector<BattleHex> tiles;
  1287. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1288. int v = (int)path.first.size()-1;
  1289. path.first.push_back(start);
  1290. // check if gate need to be open or closed at some point
  1291. BattleHex openGateAtHex, gateMayCloseAtHex;
  1292. if (canUseGate)
  1293. {
  1294. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1295. {
  1296. auto needOpenGates = [&](BattleHex hex) -> bool
  1297. {
  1298. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1299. return true;
  1300. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1301. return true;
  1302. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1303. return true;
  1304. return false;
  1305. };
  1306. auto hex = path.first[i];
  1307. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1308. {
  1309. if (needOpenGates(hex))
  1310. openGateAtHex = path.first[i+1];
  1311. //TODO we need find batter way to handle double-wide stacks
  1312. //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.
  1313. if (curStack->doubleWide())
  1314. {
  1315. BattleHex otherHex = curStack->occupiedHex(hex);
  1316. if (otherHex.isValid() && needOpenGates(otherHex))
  1317. openGateAtHex = path.first[i+2];
  1318. }
  1319. //gate may be opened and then closed during stack movement, but not other way around
  1320. if (openGateAtHex.isValid())
  1321. dbState = EGateState::OPENED;
  1322. }
  1323. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1324. {
  1325. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1326. {
  1327. gateMayCloseAtHex = path.first[i-1];
  1328. }
  1329. if (gs->curB->town->subID == ETownType::FORTRESS)
  1330. {
  1331. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1332. {
  1333. gateMayCloseAtHex = path.first[i-1];
  1334. }
  1335. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1336. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1337. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1338. {
  1339. gateMayCloseAtHex = path.first[i-1];
  1340. }
  1341. }
  1342. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1343. {
  1344. gateMayCloseAtHex = path.first[i-1];
  1345. }
  1346. }
  1347. }
  1348. }
  1349. bool stackIsMoving = true;
  1350. while(stackIsMoving)
  1351. {
  1352. if (v<tilesToMove)
  1353. {
  1354. logGlobal->error("Movement terminated abnormally");
  1355. break;
  1356. }
  1357. bool gateStateChanging = false;
  1358. //special handling for opening gate on from starting hex
  1359. if (openGateAtHex.isValid() && openGateAtHex == start)
  1360. gateStateChanging = true;
  1361. else
  1362. {
  1363. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1364. {
  1365. BattleHex hex = path.first[v];
  1366. tiles.push_back(hex);
  1367. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1368. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1369. {
  1370. gateStateChanging = true;
  1371. }
  1372. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1373. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1374. obstacleHit = true;
  1375. if (curStack->doubleWide())
  1376. {
  1377. BattleHex otherHex = curStack->occupiedHex(hex);
  1378. //two hex creature hit obstacle by backside
  1379. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1380. if(otherHex.isValid() && !obstacle2.empty())
  1381. obstacleHit = true;
  1382. }
  1383. if(!obstacleHit)
  1384. passed.insert(hex);
  1385. }
  1386. }
  1387. if (!tiles.empty())
  1388. {
  1389. //commit movement
  1390. BattleStackMoved sm;
  1391. sm.stack = curStack->ID;
  1392. sm.distance = path.second;
  1393. sm.teleporting = false;
  1394. sm.tilesToMove = tiles;
  1395. sendAndApply(&sm);
  1396. tiles.clear();
  1397. }
  1398. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1399. if (curStack->getPosition() != dest)
  1400. {
  1401. if(stackIsMoving && start != curStack->getPosition())
  1402. {
  1403. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving, passed);
  1404. passed.insert(curStack->getPosition());
  1405. if(curStack->doubleWide())
  1406. passed.insert(curStack->occupiedHex());
  1407. }
  1408. if (gateStateChanging)
  1409. {
  1410. if (curStack->getPosition() == openGateAtHex)
  1411. {
  1412. openGateAtHex = BattleHex();
  1413. //only open gate if stack is still alive
  1414. if (curStack->alive())
  1415. {
  1416. BattleUpdateGateState db;
  1417. db.state = EGateState::OPENED;
  1418. sendAndApply(&db);
  1419. }
  1420. }
  1421. else if (curStack->getPosition() == gateMayCloseAtHex)
  1422. {
  1423. gateMayCloseAtHex = BattleHex();
  1424. updateGateState();
  1425. }
  1426. }
  1427. }
  1428. else
  1429. //movement finished normally: we reached destination
  1430. stackIsMoving = false;
  1431. }
  1432. }
  1433. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1434. handleDamageFromObstacle(curStack, false, passed);
  1435. return ret;
  1436. }
  1437. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1438. : lobby(lobby)
  1439. , complainNoCreatures("No creatures to split")
  1440. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1441. , complainInvalidSlot("Invalid slot accessed!")
  1442. {
  1443. QID = 1;
  1444. IObjectInterface::cb = this;
  1445. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1446. registerTypesServerPacks(*applier);
  1447. visitObjectAfterVictory = false;
  1448. spellEnv = new ServerSpellCastEnvironment(this);
  1449. }
  1450. CGameHandler::~CGameHandler()
  1451. {
  1452. delete spellEnv;
  1453. delete gs;
  1454. }
  1455. void CGameHandler::reinitScripting()
  1456. {
  1457. serverEventBus = std::make_unique<events::EventBus>();
  1458. #if SCRIPTING_ENABLED
  1459. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1460. #endif
  1461. }
  1462. void CGameHandler::init(StartInfo *si)
  1463. {
  1464. if (si->seedToBeUsed == 0)
  1465. {
  1466. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1467. }
  1468. CMapService mapService;
  1469. gs = new CGameState();
  1470. gs->preInit(VLC);
  1471. logGlobal->info("Gamestate created!");
  1472. gs->init(&mapService, si);
  1473. logGlobal->info("Gamestate initialized!");
  1474. // reset seed, so that clients can't predict any following random values
  1475. getRandomGenerator().resetSeed();
  1476. for (auto & elem : gs->players)
  1477. {
  1478. states.addPlayer(elem.first);
  1479. }
  1480. reinitScripting();
  1481. }
  1482. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1483. {
  1484. return a.earlierThan(b);
  1485. }
  1486. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1487. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1488. const PlayerState * p = getPlayerState(town->tempOwner);
  1489. if (!p)
  1490. {
  1491. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1492. return;
  1493. }
  1494. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1495. {
  1496. SetAvailableCreatures ssi;
  1497. ssi.tid = town->id;
  1498. ssi.creatures = town->creatures;
  1499. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1500. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1501. if (dwellings.empty())//no dwellings - just remove
  1502. {
  1503. sendAndApply(&ssi);
  1504. return;
  1505. }
  1506. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1507. // for multi-creature dwellings like Golem Factory
  1508. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1509. if (clear)
  1510. {
  1511. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1512. }
  1513. else
  1514. {
  1515. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1516. }
  1517. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1518. sendAndApply(&ssi);
  1519. }
  1520. }
  1521. void CGameHandler::newTurn()
  1522. {
  1523. logGlobal->trace("Turn %d", gs->day+1);
  1524. NewTurn n;
  1525. n.specialWeek = NewTurn::NO_ACTION;
  1526. n.creatureid = CreatureID::NONE;
  1527. n.day = gs->day + 1;
  1528. bool firstTurn = !getDate(Date::DAY);
  1529. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1530. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1531. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1532. if (firstTurn)
  1533. {
  1534. for (auto obj : gs->map->objects)
  1535. {
  1536. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1537. {
  1538. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1539. }
  1540. }
  1541. }
  1542. if (newWeek && !firstTurn)
  1543. {
  1544. n.specialWeek = NewTurn::NORMAL;
  1545. bool deityOfFireBuilt = false;
  1546. for (const CGTownInstance *t : gs->map->towns)
  1547. {
  1548. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1549. {
  1550. deityOfFireBuilt = true;
  1551. break;
  1552. }
  1553. }
  1554. if (deityOfFireBuilt)
  1555. {
  1556. n.specialWeek = NewTurn::DEITYOFFIRE;
  1557. n.creatureid = CreatureID::IMP;
  1558. }
  1559. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1560. {
  1561. int monthType = getRandomGenerator().nextInt(99);
  1562. if (newMonth) //new month
  1563. {
  1564. if (monthType < 40) //double growth
  1565. {
  1566. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1567. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1568. {
  1569. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1570. }
  1571. else if (VLC->creh->doubledCreatures.size())
  1572. {
  1573. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1574. }
  1575. else
  1576. {
  1577. complain("Cannot find creature that can be spawned!");
  1578. n.specialWeek = NewTurn::NORMAL;
  1579. }
  1580. }
  1581. else if (monthType < 50)
  1582. n.specialWeek = NewTurn::PLAGUE;
  1583. }
  1584. else //it's a week, but not full month
  1585. {
  1586. if (monthType < 25)
  1587. {
  1588. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1589. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1590. do
  1591. {
  1592. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1593. } while (VLC->creh->objects[newMonster.second] &&
  1594. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1595. n.creatureid = newMonster.second;
  1596. }
  1597. }
  1598. }
  1599. }
  1600. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1601. for (auto& hp : pool)
  1602. {
  1603. auto hero = hp.second;
  1604. if (hero->isInitialized() && hero->stacks.size())
  1605. {
  1606. // reset retreated or surrendered heroes
  1607. auto maxmove = hero->maxMovePoints(true);
  1608. // if movement is greater than maxmove, we should decrease it
  1609. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1610. {
  1611. NewTurn::Hero hth;
  1612. hth.id = hero->id;
  1613. hth.move = maxmove;
  1614. hth.mana = hero->getManaNewTurn();
  1615. n.heroes.insert(hth);
  1616. }
  1617. }
  1618. }
  1619. for (auto & elem : gs->players)
  1620. {
  1621. if (elem.first == PlayerColor::NEUTRAL)
  1622. continue;
  1623. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1624. assert(0); //illegal player number!
  1625. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1626. hadGold.insert(playerGold);
  1627. if (newWeek) //new heroes in tavern
  1628. {
  1629. SetAvailableHeroes sah;
  1630. sah.player = elem.first;
  1631. //pick heroes and their armies
  1632. CHeroClass *banned = nullptr;
  1633. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1634. {
  1635. //first hero - native if possible, second hero -> any other class
  1636. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1637. {
  1638. sah.hid[j] = h->subID;
  1639. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1640. banned = h->type->heroClass;
  1641. }
  1642. else
  1643. {
  1644. sah.hid[j] = -1;
  1645. }
  1646. }
  1647. sendAndApply(&sah);
  1648. }
  1649. n.res[elem.first] = elem.second.resources;
  1650. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1651. {
  1652. bool hasCrystalGenCreature = false;
  1653. for(CGHeroInstance * hero : elem.second.heroes)
  1654. {
  1655. for(auto stack : hero->stacks)
  1656. {
  1657. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1658. {
  1659. hasCrystalGenCreature = true;
  1660. break;
  1661. }
  1662. }
  1663. }
  1664. if(!hasCrystalGenCreature) //not found in armies, check towns
  1665. {
  1666. for(CGTownInstance * town : elem.second.towns)
  1667. {
  1668. for(auto stack : town->stacks)
  1669. {
  1670. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1671. {
  1672. hasCrystalGenCreature = true;
  1673. break;
  1674. }
  1675. }
  1676. }
  1677. }
  1678. if(hasCrystalGenCreature)
  1679. n.res[elem.first][Res::CRYSTAL] += 3;
  1680. }
  1681. for (CGHeroInstance *h : (elem).second.heroes)
  1682. {
  1683. if (h->visitedTown)
  1684. giveSpells(h->visitedTown, h);
  1685. NewTurn::Hero hth;
  1686. hth.id = h->id;
  1687. auto ti = std::make_unique<TurnInfo>(h, 1);
  1688. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1689. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1690. hth.mana = h->getManaNewTurn();
  1691. n.heroes.insert(hth);
  1692. if (!firstTurn) //not first day
  1693. {
  1694. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1695. {
  1696. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1697. }
  1698. }
  1699. }
  1700. }
  1701. for (CGTownInstance *t : gs->map->towns)
  1702. {
  1703. PlayerColor player = t->tempOwner;
  1704. handleTownEvents(t, n);
  1705. if (newWeek) //first day of week
  1706. {
  1707. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1708. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1709. if (!firstTurn)
  1710. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1711. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1712. if (!vstd::contains(n.cres, t->id))
  1713. {
  1714. n.cres[t->id].tid = t->id;
  1715. n.cres[t->id].creatures = t->creatures;
  1716. }
  1717. auto & sac = n.cres.at(t->id);
  1718. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1719. {
  1720. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1721. {
  1722. ui32 &availableCount = sac.creatures.at(k).first;
  1723. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1724. if (n.specialWeek == NewTurn::PLAGUE)
  1725. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1726. else
  1727. {
  1728. if (firstTurn) //first day of game: use only basic growths
  1729. availableCount = cre->growth;
  1730. else
  1731. availableCount += t->creatureGrowth(k);
  1732. //Deity of fire week - upgrade both imps and upgrades
  1733. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1734. availableCount += 15;
  1735. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1736. {
  1737. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1738. availableCount *= 2;
  1739. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1740. availableCount += 5;
  1741. }
  1742. }
  1743. }
  1744. }
  1745. }
  1746. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1747. {
  1748. n.res[player] = n.res[player] + t->dailyIncome();
  1749. }
  1750. if(t->hasBuilt(BuildingID::GRAIL)
  1751. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1752. {
  1753. // Skyship, probably easier to handle same as Veil of darkness
  1754. //do it every new day after veils apply
  1755. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1756. {
  1757. FoWChange fw;
  1758. fw.mode = 1;
  1759. fw.player = player;
  1760. // find all hidden tiles
  1761. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1762. auto shape = fow->shape();
  1763. for(size_t z = 0; z < shape[0]; z++)
  1764. for(size_t x = 0; x < shape[1]; x++)
  1765. for(size_t y = 0; y < shape[2]; y++)
  1766. if (!(*fow)[z][x][y])
  1767. fw.tiles.insert(int3(x, y, z));
  1768. sendAndApply (&fw);
  1769. }
  1770. }
  1771. if (t->hasBonusOfType (Bonus::DARKNESS))
  1772. {
  1773. for (auto & player : gs->players)
  1774. {
  1775. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1776. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1777. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1778. }
  1779. }
  1780. }
  1781. if (newMonth)
  1782. {
  1783. SetAvailableArtifacts saa;
  1784. saa.id = -1;
  1785. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1786. sendAndApply(&saa);
  1787. }
  1788. sendAndApply(&n);
  1789. if (newWeek)
  1790. {
  1791. //spawn wandering monsters
  1792. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1793. {
  1794. spawnWanderingMonsters(n.creatureid);
  1795. }
  1796. //new week info popup
  1797. if (!firstTurn)
  1798. {
  1799. InfoWindow iw;
  1800. switch (n.specialWeek)
  1801. {
  1802. case NewTurn::DOUBLE_GROWTH:
  1803. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1804. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1805. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1806. break;
  1807. case NewTurn::PLAGUE:
  1808. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1809. break;
  1810. case NewTurn::BONUS_GROWTH:
  1811. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1812. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1813. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1814. break;
  1815. case NewTurn::DEITYOFFIRE:
  1816. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1817. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1818. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1819. iw.text.addReplacement2(15); //%+d 15
  1820. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1821. iw.text.addReplacement2(15); //%+d 15
  1822. break;
  1823. default:
  1824. if (newMonth)
  1825. {
  1826. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1827. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1828. }
  1829. else
  1830. {
  1831. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1832. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1833. }
  1834. }
  1835. for (auto & elem : gs->players)
  1836. {
  1837. iw.player = elem.first;
  1838. sendAndApply(&iw);
  1839. }
  1840. }
  1841. }
  1842. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1843. handleTimeEvents();
  1844. //call objects
  1845. for (auto & elem : gs->map->objects)
  1846. {
  1847. if (elem)
  1848. elem->newTurn(getRandomGenerator());
  1849. }
  1850. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1851. }
  1852. void CGameHandler::run(bool resume)
  1853. {
  1854. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1855. using namespace boost::posix_time;
  1856. for (auto cc : lobby->connections)
  1857. {
  1858. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1859. std::stringstream sbuffer;
  1860. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1861. for (PlayerColor color : players)
  1862. {
  1863. sbuffer << color << " ";
  1864. {
  1865. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1866. connections[color].insert(cc);
  1867. }
  1868. }
  1869. logGlobal->info(sbuffer.str());
  1870. }
  1871. #if SCRIPTING_ENABLED
  1872. services()->scripts()->run(serverScripts);
  1873. #endif
  1874. if(resume)
  1875. events::GameResumed::defaultExecute(serverEventBus.get());
  1876. auto playerTurnOrder = generatePlayerTurnOrder();
  1877. while(lobby->state == EServerState::GAMEPLAY)
  1878. {
  1879. if(!resume)
  1880. {
  1881. newTurn();
  1882. events::TurnStarted::defaultExecute(serverEventBus.get());
  1883. }
  1884. std::list<PlayerColor>::iterator it;
  1885. if (resume)
  1886. {
  1887. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1888. }
  1889. else
  1890. {
  1891. it = playerTurnOrder.begin();
  1892. }
  1893. resume = false;
  1894. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1895. {
  1896. auto playerColor = *it;
  1897. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1898. {
  1899. //if player runs out of time, he shouldn't get the turn (especially AI)
  1900. //pre-trigger may change anything, should check before each player
  1901. //TODO: is it enough to check only one player?
