CGameHandler.cpp 221 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "ServerNetPackVisitors.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "../lib/TerrainHandler.h"
  41. #include "CGameHandler.h"
  42. #include "CVCMIServer.h"
  43. #include "../lib/CCreatureSet.h"
  44. #include "../lib/CThreadHelper.h"
  45. #include "../lib/GameConstants.h"
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. #include "../lib/serializer/CTypeList.h"
  48. #include "../lib/serializer/Connection.h"
  49. #include "../lib/serializer/Cast.h"
  50. #include "../lib/serializer/JsonSerializer.h"
  51. #include "../lib/ScriptHandler.h"
  52. #include <vcmi/events/EventBus.h>
  53. #include <vcmi/events/GenericEvents.h>
  54. #include <vcmi/events/AdventureEvents.h>
  55. #ifndef _MSC_VER
  56. #include <boost/thread/xtime.hpp>
  57. #endif
  58. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  59. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  60. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  61. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  62. class ServerSpellCastEnvironment : public SpellCastEnvironment
  63. {
  64. public:
  65. ServerSpellCastEnvironment(CGameHandler * gh);
  66. ~ServerSpellCastEnvironment() = default;
  67. void complain(const std::string & problem) override;
  68. bool describeChanges() const override;
  69. vstd::RNG * getRNG() override;
  70. void apply(CPackForClient * pack) override;
  71. void apply(BattleLogMessage * pack) override;
  72. void apply(BattleStackMoved * pack) override;
  73. void apply(BattleUnitsChanged * pack) override;
  74. void apply(SetStackEffect * pack) override;
  75. void apply(StacksInjured * pack) override;
  76. void apply(BattleObstaclesChanged * pack) override;
  77. void apply(CatapultAttack * pack) override;
  78. const CMap * getMap() const override;
  79. const CGameInfoCallback * getCb() const override;
  80. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  81. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  82. private:
  83. CGameHandler * gh;
  84. };
  85. VCMI_LIB_NAMESPACE_BEGIN
  86. namespace spells
  87. {
  88. class ObstacleCasterProxy : public Caster
  89. {
  90. public:
  91. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  92. : owner(owner_),
  93. hero(hero_),
  94. obs(obs_)
  95. {
  96. };
  97. ~ObstacleCasterProxy() = default;
  98. int32_t getCasterUnitId() const override
  99. {
  100. if(hero)
  101. return hero->getCasterUnitId();
  102. else
  103. return -1;
  104. }
  105. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  106. {
  107. return obs->spellLevel;
  108. }
  109. int32_t getEffectLevel(const Spell * spell) const override
  110. {
  111. return obs->spellLevel;
  112. }
  113. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  114. {
  115. if(hero)
  116. return hero->getSpellBonus(spell, base, affectedStack);
  117. else
  118. return base;
  119. }
  120. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  121. {
  122. if(hero)
  123. return hero->getSpecificSpellBonus(spell, base);
  124. else
  125. return base;
  126. }
  127. int32_t getEffectPower(const Spell * spell) const override
  128. {
  129. return obs->casterSpellPower;
  130. }
  131. int32_t getEnchantPower(const Spell * spell) const override
  132. {
  133. return obs->casterSpellPower;
  134. }
  135. int64_t getEffectValue(const Spell * spell) const override
  136. {
  137. if(hero)
  138. return hero->getEffectValue(spell);
  139. else
  140. return 0;
  141. }
  142. PlayerColor getCasterOwner() const override
  143. {
  144. return owner;
  145. }
  146. void getCasterName(MetaString & text) const override
  147. {
  148. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  149. }
  150. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  151. {
  152. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  153. }
  154. void spendMana(ServerCallback * server, const int spellCost) const override
  155. {
  156. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  157. }
  158. private:
  159. const CGHeroInstance * hero;
  160. const PlayerColor owner;
  161. const SpellCreatedObstacle * obs;
  162. };
  163. }//
  164. VCMI_LIB_NAMESPACE_END
  165. CondSh<bool> battleMadeAction(false);
  166. CondSh<BattleResult *> battleResult(nullptr);
  167. template <typename T> class CApplyOnGH;
  168. class CBaseForGHApply
  169. {
  170. public:
  171. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  172. virtual ~CBaseForGHApply(){}
  173. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  174. {
  175. return new CApplyOnGH<U>();
  176. }
  177. };
  178. template <typename T> class CApplyOnGH : public CBaseForGHApply
  179. {
  180. public:
  181. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  182. {
  183. T *ptr = static_cast<T*>(pack);
  184. try
  185. {
  186. ApplyGhNetPackVisitor applier(*gh, *gs);
  187. ptr->visit(applier);
  188. return applier.getResult();
  189. }
  190. catch(ExceptionNotAllowedAction & e)
  191. {
  192. (void)e;
  193. return false;
  194. }
  195. catch(...)
  196. {
  197. throw;
  198. }
  199. }
  200. };
  201. template <>
  202. class CApplyOnGH<CPack> : public CBaseForGHApply
  203. {
  204. public:
  205. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  206. {
  207. logGlobal->error("Cannot apply on GH plain CPack!");
  208. assert(0);
  209. return false;
  210. }
  211. };
  212. static inline double distance(int3 a, int3 b)
  213. {
  214. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  215. }
  216. static void giveExp(BattleResult &r)
  217. {
  218. if (r.winner > 1)
  219. {
  220. // draw
  221. return;
  222. }
  223. r.exp[0] = 0;
  224. r.exp[1] = 0;
  225. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  226. {
  227. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  228. }
  229. }
  230. 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
  231. {
  232. int x = targetPosition.getX();
  233. int y = targetPosition.getY();
  234. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  235. 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...
  236. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  237. else
  238. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  239. //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
  240. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  241. {
  242. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  243. {
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  246. }
  247. else
  248. { //add back-side guardians for two-hex target, side guardians for one-hex
  249. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  251. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  253. else if (targetIsTwoHex)//front-side guardians for two-hex target
  254. {
  255. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  256. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  257. if (x > 3) //back guard for two-hex
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  259. }
  260. }
  261. }
  262. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  263. {
  264. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  265. {
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  268. }
  269. else
  270. {
  271. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  273. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  274. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  275. else if (targetIsTwoHex)
  276. {
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  279. if (x < GameConstants::BFIELD_WIDTH - 4)
  280. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  281. }
  282. }
  283. }
  284. else if (!targetIsAttacker && y % 2 == 0)
  285. {
  286. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  288. }
  289. else if (targetIsAttacker && y % 2 == 1)
  290. {
  291. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  292. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  293. }
  294. }
  295. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  296. {
  297. boost::unique_lock<boost::mutex> l(mx);
  298. if (players.find(player) != players.end())
  299. {
  300. return players.at(player);
  301. }
  302. else
  303. {
  304. throw std::runtime_error("No such player!");
  305. }
  306. }
  307. void PlayerStatuses::addPlayer(PlayerColor player)
  308. {
  309. boost::unique_lock<boost::mutex> l(mx);
  310. players[player];
  311. }
  312. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  313. {
  314. boost::unique_lock<boost::mutex> l(mx);
  315. if (players.find(player) != players.end())
  316. {
  317. return players[player].*flag;
  318. }
  319. else
  320. {
  321. throw std::runtime_error("No such player!");
  322. }
  323. }
  324. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  325. {
  326. boost::unique_lock<boost::mutex> l(mx);
  327. if (players.find(player) != players.end())
  328. {
  329. players[player].*flag = val;
  330. }
  331. else
  332. {
  333. throw std::runtime_error("No such player!");
  334. }
  335. cv.notify_all();
  336. }
  337. template <typename T>
  338. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  339. {
  340. fun(args[which]);
  341. }
  342. const Services * CGameHandler::services() const
  343. {
  344. return VLC;
  345. }
  346. const CGameHandler::BattleCb * CGameHandler::battle() const
  347. {
  348. return this;
  349. }
  350. const CGameHandler::GameCb * CGameHandler::game() const
  351. {
  352. return this;
  353. }
  354. vstd::CLoggerBase * CGameHandler::logger() const
  355. {
  356. return logGlobal;
  357. }
  358. events::EventBus * CGameHandler::eventBus() const
  359. {
  360. return serverEventBus.get();
  361. }
  362. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  363. {
  364. changeSecSkill(hero, skill, 1, 0);
  365. expGiven(hero);
  366. }
  367. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  368. {
  369. // required exp for at least 1 lvl-up hasn't been reached