  1902. checkVictoryLossConditionsForAll();
  1903. auto player = event.getPlayer();
  1904. const PlayerState * playerState = &gs->players[player];
  1905. if(playerState->status != EPlayerStatus::INGAME)
  1906. {
  1907. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1908. }
  1909. else
  1910. {
  1911. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1912. YourTurn yt;
  1913. yt.player = player;
  1914. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1915. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1916. applyAndSend(&yt);
  1917. }
  1918. };
  1919. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1920. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1921. {
  1922. //wait till turn is done
  1923. boost::unique_lock<boost::mutex> lock(states.mx);
  1924. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1925. {
  1926. static time_duration p = milliseconds(100);
  1927. states.cv.timed_wait(lock, p);
  1928. }
  1929. }
  1930. }
  1931. //additional check that game is not finished
  1932. bool activePlayer = false;
  1933. for (auto player : playerTurnOrder)
  1934. {
  1935. if (gs->players[player].status == EPlayerStatus::INGAME)
  1936. activePlayer = true;
  1937. }
  1938. if(!activePlayer)
  1939. lobby->state = EServerState::GAMEPLAY_ENDED;
  1940. }
  1941. }
  1942. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1943. {
  1944. // Generate player turn order
  1945. std::list<PlayerColor> playerTurnOrder;
  1946. for (const auto & player : gs->players) // add human players first
  1947. {
  1948. if (player.second.human)
  1949. playerTurnOrder.push_back(player.first);
  1950. }
  1951. for (const auto & player : gs->players) // then add non-human players
  1952. {
  1953. if (!player.second.human)
  1954. playerTurnOrder.push_back(player.first);
  1955. }
  1956. return playerTurnOrder;
  1957. }
  1958. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1959. {
  1960. battleResult.set(nullptr);
  1961. const auto & t = *getTile(tile);
  1962. TerrainId terrain = t.terType->getId();
  1963. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1964. terrain = ETerrainId::SAND;
  1965. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1966. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1967. terType = BattleField::fromString("ship_to_ship");
  1968. //send info about battles
  1969. BattleStart bs;
  1970. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1971. sendAndApply(&bs);
  1972. }
  1973. void CGameHandler::checkBattleStateChanges()
  1974. {
  1975. //check if drawbridge state need to be changes
  1976. if (battleGetSiegeLevel() > 0)
  1977. updateGateState();
  1978. //check if battle ended
  1979. if (auto result = battleIsFinished())
  1980. {
  1981. setBattleResult(BattleResult::NORMAL, *result);
  1982. }
  1983. }
  1984. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1985. {
  1986. if (!h->hasSpellbook())
  1987. return; //hero hasn't spellbook
  1988. ChangeSpells cs;
  1989. cs.hid = h->id;
  1990. cs.learn = true;
  1991. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1992. {
  1993. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1994. for (int i = 0; i < h->maxSpellLevel(); i++)
  1995. {
  1996. std::vector<SpellID> spells;
  1997. getAllowedSpells(spells, i+1);
  1998. for (auto & spell : spells)
  1999. cs.spells.insert(spell);
  2000. }
  2001. }
  2002. else
  2003. {
  2004. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  2005. {
  2006. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  2007. {
  2008. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2009. cs.spells.insert(t->spells.at(i).at(j));
  2010. }
  2011. }
  2012. }
  2013. if (!cs.spells.empty())
  2014. sendAndApply(&cs);
  2015. }
  2016. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2017. {
  2018. if (!obj || !getObj(obj->id))
  2019. {
  2020. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2021. return false;
  2022. }
  2023. RemoveObject ro;
  2024. ro.id = obj->id;
  2025. sendAndApply(&ro);
  2026. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2027. return true;
  2028. }
  2029. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2030. {
  2031. const CGHeroInstance *h = getHero(hid);
  2032. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2033. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2034. {
  2035. logGlobal->error("Illegal call to move hero!");
  2036. return false;
  2037. }
  2038. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2039. const int3 hmpos = h->convertToVisitablePos(dst);
  2040. if (!gs->map->isInTheMap(hmpos))
  2041. {
  2042. logGlobal->error("Destination tile is outside the map!");
  2043. return false;
  2044. }
  2045. const TerrainTile t = *getTile(hmpos);
  2046. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2047. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2048. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2049. //result structure for start - movement failed, no move points used
  2050. TryMoveHero tmh;
  2051. tmh.id = hid;
  2052. tmh.start = h->pos;
  2053. tmh.end = dst;
  2054. tmh.result = TryMoveHero::FAILED;
  2055. tmh.movePoints = h->movement;
  2056. //check if destination tile is available
  2057. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2058. auto ti = pathfinderHelper->getTurnInfo();
  2059. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2060. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2061. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2062. //it's a rock or blocked and not visitable tile
  2063. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2064. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2065. && complain("Cannot move hero, destination tile is blocked!"))
  2066. || ((!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)
  2067. && complain("Cannot move hero, destination tile is on water!"))
  2068. || ((h->boat && t.terType->isLand() && t.blocked)
  2069. && complain("Cannot disembark hero, tile is blocked!"))
  2070. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2071. && complain("Tiles are not neighboring!"))
  2072. || ((h->inTownGarrison)
  2073. && complain("Can not move garrisoned hero!"))
  2074. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2075. && complain("Hero doesn't have any movement points left!"))
  2076. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2077. && complain("Hero cannot transit over this tile!"))
  2078. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2079. && complain("Cannot move hero during the battle"))*/)
  2080. {
  2081. //send info about movement failure
  2082. sendAndApply(&tmh);
  2083. return false;
  2084. }
  2085. //several generic blocks of code
  2086. // should be called if hero changes tile but before applying TryMoveHero package
  2087. auto leaveTile = [&]()
  2088. {
  2089. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2090. {
  2091. obj->onHeroLeave(h);
  2092. }
  2093. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2094. };
  2095. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2096. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2097. {
  2098. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2099. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2100. queries.addQuery(moveQuery);
  2101. if (leavingTile == LEAVING_TILE)
  2102. leaveTile();
  2103. tmh.result = result;
  2104. sendAndApply(&tmh);
  2105. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2106. { // Hero should be always able to visit any object he staying on even if there guards around
  2107. visitObjectOnTile(t, h);
  2108. }
  2109. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2110. {
  2111. tmh.attackedFrom = boost::make_optional(guardPos);
  2112. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2113. objectVisited(guardTile.visitableObjects.back(), h);
  2114. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2115. }
  2116. else if (visitDest == VISIT_DEST)
  2117. {
  2118. visitObjectOnTile(t, h);
  2119. }
  2120. queries.popIfTop(moveQuery);
  2121. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2122. return result != TryMoveHero::FAILED;
  2123. };
  2124. //interaction with blocking object (like resources)
  2125. auto blockingVisit = [&]() -> bool
  2126. {
  2127. for (CGObjectInstance *obj : t.visitableObjects)
  2128. {
  2129. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2130. {
  2131. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2132. //this-> is needed for MVS2010 to recognize scope (?)
  2133. }
  2134. }
  2135. return false;
  2136. };
  2137. if (!transit && embarking)
  2138. {
  2139. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2140. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2141. // In H3 embark ignore guards
  2142. }
  2143. if (disembarking)
  2144. {
  2145. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2146. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2147. }
  2148. if (teleporting)
  2149. {
  2150. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2151. return true;
  2152. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2153. // visit town for town portal \ castle gates
  2154. // do not use generic visitObjectOnTile to avoid double-teleporting
  2155. // if this moveHero call was triggered by teleporter
  2156. if (!t.visitableObjects.empty())
  2157. {
  2158. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2159. town->onHeroVisit(h);
  2160. }
  2161. return true;
  2162. }
  2163. //still here? it is standard movement!
  2164. {
  2165. tmh.movePoints = (int)h->movement >= cost
  2166. ? h->movement - cost
  2167. : 0;
  2168. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2169. EVisitDest visitDest = VISIT_DEST;
  2170. if (transit)
  2171. {
  2172. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2173. visitDest = DONT_VISIT_DEST;
  2174. if (canFly)
  2175. {
  2176. lookForGuards = IGNORE_GUARDS;
  2177. visitDest = DONT_VISIT_DEST;
  2178. }
  2179. }
  2180. else if (blockingVisit())
  2181. return true;
  2182. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2183. return true;
  2184. }
  2185. }
  2186. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2187. {
  2188. const CGHeroInstance *h = getHero(hid);
  2189. const CGTownInstance *t = getTown(dstid);
  2190. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2191. COMPLAIN_RET("Invalid call to teleportHero!");
  2192. const CGTownInstance *from = h->visitedTown;
  2193. if (((h->getOwner() != t->getOwner())
  2194. && complain("Cannot teleport hero to another player"))
  2195. || (from->town->faction->getId() != t->town->faction->getId()
  2196. && complain("Source town and destination town should belong to the same faction"))
  2197. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2198. && complain("Hero must be in town with Castle gate for teleporting"))
  2199. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2200. && complain("Cannot teleport hero to town without Castle gate in it")))
  2201. return false;
  2202. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2203. moveHero(hid,pos,1);
  2204. return true;
  2205. }
  2206. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2207. {
  2208. PlayerColor oldOwner = getOwner(obj->id);
  2209. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2210. sendAndApply(&sop);
  2211. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2212. checkVictoryLossConditions(playerColors);
  2213. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2214. if (town) //town captured
  2215. {
  2216. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2217. {
  2218. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2219. setPortalDwelling(town, true, false);
  2220. }
  2221. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2222. {
  2223. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2224. {
  2225. InfoWindow iw;
  2226. iw.player = oldOwner;
  2227. 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.
  2228. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2229. sendAndApply(&iw);
  2230. }
  2231. }
  2232. }
  2233. const PlayerState * p = getPlayerState(owner);
  2234. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2235. {
  2236. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2237. {
  2238. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2239. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2240. }
  2241. }
  2242. }
  2243. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2244. {
  2245. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2246. queries.addQuery(dialogQuery);
  2247. iw->queryID = dialogQuery->queryID;
  2248. sendToAllClients(iw);
  2249. }
  2250. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2251. {
  2252. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2253. queries.addQuery(dialogQuery);
  2254. iw->queryID = dialogQuery->queryID;
  2255. sendToAllClients(iw);
  2256. }
  2257. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2258. {
  2259. if (!val) return; //don't waste time on empty call
  2260. TResources resources;
  2261. resources.at(which) = val;
  2262. giveResources(player, resources);
  2263. }
  2264. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2265. {
  2266. SetResources sr;
  2267. sr.abs = false;
  2268. sr.player = player;
  2269. sr.res = resources;
  2270. sendAndApply(&sr);
  2271. }
  2272. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2273. {
  2274. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2275. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2276. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2277. //first we move creatures to give to make them army of object-source
  2278. for (auto & elem : creatures.Slots())
  2279. {
  2280. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2281. }
  2282. tryJoiningArmy(obj, h, remove, true);
  2283. }
  2284. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2285. {
  2286. std::vector<CStackBasicDescriptor> cres = creatures;
  2287. if (cres.size() <= 0)
  2288. return;
  2289. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2290. for (CStackBasicDescriptor &sbd : cres)
  2291. {
  2292. TQuantity collected = 0;
  2293. while(collected < sbd.count)
  2294. {
  2295. bool foundSth = false;
  2296. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2297. {
  2298. if (i->second->type == sbd.type)
  2299. {
  2300. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2301. changeStackCount(StackLocation(obj, i->first), -take, false);
  2302. collected += take;
  2303. foundSth = true;
  2304. break;
  2305. }
  2306. }
  2307. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2308. {
  2309. complain("Unexpected failure during taking creatures!");
  2310. return;
  2311. }
  2312. }
  2313. }
  2314. }
  2315. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2316. {
  2317. HeroVisitCastle vc;
  2318. vc.hid = hero->id;
  2319. vc.tid = obj->id;
  2320. vc.flags |= 1;
  2321. sendAndApply(&vc);
  2322. visitCastleObjects(obj, hero);
  2323. giveSpells (obj, hero);
  2324. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2325. }
  2326. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2327. {
  2328. for (auto building : t->bonusingBuildings)
  2329. building->onHeroVisit(h);
  2330. }
  2331. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2332. {
  2333. HeroVisitCastle vc;
  2334. vc.hid = hero->id;
  2335. vc.tid = obj->id;
  2336. sendAndApply(&vc);
  2337. }
  2338. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2339. {
  2340. EraseArtifact ea;
  2341. ea.al = al;
  2342. sendAndApply(&ea);
  2343. }
  2344. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2345. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2346. const CGTownInstance *town) //use hero=nullptr for no hero
  2347. {
  2348. engageIntoBattle(army1->tempOwner);
  2349. engageIntoBattle(army2->tempOwner);
  2350. static const CArmedInstance *armies[2];
  2351. armies[0] = army1;
  2352. armies[1] = army2;
  2353. static const CGHeroInstance*heroes[2];
  2354. heroes[0] = hero1;
  2355. heroes[1] = hero2;
  2356. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2357. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2358. queries.addQuery(battleQuery);
  2359. boost::thread(&CGameHandler::runBattle, this);
  2360. }
  2361. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2362. {
  2363. startBattlePrimary(army1, army2, tile,
  2364. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2365. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2366. creatureBank);
  2367. }
  2368. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2369. {
  2370. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2371. }
  2372. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2373. {
  2374. ChangeSpells cs;
  2375. cs.hid = hero->id;
  2376. cs.spells = spells;
  2377. cs.learn = give;
  2378. sendAndApply(&cs);
  2379. }
  2380. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2381. {
  2382. SystemMessage sm;
  2383. sm.text = message;
  2384. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2385. *(c.get()) << &sm;
  2386. }
  2387. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2388. {
  2389. sendAndApply(bonus);
  2390. }
  2391. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2392. {
  2393. sendAndApply(smp);
  2394. }
  2395. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2396. {
  2397. SetMana sm;
  2398. sm.hid = hid;
  2399. sm.val = val;
  2400. sm.absolute = true;
  2401. sendAndApply(&sm);
  2402. }
  2403. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2404. {
  2405. GiveHero gh;
  2406. gh.id = id;
  2407. gh.player = player;
  2408. sendAndApply(&gh);
  2409. }
  2410. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2411. {
  2412. ChangeObjPos cop;
  2413. cop.objid = objid;
  2414. cop.nPos = newPos;
  2415. sendAndApply(&cop);
  2416. }
  2417. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2418. {
  2419. const CGHeroInstance * h1 = getHero(fromHero);
  2420. const CGHeroInstance * h2 = getHero(toHero);
  2421. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2422. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2423. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2424. {
  2425. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2426. std::swap(fromHero, toHero);
  2427. }
  2428. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2429. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2430. return;//no scholar skill or no spellbook
  2431. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2432. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2433. ChangeSpells cs1;
  2434. cs1.learn = true;
  2435. cs1.hid = toHero;//giving spells to first hero
  2436. for (auto it : h1->getSpellsInSpellbook())
  2437. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2438. cs1.spells.insert(it);//spell to learn
  2439. ChangeSpells cs2;
  2440. cs2.learn = true;
  2441. cs2.hid = fromHero;
  2442. for (auto it : h2->getSpellsInSpellbook())
  2443. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2444. cs2.spells.insert(it);
  2445. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2446. {
  2447. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2448. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2449. InfoWindow iw;
  2450. iw.player = h1->tempOwner;
  2451. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2452. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2453. iw.text.addReplacement(h1->getNameTranslated());
  2454. if (!cs2.spells.empty())//if found new spell - apply
  2455. {
  2456. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2457. int size = static_cast<int>(cs2.spells.size());
  2458. for (auto it : cs2.spells)
  2459. {
  2460. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2461. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2462. switch (size--)
  2463. {
  2464. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2465. case 1: break;
  2466. default: iw.text << ", ";
  2467. }
  2468. }
  2469. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2470. iw.text.addReplacement(h2->getNameTranslated());
  2471. sendAndApply(&cs2);
  2472. }
  2473. if (!cs1.spells.empty() && !cs2.spells.empty())
  2474. {
  2475. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2476. }
  2477. if (!cs1.spells.empty())
  2478. {
  2479. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2480. int size = static_cast<int>(cs1.spells.size());
  2481. for (auto it : cs1.spells)
  2482. {
  2483. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2484. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2485. switch (size--)
  2486. {
  2487. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2488. case 1: break;
  2489. default: iw.text << ", ";
  2490. }
  2491. }
  2492. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2493. iw.text.addReplacement(h2->getNameTranslated());
  2494. sendAndApply(&cs1);
  2495. }
  2496. sendAndApply(&iw);
  2497. }
  2498. }
  2499. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2500. {
  2501. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2502. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2503. {
  2504. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2505. ExchangeDialog hex;
  2506. hex.queryID = exchange->queryID;
  2507. hex.player = h1->getOwner();
  2508. hex.hero1 = hero1;
  2509. hex.hero2 = hero2;
  2510. sendAndApply(&hex);
  2511. useScholarSkill(hero1,hero2);
  2512. queries.addQuery(exchange);
  2513. }
  2514. }
  2515. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2516. {
  2517. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2518. for (auto c : lobby->connections)
  2519. {
  2520. if(!c->isOpen())
  2521. continue;
  2522. c->sendPack(pack);
  2523. }
  2524. }
  2525. void CGameHandler::sendAndApply(CPackForClient * pack)
  2526. {
  2527. sendToAllClients(pack);
  2528. gs->apply(pack);
  2529. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2530. }
  2531. void CGameHandler::applyAndSend(CPackForClient * pack)
  2532. {
  2533. gs->apply(pack);
  2534. sendToAllClients(pack);
  2535. }
  2536. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2537. {
  2538. sendAndApply(static_cast<CPackForClient *>(pack));
  2539. checkVictoryLossConditionsForAll();
  2540. }
  2541. void CGameHandler::sendAndApply(SetResources * pack)
  2542. {
  2543. sendAndApply(static_cast<CPackForClient *>(pack));
  2544. checkVictoryLossConditionsForPlayer(pack->player);
  2545. }
  2546. void CGameHandler::sendAndApply(NewStructures * pack)
  2547. {
  2548. sendAndApply(static_cast<CPackForClient *>(pack));
  2549. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2550. }
  2551. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2552. {
  2553. return getPlayerAt(pack->c) == getOwner(id);
  2554. }
  2555. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2556. {
  2557. if(pack->c)
  2558. {
  2559. SystemMessage temp_message("You are not allowed to perform this action!");
  2560. pack->c->sendPack(&temp_message);
  2561. }
  2562. logNetwork->error("Player is not allowed to perform this action!");
  2563. throw ExceptionNotAllowedAction();
  2564. }
  2565. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2566. {
  2567. std::ostringstream oss;
  2568. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2569. logNetwork->error(oss.str());
  2570. if(pack->c)
  2571. {
  2572. SystemMessage temp_message(oss.str());
  2573. pack->c->sendPack(&temp_message);
  2574. }
  2575. }
  2576. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2577. {
  2578. if(!isPlayerOwns(pack, id))
  2579. {
  2580. wrongPlayerMessage(pack, getOwner(id));
  2581. throwNotAllowedAction(pack);
  2582. }
  2583. }
  2584. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2585. {
  2586. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2587. {
  2588. wrongPlayerMessage(pack, player);
  2589. throwNotAllowedAction(pack);
  2590. }
  2591. }
  2592. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2593. {
  2594. complain(txt);
  2595. throwNotAllowedAction(pack);
  2596. }
  2597. void CGameHandler::save(const std::string & filename)
  2598. {
  2599. logGlobal->info("Saving to %s", filename);
  2600. const auto stem = FileInfo::GetPathStem(filename);
  2601. const auto savefname = stem.to_string() + ".vsgm1";
  2602. CResourceHandler::get("local")->createResource(savefname);
  2603. {
  2604. logGlobal->info("Ordering clients to serialize...");
  2605. SaveGameClient sg(savefname);
  2606. sendToAllClients(&sg);
  2607. }
  2608. try
  2609. {
  2610. {
  2611. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2612. saveCommonState(save);
  2613. logGlobal->info("Saving server state");
  2614. save << *this;
  2615. }
  2616. logGlobal->info("Game has been successfully saved!");
  2617. }
  2618. catch(std::exception &e)
  2619. {
  2620. logGlobal->error("Failed to save game: %s", e.what());
  2621. }
  2622. }
  2623. bool CGameHandler::load(const std::string & filename)
  2624. {
  2625. logGlobal->info("Loading from %s", filename);
  2626. const auto stem = FileInfo::GetPathStem(filename);
  2627. reinitScripting();
  2628. try
  2629. {
  2630. {
  2631. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2632. loadCommonState(lf);
  2633. logGlobal->info("Loading server state");
  2634. lf >> *this;
  2635. }
  2636. logGlobal->info("Game has been successfully loaded!");
  2637. }
  2638. catch(const CModHandler::Incompatibility & e)
  2639. {
  2640. logGlobal->error("Failed to load game: %s", e.what());
  2641. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2642. errorMsg += e.what();
  2643. lobby->announceMessage(errorMsg);
  2644. return false;
  2645. }
  2646. catch(const std::exception & e)
  2647. {
  2648. logGlobal->error("Failed to load game: %s", e.what());
  2649. return false;
  2650. }
  2651. gs->preInit(VLC);
  2652. gs->updateOnLoad(lobby->si.get());
  2653. return true;
  2654. }
  2655. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2656. {
  2657. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2658. return false;
  2659. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2660. const CCreatureSet & creatureSet = *army;
  2661. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2662. || (howMany < 1 && complain("Invalid split parameter!")))