  370. if (!hero->gainsLevel())
  371. {
  372. return;
  373. }
  374. // give primary skill
  375. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  376. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  377. SetPrimSkill sps;
  378. sps.id = hero->id;
  379. sps.which = primarySkill;
  380. sps.abs = false;
  381. sps.val = 1;
  382. sendAndApply(&sps);
  383. PrepareHeroLevelUp pre;
  384. pre.heroId = hero->id;
  385. sendAndApply(&pre);
  386. HeroLevelUp hlu;
  387. hlu.player = hero->tempOwner;
  388. hlu.heroId = hero->id;
  389. hlu.primskill = primarySkill;
  390. hlu.skills = pre.skills;
  391. if (hlu.skills.size() == 0)
  392. {
  393. sendAndApply(&hlu);
  394. levelUpHero(hero);
  395. }
  396. else if (hlu.skills.size() == 1)
  397. {
  398. sendAndApply(&hlu);
  399. levelUpHero(hero, pre.skills.front());
  400. }
  401. else if (hlu.skills.size() > 1)
  402. {
  403. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  404. hlu.queryID = levelUpQuery->queryID;
  405. queries.addQuery(levelUpQuery);
  406. sendAndApply(&hlu);
  407. //level up will be called on query reply
  408. }
  409. }
  410. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  411. {
  412. SetCommanderProperty scp;
  413. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  414. if (hero)
  415. scp.heroid = hero->id;
  416. else
  417. {
  418. complain ("Commander is not led by hero!");
  419. return;
  420. }
  421. scp.accumulatedBonus.subtype = 0;
  422. scp.accumulatedBonus.additionalInfo = 0;
  423. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  424. scp.accumulatedBonus.turnsRemain = 0;
  425. scp.accumulatedBonus.source = Bonus::COMMANDER;
  426. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  427. if (skill <= ECommander::SPELL_POWER)
  428. {
  429. scp.which = SetCommanderProperty::BONUS;
  430. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  431. {
  432. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  433. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  434. };
  435. switch (skill)
  436. {
  437. case ECommander::ATTACK:
  438. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  439. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  440. break;
  441. case ECommander::DEFENSE:
  442. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  443. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  444. break;
  445. case ECommander::HEALTH:
  446. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  447. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  448. break;
  449. case ECommander::DAMAGE:
  450. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  451. scp.accumulatedBonus.subtype = 0;
  452. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  453. break;
  454. case ECommander::SPEED:
  455. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  456. break;
  457. case ECommander::SPELL_POWER:
  458. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  459. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  460. sendAndApply (&scp); //additional pack
  461. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  462. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  463. sendAndApply (&scp); //additional pack
  464. scp.accumulatedBonus.type = Bonus::CASTS;
  465. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  466. sendAndApply (&scp); //additional pack
  467. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  468. break;
  469. }
  470. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  471. sendAndApply (&scp);
  472. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  473. scp.additionalInfo = skill;
  474. scp.amount = c->secondarySkills.at(skill) + 1;
  475. sendAndApply (&scp);
  476. }
  477. else if (skill >= 100)
  478. {
  479. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  480. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  481. scp.additionalInfo = skill; //unnormalized
  482. sendAndApply (&scp);
  483. }
  484. expGiven(hero);
  485. }
  486. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  487. {
  488. if (!c->gainsLevel())
  489. {
  490. return;
  491. }
  492. CommanderLevelUp clu;
  493. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  494. if(hero)
  495. {
  496. clu.heroId = hero->id;
  497. clu.player = hero->tempOwner;
  498. }
  499. else
  500. {
  501. complain ("Commander is not led by hero!");
  502. return;
  503. }
  504. //picking sec. skills for choice
  505. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  506. {
  507. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  508. clu.skills.push_back(i);
  509. }
  510. int i = 100;
  511. for (auto specialSkill : VLC->creh->skillRequirements)
  512. {
  513. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  514. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  515. && !vstd::contains (c->specialSKills, i))
  516. clu.skills.push_back (i);
  517. ++i;
  518. }
  519. int skillAmount = static_cast<int>(clu.skills.size());
  520. if (!skillAmount)
  521. {
  522. sendAndApply(&clu);
  523. levelUpCommander(c);
  524. }
  525. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  526. {
  527. sendAndApply(&clu);
  528. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  529. }
  530. else if (skillAmount > 1) //apply and ask for secondary skill
  531. {
  532. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  533. clu.queryID = commanderLevelUp->queryID;
  534. queries.addQuery(commanderLevelUp);
  535. sendAndApply(&clu);
  536. }
  537. }
  538. void CGameHandler::expGiven(const CGHeroInstance *hero)
  539. {
  540. if (hero->gainsLevel())
  541. levelUpHero(hero);
  542. else if (hero->commander && hero->commander->gainsLevel())
  543. levelUpCommander(hero->commander);
  544. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  545. // levelUpCommander(hero->commander);
  546. // else
  547. // levelUpHero(hero);
  548. }
  549. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  550. {
  551. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  552. {
  553. if (gs->map->levelLimit != 0)
  554. {
  555. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  556. TExpType resultingExp = abs ? val : hero->exp + val;
  557. if (resultingExp > expLimit)
  558. {
  559. // set given experience to max possible, but don't decrease if hero already over top
  560. abs = true;
  561. val = std::max(expLimit, hero->exp);
  562. InfoWindow iw;
  563. iw.player = hero->tempOwner;
  564. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  565. iw.text.addReplacement(hero->getNameTranslated());
  566. sendAndApply(&iw);
  567. }
  568. }
  569. }
  570. SetPrimSkill sps;
  571. sps.id = hero->id;
  572. sps.which = which;
  573. sps.abs = abs;
  574. sps.val = val;
  575. sendAndApply(&sps);
  576. //only for exp - hero may level up
  577. if (which == PrimarySkill::EXPERIENCE)
  578. {
  579. if (hero->commander && hero->commander->alive)
  580. {
  581. //FIXME: trim experience according to map limit?
  582. SetCommanderProperty scp;
  583. scp.heroid = hero->id;
  584. scp.which = SetCommanderProperty::EXPERIENCE;
  585. scp.amount = val;
  586. sendAndApply (&scp);
  587. CBonusSystemNode::treeHasChanged();
  588. }
  589. expGiven(hero);
  590. }
  591. }
  592. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  593. {
  594. if(!hero)
  595. {
  596. logGlobal->error("changeSecSkill provided no hero");
  597. return;
  598. }
  599. SetSecSkill sss;
  600. sss.id = hero->id;
  601. sss.which = which;
  602. sss.val = val;
  603. sss.abs = abs;
  604. sendAndApply(&sss);
  605. if (which == SecondarySkill::WISDOM)
  606. {
  607. if (hero->visitedTown)
  608. giveSpells(hero->visitedTown, hero);
  609. }
  610. }
  611. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  612. {
  613. LOG_TRACE(logGlobal);
  614. //Fill BattleResult structure with exp info
  615. giveExp(*battleResult.data);
  616. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  617. {
  618. if(heroAttacker)
  619. battleResult.data->exp[1] += 500;
  620. if(heroDefender)
  621. battleResult.data->exp[0] += 500;
  622. }
  623. if(heroAttacker)
  624. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  625. if(heroDefender)
  626. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  627. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  628. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  629. const BattleResult::EResult result = battleResult.get()->result;
  630. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  631. {
  632. for (auto &q : queries.allQueries())
  633. {
  634. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  635. if (bq->bi == gs->curB)
  636. return bq;
  637. }
  638. return std::shared_ptr<CBattleQuery>();
  639. };
  640. auto battleQuery = findBattleQuery();
  641. if (!battleQuery)
  642. {
  643. logGlobal->error("Cannot find battle query!");
  644. }
  645. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  646. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  647. battleQuery->result = boost::make_optional(*battleResult.data);
  648. //Check how many battle queries were created (number of players blocked by battle)
  649. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  650. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  651. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  652. ChangeSpells cs; //for Eagle Eye
  653. if (finishingBattle->winnerHero)
  654. {
  655. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  656. {
  657. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  658. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  659. {
  660. auto spell = spellId.toSpell(VLC->spells());
  661. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  662. cs.spells.insert(spell->getId());
  663. }
  664. }
  665. }
  666. std::vector<const CArtifactInstance *> arts; //display them in window
  667. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  668. {
  669. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  670. {
  671. arts.push_back(art);
  672. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  673. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  674. if(ArtifactUtils::isSlotBackpack(slot))
  675. ma->askAssemble = false;
  676. sendAndApply(ma);
  677. };
  678. if (finishingBattle->loserHero)
  679. {
  680. //TODO: wrap it into a function, somehow (boost::variant -_-)
  681. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  682. for (auto artSlot : artifactsWorn)
  683. {
  684. MoveArtifact ma;
  685. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  686. const CArtifactInstance * art = ma.src.getArt();
  687. if (art && !art->artType->isBig() &&
  688. art->artType->getId() != ArtifactID::SPELLBOOK)
  689. // don't move war machines or locked arts (spellbook)
  690. {
  691. sendMoveArtifact(art, &ma);
  692. }
  693. }
  694. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  695. {
  696. //we assume that no big artifacts can be found
  697. MoveArtifact ma;
  698. ma.src = ArtifactLocation(finishingBattle->loserHero,
  699. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  700. const CArtifactInstance * art = ma.src.getArt();
  701. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  702. {
  703. sendMoveArtifact(art, &ma);
  704. }
  705. }
  706. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  707. {
  708. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  709. for (auto artSlot : artifactsWorn)
  710. {
  711. MoveArtifact ma;
  712. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  713. const CArtifactInstance * art = ma.src.getArt();
  714. if (art && !art->artType->isBig())
  715. {
  716. sendMoveArtifact(art, &ma);
  717. }
  718. }
  719. }
  720. }
  721. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  722. {
  723. auto artifactsWorn = armySlot.second->artifactsWorn;
  724. for (auto artSlot : artifactsWorn)
  725. {
  726. MoveArtifact ma;
  727. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  728. const CArtifactInstance * art = ma.src.getArt();
  729. if (art && !art->artType->isBig())
  730. {
  731. sendMoveArtifact(art, &ma);
  732. }
  733. }
  734. }
  735. }
  736. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  737. if (arts.size()) //display loot
  738. {
  739. InfoWindow iw;
  740. iw.player = finishingBattle->winnerHero->tempOwner;
  741. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  742. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  743. {
  744. iw.components.emplace_back(
  745. Component::EComponentType::ARTIFACT, art->artType->getId(),
  746. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  747. if (iw.components.size() >= 14)
  748. {
  749. sendAndApply(&iw);
  750. iw.components.clear();
  751. }
  752. }
  753. if (iw.components.size())
  754. {
  755. sendAndApply(&iw);
  756. }
  757. }
  758. //Eagle Eye secondary skill handling
  759. if (!cs.spells.empty())
  760. {
  761. cs.learn = 1;
  762. cs.hid = finishingBattle->winnerHero->id;
  763. InfoWindow iw;
  764. iw.player = finishingBattle->winnerHero->tempOwner;
  765. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  766. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  767. std::ostringstream names;
  768. for (int i = 0; i < cs.spells.size(); i++)
  769. {
  770. names << "%s";
  771. if (i < cs.spells.size() - 2)
  772. names << ", ";
  773. else if (i < cs.spells.size() - 1)
  774. names << "%s";
  775. }
  776. names << ".";
  777. iw.text.addReplacement(names.str());
  778. auto it = cs.spells.begin();
  779. for (int i = 0; i < cs.spells.size(); i++, it++)
  780. {
  781. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  782. if (i == cs.spells.size() - 2) //we just added pre-last name
  783. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  784. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  785. }
  786. sendAndApply(&iw);
  787. sendAndApply(&cs);
  788. }
  789. cab1.updateArmy(this);
  790. cab2.updateArmy(this); //take casualties after battle is deleted
  791. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  792. {
  793. RemoveObject ro(heroAttacker->id);
  794. sendAndApply(&ro);
  795. }
  796. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  797. {
  798. RemoveObject ro(heroDefender->id);
  799. sendAndApply(&ro);
  800. }
  801. if(battleResult.data->winner == BattleSide::DEFENDER
  802. && heroDefender
  803. && heroDefender->visitedTown
  804. && !heroDefender->inTownGarrison
  805. && heroDefender->visitedTown->garrisonHero == heroDefender)
  806. {
  807. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  808. }
  809. //give exp
  810. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  811. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  812. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  813. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  814. queries.popIfTop(battleQuery);
  815. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  816. }
  817. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  818. {
  819. LOG_TRACE(logGlobal);
  820. finishingBattle->remainingBattleQueriesCount--;
  821. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  822. if (finishingBattle->remainingBattleQueriesCount > 0)
  823. //Battle results will be handled when all battle queries are closed
  824. return;
  825. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  826. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  827. // Still, it looks like a hole.
  828. // Necromancy if applicable.
  829. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  830. // Give raised units to winner and show dialog, if any were raised,
  831. // units will be given after casualties are taken
  832. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  833. if (necroSlot != SlotID())
  834. {
  835. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  836. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  837. }
  838. BattleResultsApplied resultsApplied;
  839. resultsApplied.player1 = finishingBattle->victor;
  840. resultsApplied.player2 = finishingBattle->loser;
  841. sendAndApply(&resultsApplied);
  842. setBattle(nullptr);
  843. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  844. {
  845. logGlobal->trace("post-victory visit");
  846. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  847. }
  848. visitObjectAfterVictory = false;
  849. //handle victory/loss of engaged players
  850. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  851. checkVictoryLossConditions(playerColors);
  852. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  853. {
  854. SetAvailableHeroes sah;
  855. sah.player = finishingBattle->loser;
  856. sah.hid[0] = finishingBattle->loserHero->subID;
  857. if (result.result == BattleResult::ESCAPE) //retreat
  858. {
  859. sah.army[0].clear();
  860. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  861. }
  862. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  863. sah.hid[1] = another->subID;
  864. else
  865. sah.hid[1] = -1;
  866. sendAndApply(&sah);
  867. }
  868. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  869. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  870. {
  871. RemoveObject ro(finishingBattle->winnerHero->id);
  872. sendAndApply(&ro);
  873. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  874. {
  875. SetAvailableHeroes sah;
  876. sah.player = finishingBattle->victor;
  877. sah.hid[0] = finishingBattle->winnerHero->subID;
  878. sah.army[0].clear();
  879. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  880. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  881. sah.hid[1] = another->subID;
  882. else
  883. sah.hid[1] = -1;
  884. sendAndApply(&sah);
  885. }
  886. }
  887. }
  888. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  889. {
  890. if(first && !counter)
  891. handleAttackBeforeCasting(ranged, attacker, defender);
  892. FireShieldInfo fireShield;
  893. BattleAttack bat;
  894. BattleLogMessage blm;
  895. bat.stackAttacking = attacker->unitId();
  896. bat.tile = targetHex;
  897. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  898. if(ranged)
  899. bat.flags |= BattleAttack::SHOT;
  900. if(counter)
  901. bat.flags |= BattleAttack::COUNTER;
  902. const int attackerLuck = attacker->LuckVal();
  903. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  904. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  905. {
  906. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  907. {
  908. bat.flags |= BattleAttack::LUCKY;
  909. }
  910. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  911. {
  912. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  913. {
  914. bat.flags |= BattleAttack::UNLUCKY;
  915. }
  916. }
  917. }
  918. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  919. {
  920. bat.flags |= BattleAttack::DEATH_BLOW;
  921. }
  922. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  923. {
  924. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  925. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  926. if (chance > getRandomGenerator().nextInt(99))
  927. {
  928. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  929. }
  930. }
  931. int64_t drainedLife = 0;
  932. // only primary target
  933. if(defender->alive())
  934. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  935. //multiple-hex normal attack
  936. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  937. for(const CStack * stack : attackedCreatures)
  938. {
  939. if(stack != defender && stack->alive()) //do not hit same stack twice
  940. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  941. }
  942. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  943. if(bonus && ranged) //TODO: make it work in melee?
  944. {
  945. //this is need for displaying hit animation
  946. bat.flags |= BattleAttack::SPELL_LIKE;
  947. bat.spellID = SpellID(bonus->subtype);
  948. //TODO: should spell override creature`s projectile?