  2663. {
  2664. return false;
  2665. }
  2666. auto actualAmount = army->getStackCount(slotSrc);
  2667. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2668. return false;
  2669. auto freeSlots = creatureSet.getFreeSlots();
  2670. if(freeSlots.empty() && complain("No empty stacks"))
  2671. return false;
  2672. BulkRebalanceStacks bulkRS;
  2673. for(auto slot : freeSlots)
  2674. {
  2675. RebalanceStacks rs;
  2676. rs.srcArmy = army->id;
  2677. rs.dstArmy = army->id;
  2678. rs.srcSlot = slotSrc;
  2679. rs.dstSlot = slot;
  2680. rs.count = howMany;
  2681. bulkRS.moves.push_back(rs);
  2682. actualAmount -= howMany;
  2683. if(actualAmount <= howMany)
  2684. break;
  2685. }
  2686. sendAndApply(&bulkRS);
  2687. return true;
  2688. }
  2689. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2690. {
  2691. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2692. return false;
  2693. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2694. const CCreatureSet & creatureSet = *army;
  2695. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2696. return false;
  2697. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2698. if(actualAmount < 1 && complain(complainNoCreatures))
  2699. return false;
  2700. auto currentCreature = creatureSet.getCreature(slotSrc);
  2701. if(!currentCreature && complain(complainNoCreatures))
  2702. return false;
  2703. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2704. if(!creatureSlots.size())
  2705. return false;
  2706. BulkRebalanceStacks bulkRS;
  2707. for(auto slot : creatureSlots)
  2708. {
  2709. RebalanceStacks rs;
  2710. rs.srcArmy = army->id;
  2711. rs.dstArmy = army->id;
  2712. rs.srcSlot = slot;
  2713. rs.dstSlot = slotSrc;
  2714. rs.count = creatureSet.getStackCount(slot);
  2715. bulkRS.moves.push_back(rs);
  2716. }
  2717. sendAndApply(&bulkRS);
  2718. return true;
  2719. }
  2720. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2721. {
  2722. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2723. return false;
  2724. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2725. const CCreatureSet & setSrc = *armySrc;
  2726. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2727. return false;
  2728. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2729. const CCreatureSet & setDest = *armyDest;
  2730. auto freeSlots = setDest.getFreeSlotsQueue();
  2731. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2732. TRebalanceMap moves;
  2733. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2734. auto slotsLeft = setSrc.stacksCount();
  2735. auto destMap = setDest.getCreatureMap();
  2736. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2737. while(!srcQueue.empty())
  2738. {
  2739. auto pair = srcQueue.top();
  2740. srcQueue.pop();
  2741. auto currCreature = pair.first;
  2742. auto currSlot = pair.second;
  2743. const auto quantity = setSrc.getStackCount(currSlot);
  2744. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2745. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2746. if(!alreadyExists)
  2747. {
  2748. if(freeSlots.empty())
  2749. continue;
  2750. auto currFreeSlot = freeSlots.front();
  2751. freeSlots.pop();
  2752. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2753. }
  2754. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2755. slotsLeft--;
  2756. }
  2757. if(slotsLeft == 1)
  2758. {
  2759. auto lastCreature = setSrc.getCreature(srcSlot);
  2760. auto slotToMove = SlotID();
  2761. // Try to find a slot for last creature
  2762. if(destMap.find(lastCreature) == destMap.end())
  2763. {
  2764. if(!freeSlots.empty())
  2765. slotToMove = freeSlots.front();
  2766. }
  2767. else
  2768. {
  2769. slotToMove = destMap[lastCreature];
  2770. }
  2771. if(slotToMove != SlotID())
  2772. {
  2773. const bool needsLastStack = armySrc->needsLastStack();
  2774. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2775. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2776. }
  2777. }
  2778. BulkRebalanceStacks bulkRS;
  2779. for(auto & move : moves)
  2780. {
  2781. RebalanceStacks rs;
  2782. rs.srcArmy = armySrc->id;
  2783. rs.dstArmy = armyDest->id;
  2784. rs.srcSlot = move.first;
  2785. rs.dstSlot = move.second.first;
  2786. rs.count = move.second.second;
  2787. bulkRS.moves.push_back(rs);
  2788. }
  2789. sendAndApply(&bulkRS);
  2790. return true;
  2791. }
  2792. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2793. {
  2794. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2795. return false;
  2796. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2797. const CCreatureSet & creatureSet = *army;
  2798. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2799. return false;
  2800. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2801. if(actualAmount <= 1 && complain(complainNoCreatures))
  2802. return false;
  2803. auto freeSlot = creatureSet.getFreeSlot();
  2804. auto currentCreature = creatureSet.getCreature(slotSrc);
  2805. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2806. return true;
  2807. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2808. TQuantity totalCreatures = 0;
  2809. for(auto slot : creatureSlots)
  2810. totalCreatures += creatureSet.getStackCount(slot);
  2811. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2812. return false;
  2813. if(freeSlot != SlotID())
  2814. creatureSlots.push_back(freeSlot);
  2815. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2816. return false;
  2817. const auto totalCreatureSlots = creatureSlots.size();
  2818. const auto rem = totalCreatures % totalCreatureSlots;
  2819. const auto quotient = totalCreatures / totalCreatureSlots;
  2820. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2821. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2822. BulkSmartRebalanceStacks bulkSRS;
  2823. if(freeSlot != SlotID())
  2824. {
  2825. RebalanceStacks rs;
  2826. rs.srcArmy = rs.dstArmy = army->id;
  2827. rs.srcSlot = slotSrc;
  2828. rs.dstSlot = freeSlot;
  2829. rs.count = 1;
  2830. bulkSRS.moves.push_back(rs);
  2831. }
  2832. auto currSlot = 0;
  2833. auto check = 0;
  2834. for(auto slot : creatureSlots)
  2835. {
  2836. ChangeStackCount csc;
  2837. csc.army = army->id;
  2838. csc.slot = slot;
  2839. csc.count = (currSlot < rem)
  2840. ? quotient + 1
  2841. : quotient;
  2842. csc.absoluteValue = true;
  2843. bulkSRS.changes.push_back(csc);
  2844. currSlot++;
  2845. check += csc.count;
  2846. }
  2847. if(check != totalCreatures)
  2848. {
  2849. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2850. return false;
  2851. }
  2852. sendAndApply(&bulkSRS);
  2853. return true;
  2854. }
  2855. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2856. {
  2857. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2858. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2859. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2860. StackLocation sl1(s1, p1), sl2(s2, p2);
  2861. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2862. {
  2863. complain(complainInvalidSlot);
  2864. return false;
  2865. }
  2866. if (!isAllowedExchange(id1,id2))
  2867. {
  2868. complain("Cannot exchange stacks between these two objects!\n");
  2869. return false;
  2870. }
  2871. // We can always put stacks into locked garrison, but not take them out of it
  2872. auto notRemovable = [&](const CArmedInstance * army)
  2873. {
  2874. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2875. {
  2876. auto g = dynamic_cast<const CGGarrison *>(army);
  2877. if (g && !g->removableUnits)
  2878. {
  2879. complain("Stacks in this garrison are not removable!\n");
  2880. return true;
  2881. }
  2882. }
  2883. return false;
  2884. };
  2885. if (what==1) //swap
  2886. {
  2887. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2888. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2889. {
  2890. complain("Can't take troops from another player!");
  2891. return false;
  2892. }
  2893. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2894. {
  2895. complain("Cannot swap stacks - slots are the same!");
  2896. return false;
  2897. }
  2898. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2899. {
  2900. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2901. return false;
  2902. }
  2903. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2904. return false;
  2905. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2906. return false;
  2907. swapStacks(sl1, sl2);
  2908. }
  2909. else if (what==2)//merge
  2910. {
  2911. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2912. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2913. return false;
  2914. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2915. {
  2916. complain("Cannot merge empty stack!");
  2917. return false;
  2918. }
  2919. else if (notRemovable(sl1.army))
  2920. return false;
  2921. moveStack(sl1, sl2);
  2922. }
  2923. else if (what==3) //split
  2924. {
  2925. const int countToMove = val - s2->getStackCount(p2);
  2926. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2927. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2928. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2929. {
  2930. complain("Can't move troops of another player!");
  2931. return false;
  2932. }
  2933. //general conditions checking
  2934. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2935. || (val<1 && complain(complainNoCreatures)) )
  2936. {
  2937. return false;
  2938. }
  2939. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2940. {
  2941. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2942. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2943. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2944. )
  2945. {
  2946. return false;
  2947. }
  2948. if (notRemovable(sl1.army))
  2949. {
  2950. if (s1->getStackCount(p1) > countLeftOnSrc)
  2951. return false;
  2952. }
  2953. else if (notRemovable(sl2.army))
  2954. {
  2955. if (s2->getStackCount(p1) < countLeftOnSrc)
  2956. return false;
  2957. }
  2958. moveStack(sl1, sl2, countToMove);
  2959. //S2.slots[p2]->count = val;
  2960. //S1.slots[p1]->count = total - val;
  2961. }
  2962. else //split one stack to the two
  2963. {
  2964. if (s1->getStackCount(p1) < val)//not enough creatures
  2965. {
  2966. complain(complainNotEnoughCreatures);
  2967. return false;
  2968. }
  2969. if (notRemovable(sl1.army))
  2970. return false;
  2971. moveStack(sl1, sl2, val);
  2972. }
  2973. }
  2974. return true;
  2975. }
  2976. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2977. {
  2978. return connections.at(player).count(c);
  2979. }
  2980. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2981. {
  2982. std::set<PlayerColor> all;
  2983. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2984. if(vstd::contains(i->second, c))
  2985. all.insert(i->first);
  2986. switch(all.size())
  2987. {
  2988. case 0:
  2989. return PlayerColor::NEUTRAL;
  2990. case 1:
  2991. return *all.begin();
  2992. default:
  2993. {
  2994. //if we have more than one player at this connection, try to pick active one
  2995. if (vstd::contains(all, gs->currentPlayer))
  2996. return gs->currentPlayer;
  2997. else
  2998. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2999. }
  3000. }
  3001. }
  3002. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  3003. {
  3004. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  3005. if (!vstd::contains(s1->stacks,pos))
  3006. {
  3007. complain("Illegal call to disbandCreature - no such stack in army!");
  3008. return false;
  3009. }
  3010. eraseStack(StackLocation(s1, pos));
  3011. return true;
  3012. }
  3013. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3014. {
  3015. const CGTownInstance * t = getTown(tid);
  3016. if(!t)
  3017. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3018. if(!t->town->buildings.count(requestedID))
  3019. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3020. if(t->hasBuilt(requestedID))
  3021. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3022. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3023. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3024. std::vector<const CBuilding*> remainingAutoBuildings;
  3025. std::set<BuildingID> buildingsThatWillBe;
  3026. //Check validity of request
  3027. if(!force)
  3028. {
  3029. switch(requestedBuilding->mode)
  3030. {
  3031. case CBuilding::BUILD_NORMAL :
  3032. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3033. COMPLAIN_RET("Cannot build that building!");
  3034. break;
  3035. case CBuilding::BUILD_AUTO :
  3036. case CBuilding::BUILD_SPECIAL:
  3037. COMPLAIN_RET("This building can not be constructed normally!");
  3038. case CBuilding::BUILD_GRAIL :
  3039. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3040. {
  3041. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3042. COMPLAIN_RET("Cannot build this without grail!")
  3043. else
  3044. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3045. }
  3046. break;
  3047. }
  3048. }
  3049. //Performs stuff that has to be done before new building is built
  3050. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3051. {
  3052. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3053. {
  3054. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3055. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3056. if(upgradeNumber >= t->town->creatures.at(level).size())
  3057. {
  3058. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3059. "no creature found (upgrade number %d, level %d!")
  3060. % buildingID % upgradeNumber % level));
  3061. return;
  3062. }
  3063. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3064. SetAvailableCreatures ssi;
  3065. ssi.tid = t->id;
  3066. ssi.creatures = t->creatures;
  3067. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3068. ssi.creatures[level].first = crea->growth;
  3069. ssi.creatures[level].second.push_back(crea->idNumber);
  3070. sendAndApply(&ssi);
  3071. }
  3072. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3073. {
  3074. setPortalDwelling(t);
  3075. }
  3076. };
  3077. //Performs stuff that has to be done after new building is built
  3078. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3079. {
  3080. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3081. auto isLibrary = isMageGuild ? false
  3082. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3083. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3084. {
  3085. if(t->visitingHero)
  3086. giveSpells(t,t->visitingHero);
  3087. if(t->garrisonHero)
  3088. giveSpells(t,t->garrisonHero);
  3089. }
  3090. };
  3091. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3092. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3093. {
  3094. return buildingsThatWillBe.count(buildID);
  3095. };
  3096. //Init the vectors
  3097. for(auto & build : t->town->buildings)
  3098. {
  3099. if(t->hasBuilt(build.first))
  3100. {
  3101. buildingsThatWillBe.insert(build.first);
  3102. }
  3103. else
  3104. {
  3105. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3106. remainingAutoBuildings.push_back(build.second);
  3107. }
  3108. }
  3109. //Prepare structure (list of building ids will be filled later)
  3110. NewStructures ns;
  3111. ns.tid = tid;
  3112. ns.builded = force ? t->builded : (t->builded+1);
  3113. std::queue<const CBuilding*> buildingsToAdd;
  3114. buildingsToAdd.push(requestedBuilding);
  3115. while(!buildingsToAdd.empty())
  3116. {
  3117. auto b = buildingsToAdd.front();
  3118. buildingsToAdd.pop();
  3119. ns.bid.insert(b->bid);
  3120. buildingsThatWillBe.insert(b->bid);
  3121. remainingAutoBuildings -= b;
  3122. for(auto autoBuilding : remainingAutoBuildings)
  3123. {
  3124. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3125. if(actualRequirements.test(areRequirementsFullfilled))
  3126. buildingsToAdd.push(autoBuilding);
  3127. }
  3128. }
  3129. // 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.
  3130. for(auto builtID : ns.bid)
  3131. processBeforeBuiltStructure(builtID);
  3132. //Take cost
  3133. if(!force)
  3134. giveResources(t->tempOwner, -requestedBuilding->resources);
  3135. //We know what has been built, apply changes. Do this as final step to properly update town window
  3136. sendAndApply(&ns);
  3137. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3138. for(auto builtID : ns.bid)
  3139. processAfterBuiltStructure(builtID);
  3140. // now when everything is built - reveal tiles for lookout tower
  3141. FoWChange fw;
  3142. fw.player = t->tempOwner;
  3143. fw.mode = 1;
  3144. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3145. sendAndApply(&fw);
  3146. if(t->visitingHero)
  3147. visitCastleObjects(t, t->visitingHero);
  3148. if(t->garrisonHero)
  3149. visitCastleObjects(t, t->garrisonHero);
  3150. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3151. return true;
  3152. }
  3153. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3154. {
  3155. ///incomplete, simply erases target building
  3156. const CGTownInstance * t = getTown(tid);
  3157. if (!vstd::contains(t->builtBuildings, bid))
  3158. return false;
  3159. RazeStructures rs;
  3160. rs.tid = tid;
  3161. rs.bid.insert(bid);
  3162. rs.destroyed = t->destroyed + 1;
  3163. sendAndApply(&rs);
  3164. //TODO: Remove dwellers
  3165. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3166. // {
  3167. // RemoveBonus rb(RemoveBonus::TOWN);
  3168. // rb.whoID = t->id;
  3169. // rb.source = Bonus::TOWN_STRUCTURE;
  3170. // rb.id = 17;
  3171. // sendAndApply(&rb);
  3172. // }
  3173. return true;
  3174. }
  3175. void CGameHandler::sendMessageToAll(const std::string &message)
  3176. {
  3177. SystemMessage sm;
  3178. sm.text = message;
  3179. sendToAllClients(&sm);
  3180. }
  3181. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3182. {
  3183. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3184. const CArmedInstance *dst = nullptr;
  3185. const CCreature *c = VLC->creh->objects.at(crid);
  3186. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3187. //TODO: test for owning
  3188. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3189. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3190. assert(dw && dst);
  3191. //verify
  3192. bool found = false;
  3193. int level = 0;
  3194. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3195. {
  3196. if ((fromLvl != -1) && (level !=fromLvl))
  3197. continue;
  3198. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3199. int i = 0;
  3200. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3201. if (cur.second.at(i) == crid)
  3202. break;
  3203. if (i < cur.second.size())
  3204. {
  3205. found = true;
  3206. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3207. break;
  3208. }
  3209. }
  3210. SlotID slot = dst->getSlotFor(crid);
  3211. if ((!found && complain("Cannot recruit: no such creatures!"))