  949. auto spell = bat.spellID.toSpell();
  950. battle::Target target;
  951. target.emplace_back(defender);
  952. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  953. event.setSpellLevel(bonus->val);
  954. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  955. //TODO: get exact attacked hex for defender
  956. for(const CStack * stack : attackedCreatures)
  957. {
  958. if(stack != defender && stack->alive()) //do not hit same stack twice
  959. {
  960. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  961. }
  962. }
  963. //now add effect info for all attacked stacks
  964. for (BattleStackAttacked & bsa : bat.bsa)
  965. {
  966. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  967. {
  968. //this is need for displaying affect animation
  969. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  970. bsa.spellID = SpellID(bonus->subtype);
  971. }
  972. }
  973. }
  974. attackerState->afterAttack(ranged, counter);
  975. {
  976. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  977. attackerState->save(info.data);
  978. bat.attackerChanges.changedStacks.push_back(info);
  979. }
  980. if (drainedLife > 0)
  981. bat.flags |= BattleAttack::LIFE_DRAIN;
  982. sendAndApply(&bat);
  983. {
  984. const bool multipleTargets = bat.bsa.size() > 1;
  985. int64_t totalDamage = 0;
  986. int32_t totalKills = 0;
  987. for(const BattleStackAttacked & bsa : bat.bsa)
  988. {
  989. totalDamage += bsa.damageAmount;
  990. totalKills += bsa.killedAmount;
  991. }
  992. {
  993. MetaString text;
  994. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  995. attacker->addNameReplacement(text);
  996. text.addReplacement(totalDamage);
  997. blm.lines.push_back(text);
  998. }
  999. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  1000. }
  1001. // drain life effect (as well as log entry) must be applied after the attack
  1002. if(drainedLife > 0)
  1003. {
  1004. MetaString text;
  1005. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1006. attackerState->addNameReplacement(text, false);
  1007. text.addReplacement(drainedLife);
  1008. defender->addNameReplacement(text, true);
  1009. blm.lines.push_back(std::move(text));
  1010. }
  1011. if(!fireShield.empty())
  1012. {
  1013. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1014. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1015. int64_t totalDamage = 0;
  1016. for(const auto & item : fireShield)
  1017. {
  1018. const CStack * actor = item.first;
  1019. int64_t rawDamage = item.second;
  1020. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1021. if(actorOwner)
  1022. {
  1023. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1024. }
  1025. else
  1026. {
  1027. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1028. }
  1029. totalDamage+=rawDamage;
  1030. //FIXME: add custom effect on actor
  1031. }
  1032. if (totalDamage > 0)
  1033. {
  1034. BattleStackAttacked bsa;
  1035. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1036. bsa.stackAttacked = attacker->ID; //invert
  1037. bsa.attackerID = defender->ID;
  1038. bsa.damageAmount = totalDamage;
  1039. attacker->prepareAttacked(bsa, getRandomGenerator());
  1040. StacksInjured pack;
  1041. pack.stacks.push_back(bsa);
  1042. sendAndApply(&pack);
  1043. // TODO: this is already implemented in Damage::describeEffect()
  1044. {
  1045. MetaString text;
  1046. text.addTxt(MetaString::GENERAL_TXT, 376);
  1047. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1048. text.addReplacement(totalDamage);
  1049. blm.lines.push_back(std::move(text));
  1050. }
  1051. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1052. }
  1053. }
  1054. sendAndApply(&blm);
  1055. handleAfterAttackCasting(ranged, attacker, defender);
  1056. }
  1057. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1058. {
  1059. BattleStackAttacked bsa;
  1060. if(secondary)
  1061. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1062. bsa.attackerID = attackerState->unitId();
  1063. bsa.stackAttacked = def->unitId();
  1064. {
  1065. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1066. bai.deathBlow = bat.deathBlow();
  1067. bai.doubleDamage = bat.ballistaDoubleDmg();
  1068. bai.luckyStrike = bat.lucky();
  1069. bai.unluckyStrike = bat.unlucky();
  1070. auto range = gs->curB->calculateDmgRange(bai);
  1071. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  1072. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1073. }
  1074. int64_t drainedLife = 0;
  1075. //life drain handling
  1076. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1077. {
  1078. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1079. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1080. drainedLife += toHeal;
  1081. }
  1082. //soul steal handling
  1083. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1084. {
  1085. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1086. //try to use permanent first, use only one of two
  1087. for(si32 subtype = 1; subtype >= 0; subtype--)
  1088. {
  1089. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1090. {
  1091. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1092. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1093. drainedLife += toHeal;
  1094. break;
  1095. }
  1096. }
  1097. }
  1098. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1099. //fire shield handling
  1100. if(!bat.shot() &&
  1101. !def->isClone() &&
  1102. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1103. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1104. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1105. )
  1106. {
  1107. //TODO: use damage with bonus but without penalties
  1108. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1109. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1110. }
  1111. return drainedLife;
  1112. }
  1113. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1114. {
  1115. if(killed > 0)
  1116. {
  1117. BattleLogMessage blm;
  1118. addGenericKilledLog(blm, defender, killed, multiple);
  1119. sendAndApply(&blm);
  1120. }
  1121. }
  1122. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1123. {
  1124. if(killed > 0)
  1125. {
  1126. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1127. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1128. // 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)
  1129. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1130. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1131. boost::algorithm::trim(formatString);
  1132. boost::format txt(formatString);
  1133. if(killed > 1)
  1134. {
  1135. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1136. }
  1137. else //killed == 1
  1138. {
  1139. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1140. }
  1141. MetaString line;
  1142. line << txt.str();
  1143. blm.lines.push_back(std::move(line));
  1144. }
  1145. }
  1146. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1147. {
  1148. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1149. return;
  1150. for(auto & playerConnections : connections)
  1151. {
  1152. PlayerColor playerId = playerConnections.first;
  1153. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1154. if(!playerSettings)
  1155. continue;
  1156. auto playerConnection = vstd::find(playerConnections.second, c);
  1157. if(playerConnection != playerConnections.second.end())
  1158. {
  1159. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1160. playerMessage(playerId, messageText, ObjectInstanceID{});
  1161. }
  1162. }
  1163. }
  1164. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1165. {
  1166. //prepare struct informing that action was applied
  1167. auto sendPackageResponse = [&](bool succesfullyApplied)
  1168. {
  1169. PackageApplied applied;
  1170. applied.player = pack->player;
  1171. applied.result = succesfullyApplied;
  1172. applied.packType = typeList.getTypeID(pack);
  1173. applied.requestID = pack->requestID;
  1174. pack->c->sendPack(&applied);
  1175. };
  1176. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1177. if(isBlockedByQueries(pack, pack->player))
  1178. {
  1179. sendPackageResponse(false);
  1180. }
  1181. else if(apply)
  1182. {
  1183. const bool result = apply->applyOnGH(this, this->gs, pack);
  1184. if(result)
  1185. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1186. else
  1187. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1188. % typeid(*pack).name()).str());
  1189. sendPackageResponse(true);
  1190. }
  1191. else
  1192. {
  1193. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1194. sendPackageResponse(false);
  1195. }
  1196. vstd::clear_pointer(pack);
  1197. }
  1198. int CGameHandler::moveStack(int stack, BattleHex dest)
  1199. {
  1200. int ret = 0;
  1201. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1202. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1203. assert(curStack);
  1204. assert(dest < GameConstants::BFIELD_SIZE);
  1205. if (gs->curB->tacticDistance)
  1206. {
  1207. assert(gs->curB->isInTacticRange(dest));
  1208. }
  1209. auto start = curStack->getPosition();
  1210. if (start == dest)
  1211. return 0;
  1212. //initing necessary tables
  1213. auto accessibility = getAccesibility(curStack);
  1214. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1215. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1216. {
  1217. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1218. if(accessibility.accessible(shifted, curStack))
  1219. dest = shifted;
  1220. }
  1221. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1222. {
  1223. complain("Given destination is not accessible!");
  1224. return 0;
  1225. }
  1226. bool canUseGate = false;
  1227. auto dbState = gs->curB->si.gateState;
  1228. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1229. dbState != EGateState::DESTROYED &&
  1230. dbState != EGateState::BLOCKED)
  1231. {
  1232. canUseGate = true;
  1233. }
  1234. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1235. ret = path.second;
  1236. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1237. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1238. {
  1239. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1240. return true;
  1241. if (hex == ESiegeHex::GATE_OUTER)
  1242. return true;
  1243. if (hex == ESiegeHex::GATE_INNER)
  1244. return true;
  1245. return false;
  1246. };
  1247. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1248. {
  1249. if (isGateDrawbridgeHex(hex))
  1250. return true;
  1251. if (curStack->doubleWide())
  1252. {
  1253. BattleHex otherHex = curStack->occupiedHex(hex);
  1254. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1255. return true;
  1256. }
  1257. return false;
  1258. };
  1259. if (curStack->hasBonusOfType(Bonus::FLYING))
  1260. {
  1261. if (path.second <= creSpeed && path.first.size() > 0)
  1262. {
  1263. if (canUseGate && dbState != EGateState::OPENED &&
  1264. occupyGateDrawbridgeHex(dest))
  1265. {
  1266. BattleUpdateGateState db;
  1267. db.state = EGateState::OPENED;
  1268. sendAndApply(&db);
  1269. }
  1270. //inform clients about move
  1271. BattleStackMoved sm;
  1272. sm.stack = curStack->ID;
  1273. std::vector<BattleHex> tiles;
  1274. tiles.push_back(path.first[0]);
  1275. sm.tilesToMove = tiles;
  1276. sm.distance = path.second;
  1277. sm.teleporting = false;
  1278. sendAndApply(&sm);
  1279. }
  1280. }
  1281. else //for non-flying creatures
  1282. {
  1283. std::vector<BattleHex> tiles;
  1284. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1285. int v = (int)path.first.size()-1;
  1286. path.first.push_back(start);
  1287. // check if gate need to be open or closed at some point
  1288. BattleHex openGateAtHex, gateMayCloseAtHex;
  1289. if (canUseGate)
  1290. {
  1291. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1292. {
  1293. auto needOpenGates = [&](BattleHex hex) -> bool
  1294. {
  1295. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1296. return true;
  1297. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1298. return true;
  1299. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1300. return true;
  1301. return false;
  1302. };
  1303. auto hex = path.first[i];
  1304. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1305. {
  1306. if (needOpenGates(hex))
  1307. openGateAtHex = path.first[i+1];
  1308. //TODO we need find batter way to handle double-wide stacks
  1309. //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.
  1310. if (curStack->doubleWide())
  1311. {
  1312. BattleHex otherHex = curStack->occupiedHex(hex);
  1313. if (otherHex.isValid() && needOpenGates(otherHex))
  1314. openGateAtHex = path.first[i+2];
  1315. }
  1316. //gate may be opened and then closed during stack movement, but not other way around
  1317. if (openGateAtHex.isValid())
  1318. dbState = EGateState::OPENED;
  1319. }
  1320. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1321. {
  1322. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1323. {
  1324. gateMayCloseAtHex = path.first[i-1];
  1325. }
  1326. if (gs->curB->town->subID == ETownType::FORTRESS)
  1327. {
  1328. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1329. {
  1330. gateMayCloseAtHex = path.first[i-1];
  1331. }
  1332. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1333. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1334. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1335. {
  1336. gateMayCloseAtHex = path.first[i-1];
  1337. }
  1338. }
  1339. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1340. {
  1341. gateMayCloseAtHex = path.first[i-1];
  1342. }
  1343. }
  1344. }
  1345. }
  1346. bool stackIsMoving = true;
  1347. while(stackIsMoving)
  1348. {
  1349. if (v<tilesToMove)
  1350. {
  1351. logGlobal->error("Movement terminated abnormally");
  1352. break;
  1353. }
  1354. bool gateStateChanging = false;
  1355. //special handling for opening gate on from starting hex
  1356. if (openGateAtHex.isValid() && openGateAtHex == start)
  1357. gateStateChanging = true;
  1358. else
  1359. {
  1360. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1361. {
  1362. BattleHex hex = path.first[v];
  1363. tiles.push_back(hex);
  1364. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1365. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1366. {
  1367. gateStateChanging = true;
  1368. }
  1369. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1370. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1371. obstacleHit = true;
  1372. if (curStack->doubleWide())
  1373. {
  1374. BattleHex otherHex = curStack->occupiedHex(hex);
  1375. //two hex creature hit obstacle by backside
  1376. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1377. if(otherHex.isValid() && !obstacle2.empty())
  1378. obstacleHit = true;
  1379. }
  1380. }
  1381. }
  1382. if (tiles.size() > 0)
  1383. {
  1384. //commit movement
  1385. BattleStackMoved sm;
  1386. sm.stack = curStack->ID;
  1387. sm.distance = path.second;
  1388. sm.teleporting = false;
  1389. sm.tilesToMove = tiles;
  1390. sendAndApply(&sm);
  1391. tiles.clear();
  1392. }
  1393. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1394. if (curStack->getPosition() != dest)
  1395. {
  1396. if(stackIsMoving && start != curStack->getPosition())
  1397. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1398. if (gateStateChanging)
  1399. {
  1400. if (curStack->getPosition() == openGateAtHex)
  1401. {
  1402. openGateAtHex = BattleHex();
  1403. //only open gate if stack is still alive
  1404. if (curStack->alive())
  1405. {
  1406. BattleUpdateGateState db;
  1407. db.state = EGateState::OPENED;
  1408. sendAndApply(&db);
  1409. }
  1410. }
  1411. else if (curStack->getPosition() == gateMayCloseAtHex)
  1412. {
  1413. gateMayCloseAtHex = BattleHex();
  1414. updateGateState();
  1415. }
  1416. }
  1417. }
  1418. else
  1419. //movement finished normally: we reached destination
  1420. stackIsMoving = false;
  1421. }
  1422. }
  1423. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1424. handleDamageFromObstacle(curStack);
  1425. return ret;
  1426. }
  1427. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1428. : lobby(lobby)
  1429. , complainNoCreatures("No creatures to split")
  1430. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1431. , complainInvalidSlot("Invalid slot accessed!")
  1432. {
  1433. QID = 1;
  1434. IObjectInterface::cb = this;
  1435. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1436. registerTypesServerPacks(*applier);
  1437. visitObjectAfterVictory = false;
  1438. spellEnv = new ServerSpellCastEnvironment(this);
  1439. }
  1440. CGameHandler::~CGameHandler()
  1441. {
  1442. delete spellEnv;
  1443. delete gs;
  1444. }
  1445. void CGameHandler::reinitScripting()
  1446. {
  1447. serverEventBus = std::make_unique<events::EventBus>();
  1448. #if SCRIPTING_ENABLED
  1449. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1450. #endif
  1451. }
  1452. void CGameHandler::init(StartInfo *si)
  1453. {
  1454. if (si->seedToBeUsed == 0)
  1455. {
  1456. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1457. }
  1458. CMapService mapService;
  1459. gs = new CGameState();
  1460. gs->preInit(VLC);
  1461. logGlobal->info("Gamestate created!");
  1462. gs->init(&mapService, si);
  1463. logGlobal->info("Gamestate initialized!");
  1464. // reset seed, so that clients can't predict any following random values
  1465. getRandomGenerator().resetSeed();
  1466. for (auto & elem : gs->players)
  1467. {
  1468. states.addPlayer(elem.first);
  1469. }
  1470. reinitScripting();
  1471. }
  1472. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1473. {
  1474. return a.earlierThan(b);
  1475. }
  1476. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1477. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1478. const PlayerState * p = getPlayerState(town->tempOwner);
  1479. if (!p)
  1480. {
  1481. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1482. return;
  1483. }
  1484. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1485. {
  1486. SetAvailableCreatures ssi;
  1487. ssi.tid = town->id;
  1488. ssi.creatures = town->creatures;
  1489. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1490. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1491. if (dwellings.empty())//no dwellings - just remove
  1492. {
  1493. sendAndApply(&ssi);
  1494. return;
  1495. }
  1496. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1497. // for multi-creature dwellings like Golem Factory
  1498. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1499. if (clear)
  1500. {
  1501. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1502. }
  1503. else
  1504. {
  1505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1506. }
  1507. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1508. sendAndApply(&ssi);
  1509. }
  1510. }
  1511. void CGameHandler::newTurn()
  1512. {
  1513. logGlobal->trace("Turn %d", gs->day+1);
  1514. NewTurn n;
  1515. n.specialWeek = NewTurn::NO_ACTION;
  1516. n.creatureid = CreatureID::NONE;
  1517. n.day = gs->day + 1;
  1518. bool firstTurn = !getDate(Date::DAY);
  1519. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1520. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1521. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1522. if (firstTurn)
  1523. {
  1524. for (auto obj : gs->map->objects)
  1525. {
  1526. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1527. {
  1528. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1529. }
  1530. }
  1531. }
  1532. if (newWeek && !firstTurn)
  1533. {
  1534. n.specialWeek = NewTurn::NORMAL;
  1535. bool deityOfFireBuilt = false;
  1536. for (const CGTownInstance *t : gs->map->towns)
  1537. {
  1538. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1539. {
  1540. deityOfFireBuilt = true;
  1541. break;
  1542. }
  1543. }
  1544. if (deityOfFireBuilt)
  1545. {
  1546. n.specialWeek = NewTurn::DEITYOFFIRE;
  1547. n.creatureid = CreatureID::IMP;
  1548. }
  1549. else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
  1550. {
  1551. int monthType = getRandomGenerator().nextInt(99);
  1552. if (newMonth) //new month
  1553. {
  1554. if (monthType < 40) //double growth
  1555. {
  1556. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1557. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1558. {
  1559. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1560. n.creatureid = newMonster.second;
  1561. }
  1562. else if (VLC->creh->doubledCreatures.size())
  1563. {
  1564. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1565. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1566. }
  1567. else
  1568. {
  1569. complain("Cannot find creature that can be spawned!");
  1570. n.specialWeek = NewTurn::NORMAL;
  1571. }
  1572. }
  1573. else if (monthType < 50)
  1574. n.specialWeek = NewTurn::PLAGUE;
  1575. }
  1576. else //it's a week, but not full month
  1577. {
  1578. if (monthType < 25)
  1579. {
  1580. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1581. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1582. do
  1583. {
  1584. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1585. } while (VLC->creh->objects[newMonster.second] &&
  1586. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1587. n.creatureid = newMonster.second;
  1588. }
  1589. }
  1590. }
  1591. }
  1592. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1593. for (auto& hp : pool)
  1594. {
  1595. auto hero = hp.second;
  1596. if (hero->isInitialized() && hero->stacks.size())
  1597. {
  1598. // reset retreated or surrendered heroes
  1599. auto maxmove = hero->maxMovePoints(true);
  1600. // if movement is greater than maxmove, we should decrease it
  1601. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1602. {
  1603. NewTurn::Hero hth;
  1604. hth.id = hero->id;
  1605. hth.move = maxmove;
  1606. hth.mana = hero->getManaNewTurn();
  1607. n.heroes.insert(hth);
  1608. }
  1609. }
  1610. }
  1611. for (auto & elem : gs->players)
  1612. {
  1613. if (elem.first == PlayerColor::NEUTRAL)
  1614. continue;
  1615. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1616. assert(0); //illegal player number!