  3212. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3213. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3214. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3215. {
  3216. return false;
  3217. }
  3218. //recruit
  3219. giveResources(dst->tempOwner, -(c->cost * cram));
  3220. SetAvailableCreatures sac;
  3221. sac.tid = objid;
  3222. sac.creatures = dw->creatures;
  3223. sac.creatures[level].first -= cram;
  3224. sendAndApply(&sac);
  3225. if (warMachine)
  3226. {
  3227. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3228. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3229. ArtifactID artId = c->warMachine;
  3230. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3231. const CArtifact * art = artId.toArtifact();
  3232. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3233. return giveHeroNewArtifact(h, art);
  3234. }
  3235. else
  3236. {
  3237. addToSlot(StackLocation(dst, slot), c, cram);
  3238. }
  3239. return true;
  3240. }
  3241. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3242. {
  3243. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3244. if (!obj->hasStackAtSlot(pos))
  3245. {
  3246. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3247. }
  3248. UpgradeInfo ui;
  3249. fillUpgradeInfo(obj, pos, ui);
  3250. PlayerColor player = obj->tempOwner;
  3251. const PlayerState *p = getPlayerState(player);
  3252. int crQuantity = obj->stacks.at(pos)->count;
  3253. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3254. //check if upgrade is possible
  3255. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3256. {
  3257. return false;
  3258. }
  3259. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3260. //check if player has enough resources
  3261. if (!p->resources.canAfford(totalCost))
  3262. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3263. //take resources
  3264. giveResources(player, -totalCost);
  3265. //upgrade creature
  3266. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3267. return true;
  3268. }
  3269. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3270. {
  3271. if (!sl.army->hasStackAtSlot(sl.slot))
  3272. COMPLAIN_RET("Cannot find a stack to change type");
  3273. SetStackType sst;
  3274. sst.army = sl.army->id;
  3275. sst.slot = sl.slot;
  3276. sst.type = c->idNumber;
  3277. sendAndApply(&sst);
  3278. return true;
  3279. }
  3280. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3281. {
  3282. assert(src->canBeMergedWith(*dst, allowMerging));
  3283. while(src->stacksCount())//while there are unmoved creatures
  3284. {
  3285. auto i = src->Slots().begin(); //iterator to stack to move
  3286. StackLocation sl(src, i->first); //location of stack to move
  3287. SlotID pos = dst->getSlotFor(i->second->type);
  3288. if (!pos.validSlot())
  3289. {
  3290. //try to merge two other stacks to make place
  3291. std::pair<SlotID, SlotID> toMerge;
  3292. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3293. {
  3294. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3295. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3296. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3297. }
  3298. else
  3299. {
  3300. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3301. return;
  3302. }
  3303. }
  3304. else
  3305. {
  3306. moveStack(sl, StackLocation(dst, pos));
  3307. }
  3308. }
  3309. }
  3310. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3311. {
  3312. const CGTownInstance * town = getTown(tid);
  3313. if(!town->garrisonHero == !town->visitingHero)
  3314. return false;
  3315. SetHeroesInTown intown;
  3316. intown.tid = tid;
  3317. if(town->garrisonHero) //garrison -> vising
  3318. {
  3319. intown.garrison = ObjectInstanceID();
  3320. intown.visiting = town->garrisonHero->id;
  3321. }
  3322. else //visiting -> garrison
  3323. {
  3324. if(town->armedGarrison())
  3325. town->mergeGarrisonOnSiege();
  3326. intown.visiting = ObjectInstanceID();
  3327. intown.garrison = town->visitingHero->id;
  3328. }
  3329. sendAndApply(&intown);
  3330. return true;
  3331. }
  3332. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3333. {
  3334. const CGTownInstance * town = getTown(tid);
  3335. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3336. {
  3337. if (!town->visitingHero->canBeMergedWith(*town))
  3338. {
  3339. complain("Cannot make garrison swap, not enough free slots!");
  3340. return false;
  3341. }
  3342. moveArmy(town, town->visitingHero, true);
  3343. SetHeroesInTown intown;
  3344. intown.tid = tid;
  3345. intown.visiting = ObjectInstanceID();
  3346. intown.garrison = town->visitingHero->id;
  3347. sendAndApply(&intown);
  3348. return true;
  3349. }
  3350. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3351. {
  3352. //check if moving hero out of town will break 8 wandering heroes limit
  3353. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3354. {
  3355. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3356. return false;
  3357. }
  3358. SetHeroesInTown intown;
  3359. intown.tid = tid;
  3360. intown.garrison = ObjectInstanceID();
  3361. intown.visiting = town->garrisonHero->id;
  3362. sendAndApply(&intown);
  3363. return true;
  3364. }
  3365. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3366. {
  3367. SetHeroesInTown intown;
  3368. intown.tid = tid;
  3369. intown.garrison = town->visitingHero->id;
  3370. intown.visiting = town->garrisonHero->id;
  3371. sendAndApply(&intown);
  3372. return true;
  3373. }
  3374. else
  3375. {
  3376. complain("Cannot swap garrison hero!");
  3377. return false;
  3378. }
  3379. }
  3380. // With the amount of changes done to the function, it's more like transferArtifacts.
  3381. // 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.
  3382. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3383. {
  3384. ArtifactLocation src = al1, dst = al2;
  3385. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3386. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3387. // Make sure exchange is even possible between the two heroes.
  3388. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3389. COMPLAIN_RET("That heroes cannot make any exchange!");
  3390. const CArtifactInstance *srcArtifact = src.getArt();
  3391. const CArtifactInstance *destArtifact = dst.getArt();
  3392. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3393. if(srcArtifact == nullptr)
  3394. COMPLAIN_RET("No artifact to move!");
  3395. if(destArtifact && srcPlayer != dstPlayer)
  3396. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3397. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3398. // Moving to the backpack is always allowed.
  3399. if((!srcArtifact || !isDstSlotBackpack)
  3400. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3401. COMPLAIN_RET("Cannot move artifact!");
  3402. auto srcSlot = src.getSlot();
  3403. auto dstSlot = dst.getSlot();
  3404. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3405. COMPLAIN_RET("Cannot move artifact locks.");
  3406. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3407. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3408. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3409. COMPLAIN_RET("Cannot move catapult!");
  3410. if(isDstSlotBackpack)
  3411. {
  3412. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3413. COMPLAIN_RET("Backpack is full!");
  3414. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3415. }
  3416. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3417. {
  3418. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3419. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3420. // Check if dst slot is occupied
  3421. if(!isDstSlotBackpack && destArtifact)
  3422. {
  3423. // Previous artifact must be removed first
  3424. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3425. }
  3426. try
  3427. {
  3428. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3429. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3430. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3431. }
  3432. catch(const boost::bad_get &)
  3433. {
  3434. // object other than hero received an art - ignore
  3435. }
  3436. MoveArtifact ma(&src, &dst);
  3437. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3438. ma.askAssemble = false;
  3439. sendAndApply(&ma);
  3440. }
  3441. return true;
  3442. }
  3443. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3444. {
  3445. // Make sure exchange is even possible between the two heroes.
  3446. if(!isAllowedExchange(srcHero, dstHero))
  3447. COMPLAIN_RET("That heroes cannot make any exchange!");
  3448. auto psrcHero = getHero(srcHero);
  3449. auto pdstHero = getHero(dstHero);
  3450. if((!psrcHero) || (!pdstHero))
  3451. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3452. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3453. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3454. auto & slotsSrcDst = ma.artsPack0;
  3455. auto & slotsDstSrc = ma.artsPack1;
  3456. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3457. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3458. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3459. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3460. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3461. {
  3462. assert(artifact);
  3463. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3464. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3465. {
  3466. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3467. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3468. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3469. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3470. }
  3471. };
  3472. if(swap)
  3473. {
  3474. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3475. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3476. {
  3477. for(auto & artifact : srcHero->artifactsWorn)
  3478. {
  3479. if(ArtifactUtils::isArtRemovable(artifact))
  3480. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3481. }
  3482. };
  3483. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3484. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3485. {
  3486. for(auto & slotInfo : artSet->artifactsInBackpack)
  3487. {
  3488. auto slot = artSet->getArtPos(slotInfo.artifact);
  3489. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3490. }
  3491. };
  3492. // Move over artifacts that are worn srcHero -> dstHero
  3493. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3494. artFittingSet.artifactsWorn.clear();
  3495. // Move over artifacts that are worn dstHero -> srcHero
  3496. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3497. // Move over artifacts that are in backpack srcHero -> dstHero
  3498. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3499. // Move over artifacts that are in backpack dstHero -> srcHero
  3500. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3501. }
  3502. else
  3503. {
  3504. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3505. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3506. // Move over artifacts that are worn
  3507. for(auto & artInfo : psrcHero->artifactsWorn)
  3508. {
  3509. if(ArtifactUtils::isArtRemovable(artInfo))
  3510. {
  3511. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3512. }
  3513. }
  3514. // Move over artifacts that are in backpack
  3515. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3516. {
  3517. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3518. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3519. }
  3520. }
  3521. sendAndApply(&ma);
  3522. return true;
  3523. }
  3524. /**
  3525. * Assembles or disassembles a combination artifact.
  3526. * @param heroID ID of hero holding the artifact(s).
  3527. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3528. * @param assemble True for assembly operation, false for disassembly.
  3529. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3530. * artifact to assemble to. Otherwise it's not used.
  3531. */
  3532. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3533. {
  3534. const CGHeroInstance * hero = getHero(heroID);
  3535. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3536. if(!destArtifact)
  3537. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3538. if(assemble)
  3539. {
  3540. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3541. if(!combinedArt->constituents)
  3542. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3543. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, ArtifactUtils::isSlotEquipment(artifactSlot)), 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->canBeDisassembled())
  3555. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3556. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3557. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3558. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3559. DisassembledArtifact da;
  3560. da.al = ArtifactLocation(hero, artifactSlot);
  3561. sendAndApply(&da);
  3562. }
  3563. return true;
  3564. }
  3565. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3566. {
  3567. const CGHeroInstance * hero = getHero(hid);
  3568. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3569. const CGTownInstance * town = hero->visitedTown;
  3570. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3571. if (aid==ArtifactID::SPELLBOOK)
  3572. {
  3573. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3574. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3575. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3576. )
  3577. return false;
  3578. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3579. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3580. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3581. giveSpells(town,hero);
  3582. return true;
  3583. }
  3584. else
  3585. {
  3586. const CArtifact * art = aid.toArtifact();
  3587. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3588. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3589. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3590. const int price = art->price;
  3591. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3592. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3593. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3594. {
  3595. giveResource(hero->getOwner(),Res::GOLD,-price);
  3596. return giveHeroNewArtifact(hero, art);
  3597. }
  3598. else
  3599. COMPLAIN_RET("This machine is unavailable here!");
  3600. }
  3601. }
  3602. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3603. {
  3604. if(!h)
  3605. COMPLAIN_RET("Only hero can buy artifacts!");
  3606. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3607. COMPLAIN_RET("That artifact is unavailable!");
  3608. int b1, b2;
  3609. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3610. if (getResource(h->tempOwner, rid) < b1)
  3611. COMPLAIN_RET("You can't afford to buy this artifact!");
  3612. giveResource(h->tempOwner, rid, -b1);
  3613. SetAvailableArtifacts saa;
  3614. if (m->o->ID == Obj::TOWN)
  3615. {
  3616. saa.id = -1;
  3617. saa.arts = CGTownInstance::merchantArtifacts;
  3618. }
  3619. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3620. {
  3621. saa.id = bm->id.getNum();
  3622. saa.arts = bm->artifacts;
  3623. }
  3624. else
  3625. COMPLAIN_RET("Wrong marktet...");
  3626. bool found = false;
  3627. for (const CArtifact *&art : saa.arts)
  3628. {
  3629. if (art && art->getId() == aid)
  3630. {
  3631. art = nullptr;
  3632. found = true;
  3633. break;
  3634. }
  3635. }
  3636. if (!found)
  3637. COMPLAIN_RET("Cannot find selected artifact on the list");
  3638. sendAndApply(&saa);
  3639. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3640. return true;
  3641. }
  3642. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3643. {
  3644. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3645. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3646. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3647. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3648. int resVal = 0, dump = 1;
  3649. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3650. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3651. giveResource(h->tempOwner, rid, resVal);
  3652. return true;
  3653. }
  3654. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3655. {
  3656. if (!h)
  3657. COMPLAIN_RET("You need hero to buy a skill!");
  3658. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3659. COMPLAIN_RET("Hero already know this skill");
  3660. if (!h->canLearnSkill())
  3661. COMPLAIN_RET("Hero can't learn any more skills");
  3662. if (!h->canLearnSkill(skill))
  3663. COMPLAIN_RET("The hero can't learn this skill!");
  3664. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3665. COMPLAIN_RET("That skill is unavailable!");
  3666. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3667. COMPLAIN_RET("You can't afford to buy this skill");
  3668. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3669. changeSecSkill(h, skill, 1, true);
  3670. return true;
  3671. }
  3672. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3673. {
  3674. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3675. vstd::amin(val, r1); //can't trade more resources than have
  3676. int b1, b2; //base quantities for trade
  3677. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3678. int units = val / b1; //how many base quantities we trade
  3679. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3680. {
  3681. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3682. }
  3683. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3684. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3685. return true;
  3686. }
  3687. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3688. {
  3689. if(!hero)
  3690. COMPLAIN_RET("Only hero can sell creatures!");
  3691. if (!vstd::contains(hero->Slots(), slot))
  3692. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3693. const CStackInstance &s = hero->getStack(slot);
  3694. if (s.count < (TQuantity)count //can't sell more creatures than have
  3695. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3696. {
  3697. COMPLAIN_RET("Not enough creatures in army!");
  3698. }
  3699. int b1, b2; //base quantities for trade
  3700. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3701. int units = count / b1; //how many base quantities we trade
  3702. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3703. {
  3704. //TODO: complain?
  3705. assert(0);
  3706. }
  3707. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3708. giveResource(hero->tempOwner, resourceID, b2 * units);
  3709. return true;
  3710. }
  3711. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3712. {
  3713. const CArmedInstance *army = nullptr;
  3714. if (hero)
  3715. army = hero;
  3716. else
  3717. army = dynamic_cast<const CGTownInstance *>(market->o);
  3718. if (!army)
  3719. COMPLAIN_RET("Incorrect call to transform in undead!");
  3720. if (!army->hasStackAtSlot(slot))
  3721. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3722. const CStackInstance &s = army->getStack(slot);
  3723. //resulting creature - bone dragons or skeletons
  3724. CreatureID resCreature = CreatureID::SKELETON;
  3725. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3726. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3727. || (s.getCreatureID() == CreatureID::HYDRA)
  3728. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3729. resCreature = CreatureID::BONE_DRAGON;
  3730. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3731. return true;
  3732. }
  3733. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3734. {
  3735. const PlayerState *p2 = getPlayerState(r2, false);
  3736. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3737. {
  3738. complain("Dest player must be in game!");
  3739. return false;
  3740. }
  3741. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3742. vstd::amin(val, curRes1);
  3743. giveResource(player, r1, -(int)val);
  3744. giveResource(r2, r1, val);
  3745. return true;
  3746. }
  3747. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3748. {
  3749. const CGHeroInstance *h = getHero(hid);
  3750. if (!h)
  3751. {
  3752. logGlobal->error("Hero doesn't exist!");
  3753. return false;
  3754. }
  3755. ChangeFormation cf;
  3756. cf.hid = hid;
  3757. cf.formation = formation;
  3758. sendAndApply(&cf);
  3759. return true;
  3760. }
  3761. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3762. {
  3763. const PlayerState * p = getPlayerState(player);
  3764. const CGTownInstance * t = getTown(obj->id);
  3765. //common preconditions
  3766. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3767. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3768. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3769. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3770. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3771. {
  3772. return false;
  3773. }
  3774. if (t) //tavern in town
  3775. {
  3776. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3777. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3778. {
  3779. return false;
  3780. }
  3781. }
  3782. else if (obj->ID == Obj::TAVERN)
  3783. {
  3784. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3785. {
  3786. return false;
  3787. }
  3788. }
  3789. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3790. if (!nh)
  3791. {
  3792. complain ("Hero is not available for hiring!");
  3793. return false;
  3794. }
  3795. HeroRecruited hr;
  3796. hr.tid = obj->id;
  3797. hr.hid = nh->subID;
  3798. hr.player = player;
  3799. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3800. sendAndApply(&hr);
  3801. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3802. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3803. const CGHeroInstance *newHero = nullptr;
  3804. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3805. {
  3806. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3807. }
  3808. SetAvailableHeroes sah;
  3809. sah.player = player;
  3810. if (newHero)
  3811. {
  3812. sah.hid[hid] = newHero->subID;
  3813. sah.army[hid].clear();
  3814. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3815. }
  3816. else
  3817. {
  3818. sah.hid[hid] = -1;
  3819. }
  3820. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3821. sendAndApply(&sah);
  3822. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3823. if (t)
  3824. {
  3825. visitCastleObjects(t, nh);
  3826. giveSpells (t,nh);
  3827. }
  3828. return true;
  3829. }
  3830. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3831. {
  3832. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3833. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3834. logGlobal->trace(answer.toJson());
  3835. auto topQuery = queries.topQuery(player);
  3836. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3837. if(topQuery->queryID != qid)
  3838. {
  3839. auto currentQuery = queries.getQuery(qid);
  3840. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3841. currentQuery->setReply(answer);
  3842. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3843. }
  3844. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3845. topQuery->setReply(answer);
  3846. queries.popQuery(topQuery);
  3847. return true;
  3848. }
  3849. static EndAction end_action;
  3850. void CGameHandler::updateGateState()
  3851. {
  3852. // GATE_BRIDGE - leftmost tile, located over moat
  3853. // GATE_OUTER - central tile, mostly covered by gate image
  3854. // GATE_INNER - rightmost tile, inside the walls
  3855. // GATE_OUTER or GATE_INNER:
  3856. // - if defender moves unit on these tiles, bridge will open
  3857. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3858. // - blocked to attacker if bridge is closed
  3859. // GATE_BRIDGE
  3860. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3861. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3862. // - deals moat damage to attacker if bridge is closed (fortress only)
  3863. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3864. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3865. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3866. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3867. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3868. BattleUpdateGateState db;
  3869. db.state = gs->curB->si.gateState;
  3870. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3871. {
  3872. db.state = EGateState::DESTROYED;
  3873. }
  3874. else if (db.state == EGateState::OPENED)
  3875. {
  3876. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3877. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3878. if (gateCanClose)
  3879. db.state = EGateState::CLOSED;
  3880. else
  3881. db.state = EGateState::OPENED;
  3882. }
  3883. else // CLOSED or BLOCKED
  3884. {
  3885. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3886. if (gateBlocked)
  3887. db.state = EGateState::BLOCKED;
  3888. else
  3889. db.state = EGateState::CLOSED;
  3890. }
  3891. if (db.state != gs->curB->si.gateState)
  3892. sendAndApply(&db);
  3893. }
  3894. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3895. {
  3896. bool ok = true;
  3897. battle::Target target = ba.getTarget(gs->curB);
  3898. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3899. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3900. logGlobal->trace("Making action: %s", ba.toString());
  3901. switch(ba.actionType)
  3902. {
  3903. case EActionType::WALK: //walk
  3904. case EActionType::DEFEND: //defend
  3905. case EActionType::WAIT: //wait
  3906. case EActionType::WALK_AND_ATTACK: //walk or attack
  3907. case EActionType::SHOOT: //shoot
  3908. case EActionType::CATAPULT: //catapult
  3909. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3910. case EActionType::MONSTER_SPELL:
  3911. if (!stack)
  3912. {
  3913. complain("No such stack!");
  3914. return false;
  3915. }
  3916. if (!stack->alive())
  3917. {
  3918. complain("This stack is dead: " + stack->nodeName());
  3919. return false;
  3920. }
  3921. if (battleTacticDist())
  3922. {
  3923. if (stack && stack->side != battleGetTacticsSide())
  3924. {
  3925. complain("This is not a stack of side that has tactics!");
  3926. return false;
  3927. }
  3928. }
  3929. else if (!isAboutActiveStack)
  3930. {
  3931. complain("Action has to be about active stack!");
  3932. return false;
  3933. }
  3934. }
  3935. auto wrapAction = [this](BattleAction &ba)
  3936. {
  3937. StartAction startAction(ba);
  3938. sendAndApply(&startAction);
  3939. return vstd::makeScopeGuard([&]()
  3940. {
  3941. sendAndApply(&end_action);
  3942. });
  3943. };
  3944. switch(ba.actionType)
  3945. {
  3946. case EActionType::END_TACTIC_PHASE: //wait
  3947. case EActionType::BAD_MORALE:
  3948. case EActionType::NO_ACTION:
  3949. {
  3950. auto wrapper = wrapAction(ba);
  3951. break;
  3952. }
  3953. case EActionType::WALK:
  3954. {
  3955. auto wrapper = wrapAction(ba);
  3956. if(target.size() < 1)
  3957. {
  3958. complain("Destination required for move action.");
  3959. ok = false;
  3960. break;
  3961. }
  3962. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3963. if (!walkedTiles)
  3964. complain("Stack failed movement!");
  3965. break;
  3966. }
  3967. case EActionType::DEFEND:
  3968. {
  3969. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3970. SetStackEffect sse;
  3971. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3972. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3973. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3974. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3975. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3976. int oldDefenceValue = defence.totalValue();
  3977. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3978. defence.push_back(std::make_shared<Bonus>(bonus2));
  3979. int difference = defence.totalValue() - oldDefenceValue;
  3980. std::vector<Bonus> buffer;
  3981. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3982. {
  3983. difference = 1;
  3984. buffer.push_back(alternativeWeakCreatureBonus);
  3985. }
  3986. else
  3987. {
  3988. buffer.push_back(defenseBonusToAdd);
  3989. }
  3990. buffer.push_back(bonus2);
  3991. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3992. sendAndApply(&sse);
  3993. BattleLogMessage message;
  3994. MetaString text;
  3995. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3996. stack->addNameReplacement(text);
  3997. text.addReplacement(difference);
  3998. message.lines.push_back(text);
  3999. sendAndApply(&message);
  4000. //don't break - we share code with next case
  4001. }
  4002. FALLTHROUGH
  4003. case EActionType::WAIT:
  4004. {
  4005. auto wrapper = wrapAction(ba);
  4006. break;
  4007. }
  4008. case EActionType::RETREAT: //retreat/flee
  4009. {
  4010. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  4011. complain("Cannot retreat!");
  4012. else
  4013. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4014. break;
  4015. }
  4016. case EActionType::SURRENDER:
  4017. {
  4018. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4019. int cost = gs->curB->battleGetSurrenderCost(player);
  4020. if (cost < 0)
  4021. complain("Cannot surrender!");
  4022. else if (getResource(player, Res::GOLD) < cost)
  4023. complain("Not enough gold to surrender!");
  4024. else
  4025. {
  4026. giveResource(player, Res::GOLD, -cost);
  4027. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4028. }
  4029. break;
  4030. }
  4031. case EActionType::WALK_AND_ATTACK: //walk or attack
  4032. {
  4033. auto wrapper = wrapAction(ba);
  4034. if(!stack)
  4035. {
  4036. complain("No attacker");
  4037. ok = false;
  4038. break;
  4039. }
  4040. if(target.size() < 2)
  4041. {
  4042. complain("Two destinations required for attack action.");
  4043. ok = false;
  4044. break;
  4045. }
  4046. BattleHex attackPos = target.at(0).hexValue;
  4047. BattleHex destinationTile = target.at(1).hexValue;
  4048. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4049. if(!destinationStack)
  4050. {
  4051. complain("Invalid target to attack");
  4052. ok = false;
  4053. break;
  4054. }
  4055. BattleHex startingPos = stack->getPosition();
  4056. int distance = moveStack(ba.stackNumber, attackPos);
  4057. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4058. if(stack->getPosition() != attackPos
  4059. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4060. )
  4061. {
  4062. // we were not able to reach destination tile, nor occupy specified hex
  4063. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4064. break;
  4065. }
  4066. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4067. {
  4068. destinationStack = nullptr;
  4069. }
  4070. if(!destinationStack)
  4071. {
  4072. complain("Unit can not attack itself");
  4073. ok = false;
  4074. break;
  4075. }
  4076. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4077. {
  4078. complain("Attack cannot be performed!");
  4079. ok = false;
  4080. break;
  4081. }
  4082. //attack
  4083. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4084. //TODO: move to CUnitState
  4085. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4086. if(attackingHero)
  4087. {
  4088. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4089. }
  4090. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4091. const bool retaliation = destinationStack->ableToRetaliate();
  4092. for (int i = 0; i < totalAttacks; ++i)
  4093. {
  4094. //first strike
  4095. if(i == 0 && firstStrike && retaliation)
  4096. {
  4097. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4098. }
  4099. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4100. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4101. {
  4102. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4103. }
  4104. //counterattack
  4105. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4106. if(stack->alive()
  4107. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4108. && (i == 0 && !firstStrike)
  4109. && retaliation && destinationStack->ableToRetaliate())
  4110. {
  4111. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4112. }
  4113. }
  4114. //return
  4115. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4116. && target.size() == 3
  4117. && startingPos != stack->getPosition()
  4118. && startingPos == target.at(2).hexValue
  4119. && stack->alive())
  4120. {
  4121. moveStack(ba.stackNumber, startingPos);
  4122. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4123. }
  4124. break;
  4125. }
  4126. case EActionType::SHOOT:
  4127. {
  4128. if(target.size() < 1)
  4129. {
  4130. complain("Destination required for shot action.");
  4131. ok = false;
  4132. break;
  4133. }
  4134. auto destination = target.at(0).hexValue;
  4135. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4136. if (!gs->curB->battleCanShoot(stack, destination))
  4137. {
  4138. complain("Cannot shoot!");
  4139. break;
  4140. }
  4141. if (!destinationStack)
  4142. {
  4143. complain("No target to shoot!");
  4144. break;
  4145. }
  4146. auto wrapper = wrapAction(ba);
  4147. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4148. //ranged counterattack
  4149. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4150. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4151. && destinationStack->ableToRetaliate()
  4152. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4153. && stack->alive()) //attacker may have died (fire shield)
  4154. {
  4155. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4156. }
  4157. //allow more than one additional attack
  4158. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4159. //TODO: move to CUnitState
  4160. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4161. if(attackingHero)
  4162. {
  4163. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4164. }
  4165. for(int i = 1; i < totalRangedAttacks; ++i)
  4166. {
  4167. if(
  4168. stack->alive()
  4169. && destinationStack->alive()
  4170. && stack->shots.canUse()
  4171. )
  4172. {
  4173. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4174. }
  4175. }
  4176. break;
  4177. }
  4178. case EActionType::CATAPULT:
  4179. {
  4180. auto wrapper = wrapAction(ba);
  4181. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4182. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4183. if(!catapultAbility || catapultAbility->subtype < 0)
  4184. {
  4185. complain("We do not know how to shoot :P");
  4186. }
  4187. else
  4188. {
  4189. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4190. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4191. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4192. parameters.setSpellLevel(shotLevel);
  4193. parameters.cast(spellEnv, target);
  4194. }
  4195. //finish by scope guard
  4196. break;
  4197. }
  4198. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4199. {
  4200. auto wrapper = wrapAction(ba);
  4201. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4202. if(target.size() < 1)
  4203. {
  4204. complain("Destination required for heal action.");
  4205. ok = false;
  4206. break;
  4207. }
  4208. const battle::Unit * destStack = nullptr;
  4209. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4210. if(target.at(0).unitValue)
  4211. destStack = target.at(0).unitValue;
  4212. else
  4213. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4214. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4215. {
  4216. complain("There is either no healer, no destination, or healer cannot heal :P");
  4217. }
  4218. else
  4219. {
  4220. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4221. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4222. parameters.setSpellLevel(0);
  4223. parameters.cast(spellEnv, target);
  4224. }
  4225. break;
  4226. }
  4227. case EActionType::MONSTER_SPELL:
  4228. {
  4229. auto wrapper = wrapAction(ba);
  4230. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4231. SpellID spellID = SpellID(ba.actionSubtype);
  4232. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4233. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4234. //TODO special bonus for genies ability
  4235. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4236. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4237. if (spellID < 0)
  4238. complain("That stack can't cast spells!");
  4239. else
  4240. {
  4241. const CSpell * spell = SpellID(spellID).toSpell();
  4242. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4243. int32_t spellLvl = 0;
  4244. if(spellcaster)
  4245. vstd::amax(spellLvl, spellcaster->val);
  4246. if(randSpellcaster)
  4247. vstd::amax(spellLvl, randSpellcaster->val);
  4248. parameters.setSpellLevel(spellLvl);
  4249. parameters.cast(spellEnv, target);
  4250. }
  4251. break;
  4252. }
  4253. }
  4254. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4255. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4256. handleDamageFromObstacle(stack);
  4257. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4258. battleMadeAction.setn(true);
  4259. return ok;
  4260. }
  4261. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4262. {
  4263. bool cheated = false;
  4264. PlayerMessageClient temp_message(player, message);
  4265. sendAndApply(&temp_message);
  4266. std::vector<std::string> words;
  4267. boost::split(words, message, boost::is_any_of(" "));
  4268. bool isHost = false;
  4269. for(auto & c : connections[player])
  4270. if(lobby->isClientHost(c->connectionID))
  4271. isHost = true;
  4272. if(isHost && words.size() >= 2 && words[0] == "game")
  4273. {
  4274. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4275. {
  4276. SystemMessage temp_message("game was terminated");
  4277. sendAndApply(&temp_message);
  4278. lobby->state = EServerState::SHUTDOWN;
  4279. return;
  4280. }
  4281. if(words.size() == 3 && words[1] == "save")
  4282. {
  4283. save("Saves/" + words[2]);
  4284. SystemMessage temp_message("game saved as " + words[2]);
  4285. sendAndApply(&temp_message);
  4286. return;
  4287. }
  4288. if(words.size() == 3 && words[1] == "kick")
  4289. {
  4290. auto playername = words[2];
  4291. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4292. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4293. playerToKick = PlayerColor(std::stoi(playername));
  4294. else
  4295. {
  4296. for(auto & c : connections)
  4297. {
  4298. if(c.first.getStr(false) == playername)
  4299. playerToKick = c.first;
  4300. }
  4301. }
  4302. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4303. {
  4304. PlayerCheated pc;
  4305. pc.player = playerToKick;
  4306. pc.losingCheatCode = true;
  4307. sendAndApply(&pc);
  4308. checkVictoryLossConditionsForPlayer(playerToKick);
  4309. }
  4310. return;
  4311. }
  4312. }
  4313. int obj = 0;
  4314. if (words.size() == 2 && words[0] != "vcmiexp")
  4315. {
  4316. obj = std::atoi(words[1].c_str());
  4317. if (obj)
  4318. currObj = ObjectInstanceID(obj);
  4319. }
  4320. const CGHeroInstance * hero = getHero(currObj);
  4321. const CGTownInstance * town = getTown(currObj);
  4322. if (!town && hero)
  4323. town = hero->visitedTown;
  4324. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4325. {
  4326. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4327. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4328. }
  4329. else if (words.size() == 1 || obj)
  4330. {
  4331. handleCheatCode(words[0], player, hero, town, cheated);
  4332. }
  4333. else
  4334. {
  4335. for (const auto & i : gs->players)
  4336. {
  4337. if (i.first == PlayerColor::NEUTRAL)
  4338. continue;
  4339. if (words[1] == "ai")
  4340. {
  4341. if (i.second.human)
  4342. continue;
  4343. }
  4344. else if (words[1] != "all" && words[1] != i.first.getStr())
  4345. continue;
  4346. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4347. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4348. {
  4349. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4350. }
  4351. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4352. {
  4353. for (const auto & t : i.second.towns)
  4354. {
  4355. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4356. }
  4357. }
  4358. else
  4359. {
  4360. for (const auto & h : i.second.heroes)
  4361. {
  4362. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4363. }
  4364. }
  4365. }
  4366. }
  4367. if (cheated)
  4368. {
  4369. if(!getPlayerSettings(player)->isControlledByAI())
  4370. {
  4371. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4372. sendAndApply(&temp_message);
  4373. }
  4374. if(!player.isSpectator())
  4375. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4376. }
  4377. }
  4378. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4379. {
  4380. switch(ba.actionType)
  4381. {
  4382. case EActionType::HERO_SPELL:
  4383. {
  4384. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4385. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4386. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4387. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4388. if (!s)
  4389. {
  4390. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4391. return false;
  4392. }
  4393. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4394. spells::detail::ProblemImpl problem;
  4395. auto m = s->battleMechanics(&parameters);
  4396. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4397. {
  4398. logGlobal->warn("Spell cannot be cast!");
  4399. std::vector<std::string> texts;
  4400. problem.getAll(texts);
  4401. for(auto s : texts)
  4402. logGlobal->warn(s);
  4403. return false;
  4404. }
  4405. StartAction start_action(ba);
  4406. sendAndApply(&start_action); //start spell casting
  4407. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4408. sendAndApply(&end_action);
  4409. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4410. {
  4411. battleMadeAction.setn(true);
  4412. }
  4413. checkBattleStateChanges();
  4414. if (battleResult.get())
  4415. {
  4416. battleMadeAction.setn(true);
  4417. //battle will be ended by startBattle function
  4418. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4419. }
  4420. return true;
  4421. }
  4422. }
  4423. return false;
  4424. }
  4425. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4426. {
  4427. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4428. for(auto b : bl)
  4429. {
  4430. const CSpell * sp = SpellID(b->subtype).toSpell();
  4431. if(!sp)
  4432. continue;
  4433. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4434. const int32_t level = ((val > 3) ? (val - 3) : val);
  4435. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4436. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4437. battleCast.setEffectDuration(50);
  4438. battleCast.setSpellLevel(level);
  4439. spells::Target target;
  4440. if(val > 3)
  4441. {
  4442. for(auto s : gs->curB->battleGetAllStacks())
  4443. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4444. target.emplace_back(s);
  4445. }
  4446. else
  4447. {
  4448. target.emplace_back(st);
  4449. }
  4450. battleCast.applyEffects(spellEnv, target, false, true);
  4451. }
  4452. }
  4453. void CGameHandler::stackTurnTrigger(const CStack *st)
  4454. {
  4455. BattleTriggerEffect bte;
  4456. bte.stackID = st->ID;
  4457. bte.effect = -1;
  4458. bte.val = 0;
  4459. bte.additionalInfo = 0;
  4460. if (st->alive())
  4461. {
  4462. //unbind
  4463. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4464. {
  4465. bool unbind = true;
  4466. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4467. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4468. for (auto b : bl)
  4469. {
  4470. if(b->additionalInfo != CAddInfo::NONE)
  4471. {
  4472. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4473. if(stack)
  4474. {
  4475. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4476. unbind = false;
  4477. }
  4478. }
  4479. else
  4480. {
  4481. unbind = false;
  4482. }
  4483. }
  4484. if (unbind)
  4485. {
  4486. BattleSetStackProperty ssp;
  4487. ssp.which = BattleSetStackProperty::UNBIND;
  4488. ssp.stackID = st->ID;
  4489. sendAndApply(&ssp);
  4490. }
  4491. }
  4492. if (st->hasBonusOfType(Bonus::POISON))
  4493. {
  4494. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4495. if (b) //TODO: what if not?...