  1617. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1618. hadGold.insert(playerGold);
  1619. if (newWeek) //new heroes in tavern
  1620. {
  1621. SetAvailableHeroes sah;
  1622. sah.player = elem.first;
  1623. //pick heroes and their armies
  1624. CHeroClass *banned = nullptr;
  1625. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1626. {
  1627. //first hero - native if possible, second hero -> any other class
  1628. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1629. {
  1630. sah.hid[j] = h->subID;
  1631. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1632. banned = h->type->heroClass;
  1633. }
  1634. else
  1635. {
  1636. sah.hid[j] = -1;
  1637. }
  1638. }
  1639. sendAndApply(&sah);
  1640. }
  1641. n.res[elem.first] = elem.second.resources;
  1642. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1643. {
  1644. bool hasCrystalGenCreature = false;
  1645. for(CGHeroInstance * hero : elem.second.heroes)
  1646. {
  1647. for(auto stack : hero->stacks)
  1648. {
  1649. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1650. {
  1651. hasCrystalGenCreature = true;
  1652. break;
  1653. }
  1654. }
  1655. }
  1656. if(!hasCrystalGenCreature) //not found in armies, check towns
  1657. {
  1658. for(CGTownInstance * town : elem.second.towns)
  1659. {
  1660. for(auto stack : town->stacks)
  1661. {
  1662. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1663. {
  1664. hasCrystalGenCreature = true;
  1665. break;
  1666. }
  1667. }
  1668. }
  1669. }
  1670. if(hasCrystalGenCreature)
  1671. n.res[elem.first][Res::CRYSTAL] += 3;
  1672. }
  1673. for (CGHeroInstance *h : (elem).second.heroes)
  1674. {
  1675. if (h->visitedTown)
  1676. giveSpells(h->visitedTown, h);
  1677. NewTurn::Hero hth;
  1678. hth.id = h->id;
  1679. auto ti = std::make_unique<TurnInfo>(h, 1);
  1680. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1681. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1682. hth.mana = h->getManaNewTurn();
  1683. n.heroes.insert(hth);
  1684. if (!firstTurn) //not first day
  1685. {
  1686. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1687. {
  1688. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1689. }
  1690. }
  1691. }
  1692. }
  1693. for (CGTownInstance *t : gs->map->towns)
  1694. {
  1695. PlayerColor player = t->tempOwner;
  1696. handleTownEvents(t, n);
  1697. if (newWeek) //first day of week
  1698. {
  1699. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1700. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1701. if (!firstTurn)
  1702. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1703. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1704. if (!vstd::contains(n.cres, t->id))
  1705. {
  1706. n.cres[t->id].tid = t->id;
  1707. n.cres[t->id].creatures = t->creatures;
  1708. }
  1709. auto & sac = n.cres.at(t->id);
  1710. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1711. {
  1712. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1713. {
  1714. ui32 &availableCount = sac.creatures.at(k).first;
  1715. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1716. if (n.specialWeek == NewTurn::PLAGUE)
  1717. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1718. else
  1719. {
  1720. if (firstTurn) //first day of game: use only basic growths
  1721. availableCount = cre->growth;
  1722. else
  1723. availableCount += t->creatureGrowth(k);
  1724. //Deity of fire week - upgrade both imps and upgrades
  1725. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1726. availableCount += 15;
  1727. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1728. {
  1729. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1730. availableCount *= 2;
  1731. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1732. availableCount += 5;
  1733. }
  1734. }
  1735. }
  1736. }
  1737. }
  1738. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1739. {
  1740. n.res[player] = n.res[player] + t->dailyIncome();
  1741. }
  1742. if(t->hasBuilt(BuildingID::GRAIL)
  1743. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1744. {
  1745. // Skyship, probably easier to handle same as Veil of darkness
  1746. //do it every new day after veils apply
  1747. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1748. {
  1749. FoWChange fw;
  1750. fw.mode = 1;
  1751. fw.player = player;
  1752. // find all hidden tiles
  1753. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1754. auto shape = fow->shape();
  1755. for(size_t z = 0; z < shape[0]; z++)
  1756. for(size_t x = 0; x < shape[1]; x++)
  1757. for(size_t y = 0; y < shape[2]; y++)
  1758. if (!(*fow)[z][x][y])
  1759. fw.tiles.insert(int3(x, y, z));
  1760. sendAndApply (&fw);
  1761. }
  1762. }
  1763. if (t->hasBonusOfType (Bonus::DARKNESS))
  1764. {
  1765. for (auto & player : gs->players)
  1766. {
  1767. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1768. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1769. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1770. }
  1771. }
  1772. }
  1773. if (newMonth)
  1774. {
  1775. SetAvailableArtifacts saa;
  1776. saa.id = -1;
  1777. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1778. sendAndApply(&saa);
  1779. }
  1780. sendAndApply(&n);
  1781. if (newWeek)
  1782. {
  1783. //spawn wandering monsters
  1784. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1785. {
  1786. spawnWanderingMonsters(n.creatureid);
  1787. }
  1788. //new week info popup
  1789. if (!firstTurn)
  1790. {
  1791. InfoWindow iw;
  1792. switch (n.specialWeek)
  1793. {
  1794. case NewTurn::DOUBLE_GROWTH:
  1795. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1796. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1797. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1798. break;
  1799. case NewTurn::PLAGUE:
  1800. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1801. break;
  1802. case NewTurn::BONUS_GROWTH:
  1803. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  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::DEITYOFFIRE:
  1808. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1809. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1810. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1811. iw.text.addReplacement2(15); //%+d 15
  1812. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1813. iw.text.addReplacement2(15); //%+d 15
  1814. break;
  1815. default:
  1816. if (newMonth)
  1817. {
  1818. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1819. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1820. }
  1821. else
  1822. {
  1823. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1824. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1825. }
  1826. }
  1827. for (auto & elem : gs->players)
  1828. {
  1829. iw.player = elem.first;
  1830. sendAndApply(&iw);
  1831. }
  1832. }
  1833. }
  1834. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1835. handleTimeEvents();
  1836. //call objects
  1837. for (auto & elem : gs->map->objects)
  1838. {
  1839. if (elem)
  1840. elem->newTurn(getRandomGenerator());
  1841. }
  1842. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1843. }
  1844. void CGameHandler::run(bool resume)
  1845. {
  1846. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1847. using namespace boost::posix_time;
  1848. for (auto cc : lobby->connections)
  1849. {
  1850. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1851. std::stringstream sbuffer;
  1852. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1853. for (PlayerColor color : players)
  1854. {
  1855. sbuffer << color << " ";
  1856. {
  1857. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1858. connections[color].insert(cc);
  1859. }
  1860. }
  1861. logGlobal->info(sbuffer.str());
  1862. }
  1863. #if SCRIPTING_ENABLED
  1864. services()->scripts()->run(serverScripts);
  1865. #endif
  1866. if(resume)
  1867. events::GameResumed::defaultExecute(serverEventBus.get());
  1868. auto playerTurnOrder = generatePlayerTurnOrder();
  1869. while(lobby->state == EServerState::GAMEPLAY)
  1870. {
  1871. if(!resume)
  1872. {
  1873. newTurn();
  1874. events::TurnStarted::defaultExecute(serverEventBus.get());
  1875. }
  1876. std::list<PlayerColor>::iterator it;
  1877. if (resume)
  1878. {
  1879. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1880. }
  1881. else
  1882. {
  1883. it = playerTurnOrder.begin();
  1884. }
  1885. resume = false;
  1886. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1887. {
  1888. auto playerColor = *it;
  1889. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1890. {
  1891. //if player runs out of time, he shouldn't get the turn (especially AI)
  1892. //pre-trigger may change anything, should check before each player
  1893. //TODO: is it enough to check only one player?
  1894. checkVictoryLossConditionsForAll();
  1895. auto player = event.getPlayer();
  1896. const PlayerState * playerState = &gs->players[player];
  1897. if(playerState->status != EPlayerStatus::INGAME)
  1898. {
  1899. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1900. }
  1901. else
  1902. {
  1903. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1904. YourTurn yt;
  1905. yt.player = player;
  1906. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1907. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1908. applyAndSend(&yt);
  1909. }
  1910. };
  1911. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1912. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1913. {
  1914. //wait till turn is done
  1915. boost::unique_lock<boost::mutex> lock(states.mx);
  1916. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1917. {
  1918. static time_duration p = milliseconds(100);
  1919. states.cv.timed_wait(lock, p);
  1920. }
  1921. }
  1922. }
  1923. //additional check that game is not finished
  1924. bool activePlayer = false;
  1925. for (auto player : playerTurnOrder)
  1926. {
  1927. if (gs->players[player].status == EPlayerStatus::INGAME)
  1928. activePlayer = true;
  1929. }
  1930. if(!activePlayer)
  1931. lobby->state = EServerState::GAMEPLAY_ENDED;
  1932. }
  1933. }
  1934. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1935. {
  1936. // Generate player turn order
  1937. std::list<PlayerColor> playerTurnOrder;
  1938. for (const auto & player : gs->players) // add human players first
  1939. {
  1940. if (player.second.human)
  1941. playerTurnOrder.push_back(player.first);
  1942. }
  1943. for (const auto & player : gs->players) // then add non-human players
  1944. {
  1945. if (!player.second.human)
  1946. playerTurnOrder.push_back(player.first);
  1947. }
  1948. return playerTurnOrder;
  1949. }
  1950. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1951. {
  1952. battleResult.set(nullptr);
  1953. const auto & t = *getTile(tile);
  1954. TerrainId terrain = t.terType->getId();
  1955. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1956. terrain = ETerrainId::SAND;
  1957. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1958. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1959. terType = BattleField::fromString("ship_to_ship");
  1960. //send info about battles
  1961. BattleStart bs;
  1962. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1963. sendAndApply(&bs);
  1964. }
  1965. void CGameHandler::checkBattleStateChanges()
  1966. {
  1967. //check if drawbridge state need to be changes
  1968. if (battleGetSiegeLevel() > 0)
  1969. updateGateState();
  1970. //check if battle ended
  1971. if (auto result = battleIsFinished())
  1972. {
  1973. setBattleResult(BattleResult::NORMAL, *result);
  1974. }
  1975. }
  1976. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1977. {
  1978. if (!h->hasSpellbook())
  1979. return; //hero hasn't spellbook
  1980. ChangeSpells cs;
  1981. cs.hid = h->id;
  1982. cs.learn = true;
  1983. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1984. {
  1985. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1986. for (int i = 0; i < h->maxSpellLevel(); i++)
  1987. {
  1988. std::vector<SpellID> spells;
  1989. getAllowedSpells(spells, i+1);
  1990. for (auto & spell : spells)
  1991. cs.spells.insert(spell);
  1992. }
  1993. }
  1994. else
  1995. {
  1996. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1997. {
  1998. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1999. {
  2000. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  2001. cs.spells.insert(t->spells.at(i).at(j));
  2002. }
  2003. }
  2004. }
  2005. if (!cs.spells.empty())
  2006. sendAndApply(&cs);
  2007. }
  2008. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2009. {
  2010. if (!obj || !getObj(obj->id))
  2011. {
  2012. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2013. return false;
  2014. }
  2015. RemoveObject ro;
  2016. ro.id = obj->id;
  2017. sendAndApply(&ro);
  2018. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2019. return true;
  2020. }
  2021. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2022. {
  2023. const CGHeroInstance *h = getHero(hid);
  2024. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2025. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2026. {
  2027. logGlobal->error("Illegal call to move hero!");
  2028. return false;
  2029. }
  2030. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2031. const int3 hmpos = h->convertToVisitablePos(dst);
  2032. if (!gs->map->isInTheMap(hmpos))
  2033. {
  2034. logGlobal->error("Destination tile is outside the map!");
  2035. return false;
  2036. }
  2037. const TerrainTile t = *getTile(hmpos);
  2038. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2039. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2040. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2041. //result structure for start - movement failed, no move points used
  2042. TryMoveHero tmh;
  2043. tmh.id = hid;
  2044. tmh.start = h->pos;
  2045. tmh.end = dst;
  2046. tmh.result = TryMoveHero::FAILED;
  2047. tmh.movePoints = h->movement;
  2048. //check if destination tile is available
  2049. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2050. pathfinderHelper->updateTurnInfo(0);
  2051. auto ti = pathfinderHelper->getTurnInfo();
  2052. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2053. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2054. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2055. //it's a rock or blocked and not visitable tile
  2056. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2057. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2058. && complain("Cannot move hero, destination tile is blocked!"))
  2059. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  2060. && complain("Cannot move hero, destination tile is on water!"))
  2061. || ((h->boat && t.terType->isLand() && t.blocked)
  2062. && complain("Cannot disembark hero, tile is blocked!"))
  2063. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2064. && complain("Tiles are not neighboring!"))
  2065. || ((h->inTownGarrison)
  2066. && complain("Can not move garrisoned hero!"))
  2067. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2068. && complain("Hero doesn't have any movement points left!"))
  2069. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2070. && complain("Hero cannot transit over this tile!"))
  2071. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2072. && complain("Cannot move hero during the battle"))*/)
  2073. {
  2074. //send info about movement failure
  2075. sendAndApply(&tmh);
  2076. return false;
  2077. }
  2078. //several generic blocks of code
  2079. // should be called if hero changes tile but before applying TryMoveHero package
  2080. auto leaveTile = [&]()
  2081. {
  2082. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2083. {
  2084. obj->onHeroLeave(h);
  2085. }
  2086. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2087. };
  2088. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2089. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2090. {
  2091. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2092. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2093. queries.addQuery(moveQuery);
  2094. if (leavingTile == LEAVING_TILE)
  2095. leaveTile();
  2096. tmh.result = result;
  2097. sendAndApply(&tmh);
  2098. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2099. { // Hero should be always able to visit any object he staying on even if there guards around
  2100. visitObjectOnTile(t, h);
  2101. }
  2102. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2103. {
  2104. tmh.attackedFrom = boost::make_optional(guardPos);
  2105. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2106. objectVisited(guardTile.visitableObjects.back(), h);
  2107. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2108. }
  2109. else if (visitDest == VISIT_DEST)
  2110. {
  2111. visitObjectOnTile(t, h);
  2112. }
  2113. queries.popIfTop(moveQuery);
  2114. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2115. return result != TryMoveHero::FAILED;
  2116. };
  2117. //interaction with blocking object (like resources)
  2118. auto blockingVisit = [&]() -> bool
  2119. {
  2120. for (CGObjectInstance *obj : t.visitableObjects)
  2121. {
  2122. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2123. {
  2124. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2125. //this-> is needed for MVS2010 to recognize scope (?)
  2126. }
  2127. }
  2128. return false;
  2129. };
  2130. if (!transit && embarking)
  2131. {
  2132. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2133. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2134. // In H3 embark ignore guards
  2135. }
  2136. if (disembarking)
  2137. {
  2138. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2139. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2140. }
  2141. if (teleporting)
  2142. {
  2143. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2144. return true;
  2145. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2146. // visit town for town portal \ castle gates
  2147. // do not use generic visitObjectOnTile to avoid double-teleporting
  2148. // if this moveHero call was triggered by teleporter
  2149. if (!t.visitableObjects.empty())
  2150. {
  2151. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2152. town->onHeroVisit(h);
  2153. }
  2154. return true;
  2155. }
  2156. //still here? it is standard movement!
  2157. {
  2158. tmh.movePoints = (int)h->movement >= cost
  2159. ? h->movement - cost
  2160. : 0;
  2161. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2162. EVisitDest visitDest = VISIT_DEST;
  2163. if (transit)
  2164. {
  2165. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2166. visitDest = DONT_VISIT_DEST;
  2167. if (canFly)
  2168. {
  2169. lookForGuards = IGNORE_GUARDS;
  2170. visitDest = DONT_VISIT_DEST;
  2171. }
  2172. }
  2173. else if (blockingVisit())
  2174. return true;
  2175. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2176. return true;
  2177. }
  2178. }
  2179. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2180. {
  2181. const CGHeroInstance *h = getHero(hid);
  2182. const CGTownInstance *t = getTown(dstid);
  2183. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2184. COMPLAIN_RET("Invalid call to teleportHero!");
  2185. const CGTownInstance *from = h->visitedTown;
  2186. if (((h->getOwner() != t->getOwner())
  2187. && complain("Cannot teleport hero to another player"))
  2188. || (from->town->faction->getId() != t->town->faction->getId()
  2189. && complain("Source town and destination town should belong to the same faction"))
  2190. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2191. && complain("Hero must be in town with Castle gate for teleporting"))
  2192. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2193. && complain("Cannot teleport hero to town without Castle gate in it")))
  2194. return false;
  2195. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2196. moveHero(hid,pos,1);
  2197. return true;
  2198. }
  2199. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2200. {
  2201. PlayerColor oldOwner = getOwner(obj->id);
  2202. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2203. sendAndApply(&sop);
  2204. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2205. checkVictoryLossConditions(playerColors);
  2206. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2207. if (town) //town captured
  2208. {
  2209. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2210. {
  2211. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2212. setPortalDwelling(town, true, false);
  2213. }
  2214. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2215. {
  2216. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2217. {
  2218. InfoWindow iw;
  2219. iw.player = oldOwner;
  2220. iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  2221. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2222. sendAndApply(&iw);
  2223. }
  2224. }