  4496. {
  4497. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4498. if (bte.val < b->val) //(negative) poison effect increases - update it
  4499. {
  4500. bte.effect = Bonus::POISON;
  4501. sendAndApply(&bte);
  4502. }
  4503. }
  4504. }
  4505. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4506. {
  4507. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4508. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4509. if(opponentHero)
  4510. {
  4511. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4512. vstd::amin(manaDrained, opponentHero->mana);
  4513. if(manaDrained)
  4514. {
  4515. bte.effect = Bonus::MANA_DRAIN;
  4516. bte.val = manaDrained;
  4517. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4518. sendAndApply(&bte);
  4519. }
  4520. }
  4521. }
  4522. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4523. {
  4524. bool fearsomeCreature = false;
  4525. for (CStack * stack : gs->curB->stacks)
  4526. {
  4527. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4528. {
  4529. fearsomeCreature = true;
  4530. break;
  4531. }
  4532. }
  4533. if (fearsomeCreature)
  4534. {
  4535. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4536. {
  4537. bte.effect = Bonus::FEAR;
  4538. sendAndApply(&bte);
  4539. }
  4540. }
  4541. }
  4542. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4543. int side = gs->curB->whatSide(st->owner);
  4544. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4545. {
  4546. bool cast = false;
  4547. while(!bl.empty() && !cast)
  4548. {
  4549. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4550. auto spellID = SpellID(bonus->subtype);
  4551. const CSpell * spell = SpellID(spellID).toSpell();
  4552. bl.remove_if([&bonus](const Bonus * b)
  4553. {
  4554. return b == bonus.get();
  4555. });
  4556. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4557. parameters.setSpellLevel(bonus->val);
  4558. parameters.massive = true;
  4559. parameters.smart = true;
  4560. //todo: recheck effect level
  4561. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4562. {
  4563. cast = true;
  4564. int cooldown = bonus->additionalInfo[0];
  4565. BattleSetStackProperty ssp;
  4566. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4567. ssp.absolute = false;
  4568. ssp.val = cooldown;
  4569. ssp.stackID = st->unitId();
  4570. sendAndApply(&ssp);
  4571. }
  4572. }
  4573. }
  4574. }
  4575. }
  4576. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving, const std::set<BattleHex> & passed)
  4577. {
  4578. if(!curStack->alive())
  4579. return false;
  4580. bool containDamageFromMoat = false;
  4581. bool movementStopped = false;
  4582. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
  4583. {
  4584. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4585. {
  4586. //helper info
  4587. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4588. const ui8 side = curStack->side;
  4589. if(!spellObstacle)
  4590. COMPLAIN_RET("Invalid obstacle instance");
  4591. if(spellObstacle->triggersEffects())
  4592. {
  4593. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4594. //hidden obstacle triggers effects until revealed
  4595. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4596. {
  4597. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4598. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4599. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4600. if(!sp)
  4601. COMPLAIN_RET("Invalid obstacle instance");
  4602. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4603. ObstacleChanges changeInfo;
  4604. changeInfo.id = spellObstacle->uniqueID;
  4605. if (oneTimeObstacle)
  4606. changeInfo.operation = ObstacleChanges::EOperation::REMOVE;
  4607. else
  4608. changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
  4609. SpellCreatedObstacle changedObstacle;
  4610. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4611. changedObstacle.revealed = true;
  4612. changeInfo.data.clear();
  4613. JsonSerializer ser(nullptr, changeInfo.data);
  4614. ser.serializeStruct("obstacle", changedObstacle);
  4615. BattleObstaclesChanged bocp;
  4616. bocp.changes.emplace_back(changeInfo);
  4617. sendAndApply(&bocp);
  4618. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4619. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4620. }
  4621. }
  4622. }
  4623. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4624. {
  4625. auto town = gs->curB->town;
  4626. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4627. if(!containDamageFromMoat)
  4628. {
  4629. containDamageFromMoat = true;
  4630. BattleStackAttacked bsa;
  4631. bsa.damageAmount = damage;
  4632. bsa.stackAttacked = curStack->ID;
  4633. bsa.attackerID = -1;
  4634. curStack->prepareAttacked(bsa, getRandomGenerator());
  4635. StacksInjured si;
  4636. si.stacks.push_back(bsa);
  4637. sendAndApply(&si);
  4638. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4639. }
  4640. }
  4641. if(!curStack->alive())
  4642. return false;
  4643. if((obstacle->stopsMovement() && stackIsMoving))
  4644. movementStopped = true;
  4645. }
  4646. if(stackIsMoving)
  4647. return curStack->alive() && !movementStopped;
  4648. return curStack->alive();
  4649. }
  4650. void CGameHandler::handleTimeEvents()
  4651. {
  4652. gs->map->events.sort(evntCmp);
  4653. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4654. {
  4655. CMapEvent ev = gs->map->events.front();
  4656. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4657. {
  4658. auto color = PlayerColor(player);
  4659. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4660. if (pinfo //player exists
  4661. && (ev.players & 1<<player) //event is enabled to this player
  4662. && ((ev.computerAffected && !pinfo->human)
  4663. || (ev.humanAffected && pinfo->human)
  4664. )
  4665. )
  4666. {
  4667. //give resources
  4668. giveResources(color, ev.resources);
  4669. //prepare dialog
  4670. InfoWindow iw;
  4671. iw.player = color;
  4672. iw.text << ev.message;
  4673. for (int i=0; i<ev.resources.size(); i++)
  4674. {
  4675. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4676. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4677. }
  4678. sendAndApply(&iw); //show dialog
  4679. }
  4680. } //PLAYERS LOOP
  4681. if (ev.nextOccurence)
  4682. {
  4683. gs->map->events.pop_front();
  4684. ev.firstOccurence += ev.nextOccurence;
  4685. auto it = gs->map->events.begin();
  4686. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4687. it++;
  4688. gs->map->events.insert(it, ev);
  4689. }
  4690. else
  4691. {
  4692. gs->map->events.pop_front();
  4693. }
  4694. }
  4695. //TODO send only if changed
  4696. UpdateMapEvents ume;
  4697. ume.events = gs->map->events;
  4698. sendAndApply(&ume);
  4699. }
  4700. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4701. {
  4702. town->events.sort(evntCmp);
  4703. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4704. {
  4705. PlayerColor player = town->tempOwner;
  4706. CCastleEvent ev = town->events.front();
  4707. const PlayerState * pinfo = getPlayerState(player, false);
  4708. if (pinfo //player exists
  4709. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4710. && ((ev.computerAffected && !pinfo->human)
  4711. || (ev.humanAffected && pinfo->human)))
  4712. {
  4713. // dialog
  4714. InfoWindow iw;
  4715. iw.player = player;
  4716. iw.text << ev.message;
  4717. if (ev.resources.nonZero())
  4718. {
  4719. TResources was = n.res[player];
  4720. n.res[player] += ev.resources;
  4721. n.res[player].amax(0);
  4722. for (int i=0; i<ev.resources.size(); i++)
  4723. 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
  4724. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4725. }
  4726. for (auto & i : ev.buildings)
  4727. {
  4728. if (!town->hasBuilt(i))
  4729. {
  4730. buildStructure(town->id, i, true);
  4731. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4732. }
  4733. }
  4734. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4735. {
  4736. n.cres[town->id].tid = town->id;
  4737. n.cres[town->id].creatures = town->creatures;
  4738. }
  4739. auto & sac = n.cres[town->id];
  4740. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4741. {
  4742. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4743. {
  4744. sac.creatures[i].first += ev.creatures.at(i);
  4745. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4746. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4747. }
  4748. }
  4749. sendAndApply(&iw); //show dialog
  4750. }
  4751. if (ev.nextOccurence)
  4752. {
  4753. town->events.pop_front();
  4754. ev.firstOccurence += ev.nextOccurence;
  4755. auto it = town->events.begin();
  4756. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4757. it++;
  4758. town->events.insert(it, ev);
  4759. }
  4760. else
  4761. {
  4762. town->events.pop_front();
  4763. }
  4764. }
  4765. //TODO send only if changed
  4766. UpdateCastleEvents uce;
  4767. uce.town = town->id;
  4768. uce.events = town->events;
  4769. sendAndApply(&uce);
  4770. }
  4771. bool CGameHandler::complain(const std::string &problem)
  4772. {
  4773. sendMessageToAll("Server encountered a problem: " + problem);
  4774. logGlobal->error(problem);
  4775. return true;
  4776. }
  4777. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4778. {
  4779. //PlayerColor player = getOwner(hid);
  4780. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4781. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4782. assert(lowerArmy);
  4783. assert(upperArmy);
  4784. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4785. queries.addQuery(garrisonQuery);
  4786. GarrisonDialog gd;
  4787. gd.hid = hid;
  4788. gd.objid = upobj;
  4789. gd.removableUnits = removableUnits;
  4790. gd.queryID = garrisonQuery->queryID;
  4791. sendAndApply(&gd);
  4792. }
  4793. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4794. {
  4795. OpenWindow ow;
  4796. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4797. ow.id1 = player.getNum();
  4798. ow.id2 = requestingObjId.getNum();
  4799. sendAndApply(&ow);
  4800. }
  4801. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4802. {
  4803. if (id1 == id2)
  4804. return true;
  4805. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4806. if (!o1 || !o2)
  4807. return true; //arranging stacks within an object should be always allowed
  4808. if (o1 && o2)
  4809. {
  4810. if (o1->ID == Obj::TOWN)
  4811. {
  4812. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4813. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4814. return true;
  4815. }
  4816. if (o2->ID == Obj::TOWN)
  4817. {
  4818. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4819. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4820. return true;
  4821. }
  4822. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4823. {
  4824. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4825. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4826. // two heroes in same town (garrisoned and visiting)
  4827. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4828. return true;
  4829. }
  4830. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4831. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4832. if (!dialog)
  4833. {
  4834. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4835. }
  4836. if (dialog)
  4837. {
  4838. auto topArmy = dialog->exchangingArmies.at(0);
  4839. auto bottomArmy = dialog->exchangingArmies.at(1);
  4840. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4841. return true;
  4842. }
  4843. }
  4844. return false;
  4845. }
  4846. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4847. {
  4848. using events::ObjectVisitStarted;
  4849. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4850. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4851. auto startVisit = [&](ObjectVisitStarted & event)
  4852. {
  4853. auto visitedObject = obj;
  4854. if(obj->ID == Obj::HERO)
  4855. {
  4856. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4857. const auto visitedTown = visitedHero->visitedTown;
  4858. if(visitedTown)
  4859. {
  4860. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4861. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4862. visitedObject = visitedTown;
  4863. }
  4864. }
  4865. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4866. queries.addQuery(visitQuery); //TODO real visit pos
  4867. HeroVisit hv;
  4868. hv.objId = obj->id;
  4869. hv.heroId = h->id;
  4870. hv.player = h->tempOwner;
  4871. hv.starting = true;
  4872. sendAndApply(&hv);
  4873. obj->onHeroVisit(h);
  4874. };
  4875. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4876. if(visitQuery)
  4877. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4878. }
  4879. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4880. {
  4881. using events::ObjectVisitEnded;
  4882. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4883. auto endVisit = [&](ObjectVisitEnded & event)
  4884. {
  4885. HeroVisit hv;
  4886. hv.player = event.getPlayer();
  4887. hv.heroId = event.getHero();
  4888. hv.starting = false;
  4889. sendAndApply(&hv);
  4890. };
  4891. //TODO: ObjectVisitEnded should also have id of visited object,
  4892. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4893. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4894. }
  4895. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4896. {
  4897. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4898. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4899. {
  4900. complain("Cannot build boat in this shipyard!");
  4901. return false;
  4902. }
  4903. else if (obj->o->ID == Obj::TOWN
  4904. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4905. {
  4906. complain("Cannot build boat in the town - no shipyard!");
  4907. return false;
  4908. }
  4909. const PlayerColor playerID = obj->o->tempOwner;
  4910. TResources boatCost;
  4911. obj->getBoatCost(boatCost);
  4912. TResources aviable = getPlayerState(playerID)->resources;
  4913. if (!aviable.canAfford(boatCost))
  4914. {
  4915. complain("Not enough resources to build a boat!");
  4916. return false;
  4917. }
  4918. int3 tile = obj->bestLocation();
  4919. if (!gs->map->isInTheMap(tile))
  4920. {
  4921. complain("Cannot find appropriate tile for a boat!");
  4922. return false;
  4923. }
  4924. //take boat cost
  4925. giveResources(playerID, -boatCost);
  4926. //create boat
  4927. NewObject no;
  4928. no.ID = Obj::BOAT;
  4929. no.subID = obj->getBoatType();
  4930. no.pos = tile + int3(1,0,0);
  4931. sendAndApply(&no);
  4932. return true;
  4933. }
  4934. void CGameHandler::engageIntoBattle(PlayerColor player)
  4935. {
  4936. //notify interfaces
  4937. PlayerBlocked pb;
  4938. pb.player = player;
  4939. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4940. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4941. sendAndApply(&pb);
  4942. }
  4943. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4944. {
  4945. for (auto playerColor : playerColors)
  4946. {
  4947. if (getPlayerState(playerColor, false))
  4948. checkVictoryLossConditionsForPlayer(playerColor);
  4949. }
  4950. }
  4951. void CGameHandler::checkVictoryLossConditionsForAll()
  4952. {
  4953. std::set<PlayerColor> playerColors;
  4954. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4955. {
  4956. playerColors.insert(PlayerColor(i));
  4957. }
  4958. checkVictoryLossConditions(playerColors);
  4959. }
  4960. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4961. {
  4962. const PlayerState * p = getPlayerState(player);
  4963. if(!p || p->status != EPlayerStatus::INGAME) return;
  4964. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4965. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4966. {
  4967. InfoWindow iw;
  4968. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4969. sendAndApply(&iw);
  4970. PlayerEndsGame peg;
  4971. peg.player = player;
  4972. peg.victoryLossCheckResult = victoryLossCheckResult;
  4973. sendAndApply(&peg);
  4974. if (victoryLossCheckResult.victory())
  4975. {
  4976. //one player won -> all enemies lost
  4977. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4978. {
  4979. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4980. {
  4981. peg.player = i->first;
  4982. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4983. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4984. InfoWindow iw;
  4985. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4986. iw.player = i->first;
  4987. sendAndApply(&iw);
  4988. sendAndApply(&peg);
  4989. }
  4990. }
  4991. if(p->human)
  4992. {
  4993. lobby->state = EServerState::GAMEPLAY_ENDED;
  4994. }
  4995. }
  4996. else
  4997. {
  4998. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4999. auto hlp = p->heroes;
  5000. for (auto h : hlp) //eliminate heroes
  5001. {
  5002. if (h.get())
  5003. removeObject(h);
  5004. }
  5005. //player lost -> all his objects become unflagged (neutral)
  5006. for (auto obj : gs->map->objects) //unflag objs
  5007. {
  5008. if (obj.get() && obj->tempOwner == player)
  5009. setOwner(obj, PlayerColor::NEUTRAL);
  5010. }
  5011. //eliminating one player may cause victory of another:
  5012. std::set<PlayerColor> playerColors;
  5013. //do not copy player state (CBonusSystemNode) by value
  5014. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5015. {
  5016. if (p.first != player)
  5017. playerColors.insert(p.first);
  5018. }
  5019. //notify all players
  5020. for (auto pc : playerColors)
  5021. {
  5022. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5023. {
  5024. InfoWindow iw;
  5025. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5026. iw.player = pc;
  5027. sendAndApply(&iw);
  5028. }
  5029. }
  5030. checkVictoryLossConditions(playerColors);
  5031. }
  5032. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5033. // If we are called before the actual game start, there might be no current player
  5034. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5035. {
  5036. // If player making turn has lost his turn must be over as well
  5037. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5038. }
  5039. }
  5040. }
  5041. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5042. {
  5043. out.player = player;
  5044. out.text.clear();
  5045. out.text << victoryLossCheckResult.messageToSelf;
  5046. // hackish, insert one player-specific string, if applicable
  5047. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5048. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5049. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5050. }
  5051. bool CGameHandler::dig(const CGHeroInstance *h)
  5052. {
  5053. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5054. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5055. //create a hole
  5056. NewObject no;
  5057. no.ID = Obj::HOLE;
  5058. no.pos = h->visitablePos();
  5059. no.subID = 0;
  5060. sendAndApply(&no);
  5061. //take MPs
  5062. SetMovePoints smp;
  5063. smp.hid = h->id;
  5064. smp.val = 0;
  5065. sendAndApply(&smp);
  5066. InfoWindow iw;
  5067. iw.type = EInfoWindowMode::AUTO;
  5068. iw.player = h->tempOwner;
  5069. if (gs->map->grailPos == h->visitablePos())
  5070. {
  5071. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5072. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5073. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5074. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5075. sendAndApply(&iw);
  5076. iw.soundID = soundBase::invalid;
  5077. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5078. iw.text.clear();
  5079. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5080. sendAndApply(&iw);
  5081. }
  5082. else
  5083. {
  5084. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5085. iw.soundID = soundBase::Dig;
  5086. sendAndApply(&iw);
  5087. }
  5088. return true;
  5089. }
  5090. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5091. {
  5092. if(attacker->hasBonusOfType(attackMode))
  5093. {
  5094. std::set<SpellID> spellsToCast;
  5095. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5096. for(const auto & sf : *spells)
  5097. {
  5098. spellsToCast.insert(SpellID(sf->subtype));
  5099. }
  5100. for(SpellID spellID : spellsToCast)
  5101. {
  5102. bool castMe = false;
  5103. if(!defender->alive())
  5104. {
  5105. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5106. return;
  5107. }
  5108. int32_t spellLevel = 0;
  5109. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5110. for(const auto & sf : *spellsByType)
  5111. {
  5112. int meleeRanged;
  5113. if(sf->additionalInfo.size() < 2)
  5114. {
  5115. // legacy format
  5116. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5117. meleeRanged = sf->additionalInfo[0] / 1000;
  5118. }
  5119. else
  5120. {
  5121. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5122. meleeRanged = sf->additionalInfo[1];
  5123. }
  5124. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5125. castMe = true;
  5126. }
  5127. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5128. vstd::amin(chance, 100);
  5129. const CSpell * spell = SpellID(spellID).toSpell();
  5130. spells::AbilityCaster caster(attacker, spellLevel);
  5131. spells::Target target;
  5132. target.emplace_back(defender);
  5133. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5134. auto m = spell->battleMechanics(&parameters);
  5135. spells::detail::ProblemImpl ignored;
  5136. if(!m->canBeCastAt(target, ignored))
  5137. continue;
  5138. //check if spell should be cast (probability handling)
  5139. if(getRandomGenerator().nextInt(99) >= chance)
  5140. continue;
  5141. //casting
  5142. if(castMe)
  5143. {
  5144. parameters.cast(spellEnv, target);
  5145. }
  5146. }
  5147. }
  5148. }
  5149. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5150. {
  5151. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5152. }
  5153. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5154. {
  5155. if(!attacker->alive() || !defender->alive()) // can be already dead
  5156. return;
  5157. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5158. if(!defender->alive())
  5159. {
  5160. //don't try death stare or acid breath on dead stack (crash!)
  5161. return;
  5162. }
  5163. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5164. {
  5165. // mechanics of Death Stare as in H3:
  5166. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5167. //original formula x = min(x, (gorgons_count + 9)/10);
  5168. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5169. vstd::amin(chanceToKill, 1); //cap at 100%
  5170. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5171. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5172. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5173. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5174. vstd::amin(staredCreatures, maxToKill);
  5175. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5176. if(staredCreatures)
  5177. {
  5178. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5179. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5180. spells::AbilityCaster caster(attacker, 0);
  5181. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5182. spells::Target target;
  5183. target.emplace_back(defender);
  5184. parameters.setEffectValue(staredCreatures);
  5185. parameters.cast(spellEnv, target);
  5186. }
  5187. }
  5188. if(!defender->alive())
  5189. return;
  5190. int64_t acidDamage = 0;
  5191. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5192. for(const auto & b : *acidBreath)
  5193. {
  5194. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5195. acidDamage += b->val;
  5196. }
  5197. if(acidDamage > 0)
  5198. {
  5199. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5200. spells::AbilityCaster caster(attacker, 0);
  5201. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5202. spells::Target target;
  5203. target.emplace_back(defender);
  5204. parameters.setEffectValue(acidDamage * attacker->getCount());
  5205. parameters.cast(spellEnv, target);
  5206. }
  5207. if(!defender->alive())
  5208. return;
  5209. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5210. {
  5211. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5212. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5213. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5214. return;
  5215. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5216. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5217. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5218. return;
  5219. battle::UnitInfo resurrectInfo;
  5220. resurrectInfo.id = gs->curB->battleNextUnitId();
  5221. resurrectInfo.summoned = false;
  5222. resurrectInfo.position = defender->getPosition();
  5223. resurrectInfo.side = defender->unitSide();
  5224. if(bonusAdditionalInfo != CAddInfo::NONE)
  5225. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5226. else
  5227. resurrectInfo.type = attacker->creatureId();
  5228. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5229. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5230. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5231. resurrectInfo.count = defender->getCount();
  5232. else
  5233. return; //wrong subtype
  5234. BattleUnitsChanged addUnits;
  5235. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5236. resurrectInfo.save(addUnits.changedStacks.back().data);
  5237. BattleUnitsChanged removeUnits;
  5238. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5239. sendAndApply(&removeUnits);
  5240. sendAndApply(&addUnits);
  5241. }
  5242. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5243. {
  5244. double chanceToTrigger = 0;
  5245. int amountToDie = 0;
  5246. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5247. {
  5248. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5249. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5250. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5251. }
  5252. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5253. {
  5254. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5255. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5256. }
  5257. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5258. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5259. return;
  5260. BattleStackAttacked bsa;
  5261. bsa.attackerID = -1;
  5262. bsa.stackAttacked = defender->ID;
  5263. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5264. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5265. bsa.spellID = SpellID::SLAYER;
  5266. defender->prepareAttacked(bsa, getRandomGenerator());
  5267. StacksInjured si;
  5268. si.stacks.push_back(bsa);
  5269. sendAndApply(&si);
  5270. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5271. }
  5272. }
  5273. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5274. {
  5275. if (!t.visitableObjects.empty())
  5276. {
  5277. //to prevent self-visiting heroes on space press
  5278. if (t.visitableObjects.back() != h)
  5279. objectVisited(t.visitableObjects.back(), h);
  5280. else if (t.visitableObjects.size() > 1)
  5281. objectVisited(*(t.visitableObjects.end()-2),h);
  5282. }
  5283. }
  5284. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5285. {
  5286. if (!hero)
  5287. COMPLAIN_RET("You need hero to sacrifice creature!");
  5288. int expSum = 0;
  5289. auto finish = [this, &hero, &expSum]()
  5290. {
  5291. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5292. };
  5293. for(int i = 0; i < slot.size(); ++i)
  5294. {
  5295. int oldCount = hero->getStackCount(slot[i]);
  5296. if(oldCount < (int)count[i])
  5297. {
  5298. finish();
  5299. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5300. }
  5301. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5302. {
  5303. finish();
  5304. COMPLAIN_RET("Cannot sacrifice last creature!");
  5305. }
  5306. int crid = hero->getStack(slot[i]).type->idNumber;
  5307. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5308. int dump, exp;
  5309. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5310. exp *= count[i];
  5311. expSum += exp;
  5312. }
  5313. finish();
  5314. return true;
  5315. }
  5316. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5317. {
  5318. if (!hero)
  5319. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5320. int expSum = 0;
  5321. auto finish = [this, &hero, &expSum]()
  5322. {
  5323. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5324. };
  5325. for(int i = 0; i < slot.size(); ++i)
  5326. {
  5327. ArtifactLocation al(hero, slot[i]);
  5328. const CArtifactInstance * a = al.getArt();
  5329. if(!a)
  5330. {
  5331. finish();
  5332. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5333. }
  5334. const CArtifactInstance * art = hero->getArt(slot[i]);
  5335. if(!art)
  5336. {
  5337. finish();
  5338. COMPLAIN_RET("No artifact at position to sacrifice!");
  5339. }
  5340. si32 typId = art->artType->getId();
  5341. int dmp, expToGive;
  5342. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5343. expSum += expToGive;
  5344. removeArtifact(al);
  5345. }
  5346. finish();
  5347. return true;
  5348. }
  5349. void CGameHandler::makeStackDoNothing(const CStack * next)
  5350. {
  5351. BattleAction doNothing;
  5352. doNothing.actionType = EActionType::NO_ACTION;
  5353. doNothing.side = next->side;
  5354. doNothing.stackNumber = next->ID;
  5355. makeAutomaticAction(next, doNothing);
  5356. }
  5357. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5358. {
  5359. if (sl.army->hasStackAtSlot(sl.slot))
  5360. COMPLAIN_RET("Slot is already taken!");
  5361. if (!sl.slot.validSlot())
  5362. COMPLAIN_RET("Cannot insert stack to that slot!");
  5363. InsertNewStack ins;
  5364. ins.army = sl.army->id;
  5365. ins.slot = sl.slot;
  5366. ins.type = c->idNumber;
  5367. ins.count = count;
  5368. sendAndApply(&ins);
  5369. return true;
  5370. }
  5371. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5372. {
  5373. if (!sl.army->hasStackAtSlot(sl.slot))
  5374. COMPLAIN_RET("Cannot find a stack to erase");
  5375. if (sl.army->stacksCount() == 1 //from the last stack
  5376. && sl.army->needsLastStack() //that must be left
  5377. && !forceRemoval) //ignore above conditions if we are forcing removal
  5378. {
  5379. COMPLAIN_RET("Cannot erase the last stack!");
  5380. }
  5381. EraseStack es;
  5382. es.army = sl.army->id;
  5383. es.slot = sl.slot;
  5384. sendAndApply(&es);
  5385. return true;
  5386. }
  5387. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5388. {
  5389. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5390. if ((absoluteValue && count < 0)
  5391. || (!absoluteValue && -count > currentCount))
  5392. {
  5393. COMPLAIN_RET("Cannot take more stacks than present!");
  5394. }
  5395. if ((currentCount == -count && !absoluteValue)
  5396. || (!count && absoluteValue))
  5397. {
  5398. eraseStack(sl);
  5399. }
  5400. else
  5401. {
  5402. ChangeStackCount csc;
  5403. csc.army = sl.army->id;
  5404. csc.slot = sl.slot;
  5405. csc.count = count;
  5406. csc.absoluteValue = absoluteValue;
  5407. sendAndApply(&csc);
  5408. }
  5409. return true;
  5410. }
  5411. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5412. {
  5413. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5414. if (!slotC) //slot is empty
  5415. insertNewStack(sl, c, count);
  5416. else if (c == slotC)
  5417. changeStackCount(sl, count);
  5418. else
  5419. {
  5420. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5421. }
  5422. return true;
  5423. }
  5424. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5425. {
  5426. if (removeObjWhenFinished)
  5427. removeAfterVisit(src);
  5428. if (!src->canBeMergedWith(*dst, allowMerging))
  5429. {
  5430. if (allowMerging) //do that, add all matching creatures.
  5431. {
  5432. bool cont = true;
  5433. while (cont)
  5434. {
  5435. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5436. {
  5437. SlotID pos = dst->getSlotFor(i->second->type);
  5438. if (pos.validSlot())
  5439. {
  5440. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5441. cont = true;
  5442. break; //or iterator crashes
  5443. }
  5444. cont = false;
  5445. }
  5446. }
  5447. }
  5448. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5449. }
  5450. else //merge
  5451. {
  5452. moveArmy(src, dst, allowMerging);
  5453. }
  5454. }
  5455. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5456. {
  5457. if (!src.army->hasStackAtSlot(src.slot))
  5458. COMPLAIN_RET("No stack to move!");
  5459. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5460. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5461. if (!dst.slot.validSlot())
  5462. COMPLAIN_RET("Cannot move stack to that slot!");
  5463. if (count == -1)
  5464. {
  5465. count = src.army->getStackCount(src.slot);
  5466. }
  5467. if (src.army != dst.army //moving away
  5468. && count == src.army->getStackCount(src.slot) //all creatures
  5469. && src.army->stacksCount() == 1 //from the last stack
  5470. && src.army->needsLastStack()) //that must be left
  5471. {
  5472. COMPLAIN_RET("Cannot move away the last creature!");
  5473. }
  5474. RebalanceStacks rs;
  5475. rs.srcArmy = src.army->id;
  5476. rs.dstArmy = dst.army->id;
  5477. rs.srcSlot = src.slot;
  5478. rs.dstSlot = dst.slot;
  5479. rs.count = count;
  5480. sendAndApply(&rs);
  5481. return true;
  5482. }
  5483. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5484. {
  5485. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5486. {
  5487. return moveStack(sl2, sl1);
  5488. }
  5489. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5490. {
  5491. return moveStack(sl1, sl2);
  5492. }
  5493. else
  5494. {
  5495. SwapStacks ss;
  5496. ss.srcArmy = sl1.army->id;
  5497. ss.dstArmy = sl2.army->id;
  5498. ss.srcSlot = sl1.slot;
  5499. ss.dstSlot = sl2.slot;
  5500. sendAndApply(&ss);
  5501. return true;
  5502. }
  5503. }
  5504. void CGameHandler::runBattle()
  5505. {
  5506. setBattle(gs->curB);
  5507. assert(gs->curB);
  5508. //TODO: pre-tactic stuff, call scripts etc.
  5509. //tactic round
  5510. {
  5511. while (gs->curB->tacticDistance && !battleResult.get())
  5512. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5513. }
  5514. //initial stacks appearance triggers, e.g. built-in bonus spells
  5515. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5516. for (CStack * stack : initialStacks)
  5517. {
  5518. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5519. {
  5520. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5521. auto accessibility = getAccesibility();
  5522. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5523. std::vector<BattleHex> targetHexes;
  5524. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5525. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5526. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5527. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5528. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5529. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5530. if (!guardianIsBig)
  5531. targetHexes = stack->getSurroundingHexes();
  5532. else
  5533. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5534. for(auto hex : targetHexes)
  5535. {
  5536. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5537. {
  5538. battle::UnitInfo info;
  5539. info.id = gs->curB->battleNextUnitId();
  5540. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5541. info.type = creatureData;
  5542. info.side = stack->side;
  5543. info.position = hex;
  5544. info.summoned = true;
  5545. BattleUnitsChanged pack;
  5546. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5547. info.save(pack.changedStacks.back().data);
  5548. sendAndApply(&pack);
  5549. }
  5550. }
  5551. }
  5552. stackEnchantedTrigger(stack);
  5553. }
  5554. //spells opening battle
  5555. for (int i = 0; i < 2; ++i)
  5556. {
  5557. auto h = gs->curB->battleGetFightingHero(i);
  5558. if (h)
  5559. {
  5560. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5561. for (auto b : *bl)
  5562. {
  5563. spells::BonusCaster caster(h, b);
  5564. const CSpell * spell = SpellID(b->subtype).toSpell();
  5565. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5566. parameters.setSpellLevel(3);
  5567. parameters.setEffectDuration(b->val);
  5568. parameters.massive = true;
  5569. parameters.castIfPossible(spellEnv, spells::Target());
  5570. }
  5571. }
  5572. }
  5573. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5574. checkBattleStateChanges();
  5575. bool firstRound = true;//FIXME: why first round is -1?
  5576. //main loop
  5577. while (!battleResult.get()) //till the end of the battle ;]
  5578. {
  5579. BattleNextRound bnr;
  5580. bnr.round = gs->curB->round + 1;
  5581. logGlobal->debug("Round %d", bnr.round);
  5582. sendAndApply(&bnr);
  5583. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5584. for (auto &obstPtr : obstacles)
  5585. {
  5586. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5587. if (sco->turnsRemaining == 0)
  5588. removeObstacle(*obstPtr);
  5589. }
  5590. const BattleInfo & curB = *gs->curB;
  5591. for(auto stack : curB.stacks)
  5592. {
  5593. if(stack->alive() && !firstRound)
  5594. stackEnchantedTrigger(stack);
  5595. }
  5596. //stack loop
  5597. auto getNextStack = [this]() -> const CStack *
  5598. {
  5599. if(battleResult.get())
  5600. return nullptr;
  5601. std::vector<battle::Units> q;
  5602. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5603. if(!q.empty())
  5604. {
  5605. if(!q.front().empty())
  5606. {
  5607. auto next = q.front().front();
  5608. const auto stack = dynamic_cast<const CStack *>(next);
  5609. // regeneration takes place before everything else but only during first turn attempt in each round
  5610. // also works under blind and similar effects
  5611. if(stack && stack->alive() && !stack->waiting)
  5612. {
  5613. BattleTriggerEffect bte;
  5614. bte.stackID = stack->ID;
  5615. bte.effect = Bonus::HP_REGENERATION;
  5616. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5617. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5618. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5619. if(bte.val) // anything to heal
  5620. sendAndApply(&bte);
  5621. }
  5622. if(next->willMove())
  5623. return stack;
  5624. }
  5625. }
  5626. return nullptr;
  5627. };
  5628. const CStack * next = nullptr;
  5629. while((next = getNextStack()))
  5630. {
  5631. BattleUnitsChanged removeGhosts;
  5632. for(auto stack : curB.stacks)
  5633. {
  5634. if(stack->ghostPending)
  5635. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5636. }
  5637. if(!removeGhosts.changedStacks.empty())
  5638. sendAndApply(&removeGhosts);
  5639. //check for bad morale => freeze
  5640. int nextStackMorale = next->MoraleVal();
  5641. if (nextStackMorale < 0)
  5642. {
  5643. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5644. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5645. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5646. {
  5647. //unit loses its turn - empty freeze action
  5648. BattleAction ba;
  5649. ba.actionType = EActionType::BAD_MORALE;
  5650. ba.side = next->side;
  5651. ba.stackNumber = next->ID;
  5652. makeAutomaticAction(next, ba);
  5653. continue;
  5654. }
  5655. }
  5656. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5657. {
  5658. logGlobal->trace("Handle Berserk effect");
  5659. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5660. if (attackInfo.first != nullptr)
  5661. {
  5662. BattleAction attack;
  5663. attack.actionType = EActionType::WALK_AND_ATTACK;
  5664. attack.side = next->side;
  5665. attack.stackNumber = next->ID;
  5666. attack.aimToHex(attackInfo.second);
  5667. attack.aimToUnit(attackInfo.first);
  5668. makeAutomaticAction(next, attack);
  5669. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5670. }
  5671. else
  5672. {
  5673. makeStackDoNothing(next);
  5674. logGlobal->trace("No target found");
  5675. }
  5676. continue;
  5677. }
  5678. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5679. const int stackCreatureId = next->getCreature()->idNumber;
  5680. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5681. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5682. {
  5683. BattleAction attack;
  5684. attack.actionType = EActionType::SHOOT;
  5685. attack.side = next->side;
  5686. attack.stackNumber = next->ID;
  5687. //TODO: select target by priority
  5688. const battle::Unit * target = nullptr;
  5689. for(auto & elem : gs->curB->stacks)
  5690. {
  5691. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5692. && elem->owner != next->owner
  5693. && elem->isValidTarget()
  5694. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5695. {
  5696. target = elem;
  5697. break;
  5698. }
  5699. }
  5700. if(target == nullptr)
  5701. {
  5702. makeStackDoNothing(next);
  5703. }
  5704. else
  5705. {
  5706. attack.aimToUnit(target);
  5707. makeAutomaticAction(next, attack);
  5708. }
  5709. continue;
  5710. }
  5711. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5712. {
  5713. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5714. if (attackableBattleHexes.empty())
  5715. {
  5716. makeStackDoNothing(next);
  5717. continue;
  5718. }
  5719. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5720. {
  5721. BattleAction attack;
  5722. attack.actionType = EActionType::CATAPULT;
  5723. attack.side = next->side;
  5724. attack.stackNumber = next->ID;
  5725. makeAutomaticAction(next, attack);
  5726. continue;
  5727. }
  5728. }
  5729. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5730. {
  5731. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5732. {
  5733. return s->owner == next->owner && s->canBeHealed();
  5734. });
  5735. if (!possibleStacks.size())
  5736. {
  5737. makeStackDoNothing(next);
  5738. continue;
  5739. }
  5740. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5741. {
  5742. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5743. const CStack * toBeHealed = possibleStacks.front();
  5744. BattleAction heal;
  5745. heal.actionType = EActionType::STACK_HEAL;
  5746. heal.aimToUnit(toBeHealed);
  5747. heal.side = next->side;
  5748. heal.stackNumber = next->ID;
  5749. makeAutomaticAction(next, heal);
  5750. continue;
  5751. }
  5752. }
  5753. int numberOfAsks = 1;
  5754. bool breakOuter = false;
  5755. do
  5756. {//ask interface and wait for answer
  5757. if (!battleResult.get())
  5758. {
  5759. stackTurnTrigger(next); //various effects
  5760. if(next->fear)
  5761. {
  5762. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5763. }
  5764. else
  5765. {
  5766. logGlobal->trace("Activating %s", next->nodeName());
  5767. auto nextId = next->ID;
  5768. BattleSetActiveStack sas;
  5769. sas.stack = nextId;
  5770. sendAndApply(&sas);
  5771. auto actionWasMade = [&]() -> bool
  5772. {
  5773. if (battleMadeAction.data)//active stack has made its action
  5774. return true;
  5775. if (battleResult.get())// battle is finished
  5776. return true;
  5777. if (next == nullptr)//active stack was been removed
  5778. return true;
  5779. return !next->alive();//active stack is dead
  5780. };
  5781. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5782. battleMadeAction.data = false;
  5783. while (!actionWasMade())
  5784. {
  5785. battleMadeAction.cond.wait(lock);
  5786. if (battleGetStackByID(nextId, false) != next)
  5787. next = nullptr; //it may be removed, while we wait
  5788. }
  5789. }
  5790. }
  5791. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5792. {
  5793. breakOuter = true;
  5794. break;
  5795. }
  5796. //we're after action, all results applied
  5797. checkBattleStateChanges(); //check if this action ended the battle
  5798. if(next != nullptr)
  5799. {
  5800. //check for good morale
  5801. nextStackMorale = next->MoraleVal();
  5802. if(!next->hadMorale //only one extra move per turn possible
  5803. && !next->defending
  5804. && !next->waited()
  5805. && !next->fear
  5806. && next->alive()
  5807. && nextStackMorale > 0)
  5808. {
  5809. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5810. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5811. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5812. {
  5813. BattleTriggerEffect bte;
  5814. bte.stackID = next->ID;
  5815. bte.effect = Bonus::MORALE;
  5816. bte.val = 1;
  5817. bte.additionalInfo = 0;
  5818. sendAndApply(&bte); //play animation
  5819. ++numberOfAsks; //move this stack once more
  5820. }
  5821. }
  5822. }
  5823. --numberOfAsks;
  5824. } while (numberOfAsks > 0);
  5825. if (breakOuter)
  5826. {
  5827. break;
  5828. }
  5829. }
  5830. firstRound = false;
  5831. }
  5832. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5833. }
  5834. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5835. {
  5836. BattleSetActiveStack bsa;
  5837. bsa.stack = stack->ID;
  5838. bsa.askPlayerInterface = false;
  5839. sendAndApply(&bsa);
  5840. bool ret = makeBattleAction(ba);
  5841. checkBattleStateChanges();
  5842. return ret;
  5843. }
  5844. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5845. {
  5846. assert(a->artType);
  5847. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5848. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5849. {
  5850. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5851. }
  5852. else if(ArtifactUtils::isSlotBackpack(pos))
  5853. {
  5854. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5855. }
  5856. else
  5857. {
  5858. al.slot = pos;
  5859. }
  5860. if(a->canBePutAt(al))
  5861. putArtifact(al, a);
  5862. else
  5863. return false;
  5864. return true;
  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 * artType, ArtifactPosition pos)
  5874. {
  5875. assert(artType);
  5876. if(pos != ArtifactPosition::FIRST_AVAILABLE && !ArtifactUtils::isSlotBackpack(pos))
  5877. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5878. CArtifactInstance * newArtInst = nullptr;
  5879. if(artType->canBeDisassembled())
  5880. newArtInst = new CCombinedArtifactInstance();
  5881. else
  5882. newArtInst = new CArtifactInstance();
  5883. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5884. if(giveHeroArtifact(h, newArtInst, pos))
  5885. {
  5886. NewArtifact na;
  5887. na.art = newArtInst;
  5888. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5889. return true;
  5890. }
  5891. else
  5892. {
  5893. delete newArtInst;
  5894. return false;
  5895. }
  5896. }
  5897. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5898. {
  5899. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5900. if (battleResult.data)
  5901. {
  5902. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5903. % battleResult.data->result % resultType).str());
  5904. return;
  5905. }
  5906. auto br = new BattleResult();
  5907. br->result = resultType;
  5908. br->winner = victoriusSide; //surrendering side loses
  5909. gs->curB->calculateCasualties(br->casualties);
  5910. battleResult.data = br;
  5911. }
  5912. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5913. {
  5914. std::vector<int3>::iterator tile;
  5915. std::vector<int3> tiles;
  5916. getFreeTiles(tiles);
  5917. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5918. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5919. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5920. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5921. for (int i = 0; i < (int)amount; ++i)
  5922. {
  5923. tile = tiles.begin();
  5924. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5925. {
  5926. auto count = cre->getRandomAmount(std::rand);
  5927. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5928. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5929. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5930. }
  5931. tiles.erase(tile); //not use it again
  5932. }
  5933. }
  5934. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5935. {
  5936. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5937. {
  5938. cheated = true;
  5939. if (!hero) return;
  5940. ///Give hero spellbook
  5941. if (!hero->hasSpellbook())
  5942. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5943. ///Give all spells with bonus (to allow banned spells)
  5944. GiveBonus giveBonus(GiveBonus::HERO);
  5945. giveBonus.id = hero->id.getNum();
  5946. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5947. //start with level 0 to skip abilities
  5948. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5949. {
  5950. giveBonus.bonus.subtype = level;
  5951. sendAndApply(&giveBonus);
  5952. }
  5953. ///Give mana
  5954. SetMana sm;
  5955. sm.hid = hero->id;
  5956. sm.val = 999;
  5957. sm.absolute = true;
  5958. sendAndApply(&sm);
  5959. }
  5960. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5961. {
  5962. cheated = true;
  5963. if (!town) return;
  5964. ///Build all buildings in selected town
  5965. for (auto & build : town->town->buildings)
  5966. {
  5967. if (!town->hasBuilt(build.first)
  5968. && !build.second->getNameTranslated().empty()
  5969. && build.first != BuildingID::SHIP)
  5970. {
  5971. buildStructure(town->id, build.first, true);
  5972. }
  5973. }
  5974. }
  5975. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5976. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5977. {
  5978. cheated = true;
  5979. if (!hero) return;
  5980. ///Gives N creatures into each slot
  5981. std::map<std::string, std::pair<std::string, int>> creatures;
  5982. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5983. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5984. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5985. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5986. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5987. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5988. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5989. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5990. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5991. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5992. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5993. if (!hero->hasStackAtSlot(SlotID(i)))
  5994. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5995. }
  5996. else if (boost::starts_with(cheat, "vcmiarmy"))
  5997. {
  5998. cheated = true;
  5999. if (!hero) return;
  6000. std::vector<std::string> words;
  6001. boost::split(words, cheat, boost::is_any_of(" "));
  6002. if(words.size() < 2)
  6003. return;
  6004. std::string creatureIdentifier = words[1];
  6005. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  6006. if(creatureId.is_initialized())
  6007. {
  6008. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  6009. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6010. if (!hero->hasStackAtSlot(SlotID(i)))
  6011. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6012. }
  6013. }
  6014. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6015. {
  6016. cheated = true;
  6017. if (!hero) return;
  6018. ///Give all war machines to hero
  6019. if (!hero->getArt(ArtifactPosition::MACH1))
  6020. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6021. if (!hero->getArt(ArtifactPosition::MACH2))
  6022. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6023. if (!hero->getArt(ArtifactPosition::MACH3))
  6024. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6025. }
  6026. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6027. {
  6028. cheated = true;
  6029. if (!hero) return;
  6030. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6031. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6032. {
  6033. if(VLC->arth->objects[g]->canBePutAt(hero))
  6034. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  6035. }
  6036. }
  6037. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6038. {
  6039. cheated = true;
  6040. if (!hero) return;
  6041. ///selected hero gains a new level
  6042. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6043. }
  6044. else if (boost::starts_with(cheat, "vcmiexp"))
  6045. {
  6046. cheated = true;
  6047. if (!hero) return;
  6048. std::vector<std::string> words;
  6049. boost::split(words, cheat, boost::is_any_of(" "));
  6050. if(words.size() < 2)
  6051. return;
  6052. std::string expAmount = words[1];
  6053. long expAmountProcessed = 0;
  6054. try
  6055. {
  6056. expAmountProcessed = std::stol(expAmount);
  6057. }
  6058. catch(std::exception&)
  6059. {
  6060. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6061. }
  6062. if(expAmountProcessed > 1)
  6063. {
  6064. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6065. }
  6066. }
  6067. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6068. {
  6069. cheated = true;
  6070. if (!hero) return;
  6071. ///Give 1000000 movement points to hero
  6072. SetMovePoints smp;
  6073. smp.hid = hero->id;
  6074. smp.val = 1000000;
  6075. sendAndApply(&smp);
  6076. GiveBonus gb(GiveBonus::HERO);
  6077. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6078. gb.bonus.duration = Bonus::ONE_DAY;
  6079. gb.bonus.source = Bonus::OTHER;
  6080. gb.id = hero->id.getNum();
  6081. giveHeroBonus(&gb);
  6082. }
  6083. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6084. {
  6085. cheated = true;
  6086. ///Give resources to player
  6087. TResources resources;
  6088. resources[Res::GOLD] = 100000;
  6089. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6090. resources[i] = 100;
  6091. giveResources(player, resources);
  6092. }
  6093. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6094. {
  6095. cheated = true;
  6096. ///Player wins
  6097. PlayerCheated pc;
  6098. pc.player = player;
  6099. pc.winningCheatCode = true;
  6100. sendAndApply(&pc);
  6101. }
  6102. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6103. {
  6104. cheated = true;
  6105. ///Player looses
  6106. PlayerCheated pc;
  6107. pc.player = player;
  6108. pc.losingCheatCode = true;
  6109. sendAndApply(&pc);
  6110. }
  6111. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6112. {
  6113. cheated = true;
  6114. ///Reveal or conceal FoW
  6115. FoWChange fc;
  6116. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6117. fc.player = player;
  6118. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6119. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6120. int lastUnc = 0;
  6121. for(int z = 0; z < gs->map->levels(); z++)
  6122. for(int x = 0; x < gs->map->width; x++)
  6123. for(int y = 0; y < gs->map->height; y++)
  6124. if(!(*fowMap)[z][x][y] || !fc.mode)
  6125. hlp_tab[lastUnc++] = int3(x, y, z);
  6126. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6127. delete [] hlp_tab;
  6128. sendAndApply(&fc);
  6129. }
  6130. }
  6131. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6132. {
  6133. BattleObstaclesChanged obsRem;
  6134. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6135. sendAndApply(&obsRem);
  6136. }
  6137. void CGameHandler::synchronizeArtifactHandlerLists()
  6138. {
  6139. UpdateArtHandlerLists uahl;
  6140. uahl.treasures = VLC->arth->treasures;
  6141. uahl.minors = VLC->arth->minors;
  6142. uahl.majors = VLC->arth->majors;
  6143. uahl.relics = VLC->arth->relics;
  6144. sendAndApply(&uahl);
  6145. }
  6146. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6147. {
  6148. return vstd::contains(gs->map->objects, obj);
  6149. }
  6150. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6151. {
  6152. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6153. return false;
  6154. auto query = queries.topQuery(player);
  6155. if (query && query->blocksPack(pack))
  6156. {
  6157. complain(boost::str(boost::format(
  6158. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6159. % boost::to_upper_copy<std::string>(player.getStr())
  6160. % query->toString()
  6161. ));
  6162. return true;
  6163. }
  6164. return false;
  6165. }
  6166. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6167. {
  6168. //If the object is being visited, there must be a matching query
  6169. for (const auto &query : queries.allQueries())
  6170. {
  6171. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6172. {
  6173. if (someVistQuery->visitedObject == object)
  6174. {
  6175. someVistQuery->removeObjectAfterVisit = true;
  6176. return;
  6177. }
  6178. }
  6179. }
  6180. //If we haven't returned so far, there is no query and no visit, call was wrong
  6181. assert("This function needs to be called during the object visit!");
  6182. }
  6183. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6184. {
  6185. std::unordered_set<int3, ShashInt3> tiles;
  6186. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6187. if (hide)
  6188. {
  6189. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6190. auto p = getPlayerState(player);
  6191. for (auto h : p->heroes)
  6192. {
  6193. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6194. }
  6195. for (auto t : p->towns)
  6196. {
  6197. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6198. }
  6199. for (auto tile : observedTiles)
  6200. vstd::erase_if_present (tiles, tile);
  6201. }
  6202. changeFogOfWar(tiles, player, hide);
  6203. }
  6204. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6205. {
  6206. FoWChange fow;
  6207. fow.tiles = tiles;
  6208. fow.player = player;
  6209. fow.mode = hide? 0 : 1;
  6210. sendAndApply(&fow);
  6211. }
  6212. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6213. {
  6214. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6215. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6216. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6217. return true;
  6218. }
  6219. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6220. {
  6221. SetObjectProperty sob;
  6222. sob.id = objid;
  6223. sob.what = prop;
  6224. sob.val = static_cast<ui32>(val);
  6225. sendAndApply(&sob);
  6226. }
  6227. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6228. {
  6229. sendAndApply(iw);
  6230. }
  6231. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6232. {
  6233. InfoWindow iw;
  6234. iw.player = player;
  6235. iw.text << msg;
  6236. showInfoDialog(&iw);
  6237. }
  6238. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6239. army(_army)
  6240. {
  6241. heroWithDeadCommander = ObjectInstanceID();
  6242. PlayerColor color = army->tempOwner;
  6243. if(color == PlayerColor::UNFLAGGABLE)
  6244. color = PlayerColor::NEUTRAL;
  6245. for(CStack * st : bat->stacks)
  6246. {
  6247. if(st->summoned) //don't take into account temporary summoned stacks
  6248. continue;
  6249. if(st->owner != color) //remove only our stacks
  6250. continue;
  6251. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6252. st->health.takeResurrected();
  6253. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6254. {
  6255. logGlobal->debug("Ignored arrow towers stack.");
  6256. }
  6257. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6258. {
  6259. auto warMachine = st->type->warMachine;
  6260. if(warMachine == ArtifactID::NONE)
  6261. {
  6262. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6263. }
  6264. //catapult artifact remain even if "creature" killed in siege
  6265. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6266. {
  6267. logGlobal->debug("War machine has been destroyed");
  6268. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6269. if (hero)
  6270. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6271. else
  6272. logGlobal->error("War machine in army without hero");
  6273. }
  6274. }
  6275. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6276. {
  6277. if(st->alive() && st->getCount() > 0)
  6278. {
  6279. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6280. const CreatureID summonedType = st->type->idNumber;
  6281. summoned[summonedType] += st->getCount();
  6282. }
  6283. }
  6284. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6285. {
  6286. if (nullptr == st->base)
  6287. {
  6288. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6289. }
  6290. else
  6291. {
  6292. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6293. if(c)
  6294. {
  6295. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6296. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6297. {
  6298. logGlobal->debug("Commander is dead.");
  6299. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6300. }
  6301. }
  6302. else
  6303. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6304. }
  6305. }
  6306. else if(st->base && !army->slotEmpty(st->slot))
  6307. {
  6308. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6309. if(st->getCount() == 0 || !st->alive())
  6310. {
  6311. logGlobal->debug("Stack has been destroyed.");
  6312. StackLocation sl(army, st->slot);
  6313. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6314. }
  6315. else if(st->getCount() < army->getStackCount(st->slot))
  6316. {
  6317. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6318. StackLocation sl(army, st->slot);
  6319. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6320. }
  6321. else if(st->getCount() > army->getStackCount(st->slot))
  6322. {
  6323. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6324. StackLocation sl(army, st->slot);
  6325. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6326. }
  6327. }
  6328. else
  6329. {
  6330. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6331. }
  6332. }
  6333. }
  6334. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6335. {
  6336. for (TStackAndItsNewCount &ncount : newStackCounts)
  6337. {
  6338. if (ncount.second > 0)
  6339. gh->changeStackCount(ncount.first, ncount.second, true);
  6340. else
  6341. gh->eraseStack(ncount.first, true);
  6342. }
  6343. for (auto summoned_iter : summoned)
  6344. {
  6345. SlotID slot = army->getSlotFor(summoned_iter.first);
  6346. if (slot.validSlot())
  6347. {
  6348. StackLocation location(army, slot);
  6349. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6350. }
  6351. else
  6352. {
  6353. //even if it will be possible to summon anything permanently it should be checked for free slot
  6354. //necromancy is handled separately
  6355. gh->complain("No free slot to put summoned creature");
  6356. }
  6357. }
  6358. for (auto al : removedWarMachines)
  6359. {
  6360. gh->removeArtifact(al);
  6361. }
  6362. if (heroWithDeadCommander != ObjectInstanceID())
  6363. {
  6364. SetCommanderProperty scp;
  6365. scp.heroid = heroWithDeadCommander;
  6366. scp.which = SetCommanderProperty::ALIVE;
  6367. scp.amount = 0;
  6368. gh->sendAndApply(&scp);
  6369. }
  6370. }
  6371. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6372. {
  6373. assert(Query->result);
  6374. assert(Query->bi);
  6375. auto &result = *Query->result;
  6376. auto &info = *Query->bi;
  6377. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6378. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6379. victor = info.sides[result.winner].color;
  6380. loser = info.sides[!result.winner].color;
  6381. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6382. }
  6383. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6384. {
  6385. winnerHero = loserHero = nullptr;
  6386. remainingBattleQueriesCount = 0;
  6387. }
  6388. CRandomGenerator & CGameHandler::getRandomGenerator()
  6389. {
  6390. return CRandomGenerator::getDefault();
  6391. }
  6392. #if SCRIPTING_ENABLED
  6393. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6394. {
  6395. return serverScripts.get();
  6396. }
  6397. scripting::Pool * CGameHandler::getContextPool() const
  6398. {
  6399. return serverScripts.get();
  6400. }
  6401. #endif
  6402. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6403. {
  6404. NewObject no;
  6405. no.ID = ID; //creature
  6406. no.subID= subID;
  6407. no.pos = pos;
  6408. sendAndApply(&no);
  6409. return no.id; //id field will be filled during applying on gs
  6410. }
  6411. ///ServerSpellCastEnvironment
  6412. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6413. : gh(gh)
  6414. {
  6415. }
  6416. bool ServerSpellCastEnvironment::describeChanges() const
  6417. {
  6418. return true;
  6419. }
  6420. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6421. {
  6422. gh->complain(problem);
  6423. }
  6424. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6425. {
  6426. return &gh->getRandomGenerator();
  6427. }
  6428. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6429. {
  6430. gh->sendAndApply(pack);
  6431. }
  6432. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6433. {
  6434. gh->sendAndApply(pack);
  6435. }
  6436. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6437. {
  6438. gh->sendAndApply(pack);
  6439. }
  6440. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6441. {
  6442. gh->sendAndApply(pack);
  6443. }
  6444. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6445. {
  6446. gh->sendAndApply(pack);
  6447. }
  6448. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6449. {
  6450. gh->sendAndApply(pack);
  6451. }
  6452. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6453. {
  6454. gh->sendAndApply(pack);
  6455. }
  6456. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6457. {
  6458. gh->sendAndApply(pack);
  6459. }
  6460. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6461. {
  6462. return gh;
  6463. }
  6464. const CMap * ServerSpellCastEnvironment::getMap() const
  6465. {
  6466. return gh->gameState()->map;
  6467. }
  6468. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6469. {
  6470. return gh->moveHero(hid, dst, teleporting, false);
  6471. }
  6472. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6473. {
  6474. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6475. request->queryID = query->queryID;
  6476. gh->queries.addQuery(query);
  6477. gh->sendAndApply(request);
  6478. }