  2225. }
  2226. const PlayerState * p = getPlayerState(owner);
  2227. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2228. {
  2229. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2230. {
  2231. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2232. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2233. }
  2234. }
  2235. }
  2236. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2237. {
  2238. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2239. queries.addQuery(dialogQuery);
  2240. iw->queryID = dialogQuery->queryID;
  2241. sendToAllClients(iw);
  2242. }
  2243. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2244. {
  2245. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2246. queries.addQuery(dialogQuery);
  2247. iw->queryID = dialogQuery->queryID;
  2248. sendToAllClients(iw);
  2249. }
  2250. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2251. {
  2252. if (!val) return; //don't waste time on empty call
  2253. TResources resources;
  2254. resources.at(which) = val;
  2255. giveResources(player, resources);
  2256. }
  2257. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2258. {
  2259. SetResources sr;
  2260. sr.abs = false;
  2261. sr.player = player;
  2262. sr.res = resources;
  2263. sendAndApply(&sr);
  2264. }
  2265. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2266. {
  2267. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2268. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2269. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2270. //first we move creatures to give to make them army of object-source
  2271. for (auto & elem : creatures.Slots())
  2272. {
  2273. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2274. }
  2275. tryJoiningArmy(obj, h, remove, true);
  2276. }
  2277. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2278. {
  2279. std::vector<CStackBasicDescriptor> cres = creatures;
  2280. if (cres.size() <= 0)
  2281. return;
  2282. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2283. for (CStackBasicDescriptor &sbd : cres)
  2284. {
  2285. TQuantity collected = 0;
  2286. while(collected < sbd.count)
  2287. {
  2288. bool foundSth = false;
  2289. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2290. {
  2291. if (i->second->type == sbd.type)
  2292. {
  2293. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2294. changeStackCount(StackLocation(obj, i->first), -take, false);
  2295. collected += take;
  2296. foundSth = true;
  2297. break;
  2298. }
  2299. }
  2300. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2301. {
  2302. complain("Unexpected failure during taking creatures!");
  2303. return;
  2304. }
  2305. }
  2306. }
  2307. }
  2308. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2309. {
  2310. HeroVisitCastle vc;
  2311. vc.hid = hero->id;
  2312. vc.tid = obj->id;
  2313. vc.flags |= 1;
  2314. sendAndApply(&vc);
  2315. visitCastleObjects(obj, hero);
  2316. giveSpells (obj, hero);
  2317. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2318. }
  2319. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2320. {
  2321. for (auto building : t->bonusingBuildings)
  2322. building->onHeroVisit(h);
  2323. }
  2324. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2325. {
  2326. HeroVisitCastle vc;
  2327. vc.hid = hero->id;
  2328. vc.tid = obj->id;
  2329. sendAndApply(&vc);
  2330. }
  2331. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2332. {
  2333. EraseArtifact ea;
  2334. ea.al = al;
  2335. sendAndApply(&ea);
  2336. }
  2337. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2338. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2339. const CGTownInstance *town) //use hero=nullptr for no hero
  2340. {
  2341. engageIntoBattle(army1->tempOwner);
  2342. engageIntoBattle(army2->tempOwner);
  2343. static const CArmedInstance *armies[2];
  2344. armies[0] = army1;
  2345. armies[1] = army2;
  2346. static const CGHeroInstance*heroes[2];
  2347. heroes[0] = hero1;
  2348. heroes[1] = hero2;
  2349. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2350. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2351. queries.addQuery(battleQuery);
  2352. boost::thread(&CGameHandler::runBattle, this);
  2353. }
  2354. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2355. {
  2356. startBattlePrimary(army1, army2, tile,
  2357. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2358. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2359. creatureBank);
  2360. }
  2361. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2362. {
  2363. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2364. }
  2365. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2366. {
  2367. ChangeSpells cs;
  2368. cs.hid = hero->id;
  2369. cs.spells = spells;
  2370. cs.learn = give;
  2371. sendAndApply(&cs);
  2372. }
  2373. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2374. {
  2375. SystemMessage sm;
  2376. sm.text = message;
  2377. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2378. *(c.get()) << &sm;
  2379. }
  2380. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2381. {
  2382. sendAndApply(bonus);
  2383. }
  2384. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2385. {
  2386. sendAndApply(smp);
  2387. }
  2388. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2389. {
  2390. SetMana sm;
  2391. sm.hid = hid;
  2392. sm.val = val;
  2393. sm.absolute = true;
  2394. sendAndApply(&sm);
  2395. }
  2396. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2397. {
  2398. GiveHero gh;
  2399. gh.id = id;
  2400. gh.player = player;
  2401. sendAndApply(&gh);
  2402. }
  2403. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2404. {
  2405. ChangeObjPos cop;
  2406. cop.objid = objid;
  2407. cop.nPos = newPos;
  2408. sendAndApply(&cop);
  2409. }
  2410. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2411. {
  2412. const CGHeroInstance * h1 = getHero(fromHero);
  2413. const CGHeroInstance * h2 = getHero(toHero);
  2414. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2415. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2416. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2417. {
  2418. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2419. std::swap(fromHero, toHero);
  2420. }
  2421. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2422. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2423. return;//no scholar skill or no spellbook
  2424. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2425. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2426. ChangeSpells cs1;
  2427. cs1.learn = true;
  2428. cs1.hid = toHero;//giving spells to first hero
  2429. for (auto it : h1->getSpellsInSpellbook())
  2430. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2431. cs1.spells.insert(it);//spell to learn
  2432. ChangeSpells cs2;
  2433. cs2.learn = true;
  2434. cs2.hid = fromHero;
  2435. for (auto it : h2->getSpellsInSpellbook())
  2436. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2437. cs2.spells.insert(it);
  2438. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2439. {
  2440. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2441. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2442. InfoWindow iw;
  2443. iw.player = h1->tempOwner;
  2444. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2445. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2446. iw.text.addReplacement(h1->getNameTranslated());
  2447. if (!cs2.spells.empty())//if found new spell - apply
  2448. {
  2449. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2450. int size = static_cast<int>(cs2.spells.size());
  2451. for (auto it : cs2.spells)
  2452. {
  2453. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2454. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2455. switch (size--)
  2456. {
  2457. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2458. case 1: break;
  2459. default: iw.text << ", ";
  2460. }
  2461. }
  2462. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2463. iw.text.addReplacement(h2->getNameTranslated());
  2464. sendAndApply(&cs2);
  2465. }
  2466. if (!cs1.spells.empty() && !cs2.spells.empty())
  2467. {
  2468. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2469. }
  2470. if (!cs1.spells.empty())
  2471. {
  2472. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2473. int size = static_cast<int>(cs1.spells.size());
  2474. for (auto it : cs1.spells)
  2475. {
  2476. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2477. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2478. switch (size--)
  2479. {
  2480. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2481. case 1: break;
  2482. default: iw.text << ", ";
  2483. }
  2484. }
  2485. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2486. iw.text.addReplacement(h2->getNameTranslated());
  2487. sendAndApply(&cs1);
  2488. }
  2489. sendAndApply(&iw);
  2490. }
  2491. }
  2492. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2493. {
  2494. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2495. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2496. {
  2497. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2498. ExchangeDialog hex;
  2499. hex.queryID = exchange->queryID;
  2500. hex.player = h1->getOwner();
  2501. hex.hero1 = hero1;
  2502. hex.hero2 = hero2;
  2503. sendAndApply(&hex);
  2504. useScholarSkill(hero1,hero2);
  2505. queries.addQuery(exchange);
  2506. }
  2507. }
  2508. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2509. {
  2510. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2511. for (auto c : lobby->connections)
  2512. {
  2513. if(!c->isOpen())
  2514. continue;
  2515. c->sendPack(pack);
  2516. }
  2517. }
  2518. void CGameHandler::sendAndApply(CPackForClient * pack)
  2519. {
  2520. sendToAllClients(pack);
  2521. gs->apply(pack);
  2522. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2523. }
  2524. void CGameHandler::applyAndSend(CPackForClient * pack)
  2525. {
  2526. gs->apply(pack);
  2527. sendToAllClients(pack);
  2528. }
  2529. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2530. {
  2531. sendAndApply(static_cast<CPackForClient *>(pack));
  2532. checkVictoryLossConditionsForAll();
  2533. }
  2534. void CGameHandler::sendAndApply(SetResources * pack)
  2535. {
  2536. sendAndApply(static_cast<CPackForClient *>(pack));
  2537. checkVictoryLossConditionsForPlayer(pack->player);
  2538. }
  2539. void CGameHandler::sendAndApply(NewStructures * pack)
  2540. {
  2541. sendAndApply(static_cast<CPackForClient *>(pack));
  2542. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2543. }
  2544. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2545. {
  2546. return getPlayerAt(pack->c) == getOwner(id);
  2547. }
  2548. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2549. {
  2550. if(pack->c)
  2551. {
  2552. SystemMessage temp_message("You are not allowed to perform this action!");
  2553. pack->c->sendPack(&temp_message);
  2554. }
  2555. logNetwork->error("Player is not allowed to perform this action!");
  2556. throw ExceptionNotAllowedAction();
  2557. }
  2558. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2559. {
  2560. std::ostringstream oss;
  2561. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2562. logNetwork->error(oss.str());
  2563. if(pack->c)
  2564. {
  2565. SystemMessage temp_message(oss.str());
  2566. pack->c->sendPack(&temp_message);
  2567. }
  2568. }
  2569. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2570. {
  2571. if(!isPlayerOwns(pack, id))
  2572. {
  2573. wrongPlayerMessage(pack, getOwner(id));
  2574. throwNotAllowedAction(pack);
  2575. }
  2576. }
  2577. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2578. {
  2579. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2580. {
  2581. wrongPlayerMessage(pack, player);
  2582. throwNotAllowedAction(pack);
  2583. }
  2584. }
  2585. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2586. {
  2587. complain(txt);
  2588. throwNotAllowedAction(pack);
  2589. }
  2590. void CGameHandler::save(const std::string & filename)
  2591. {
  2592. logGlobal->info("Saving to %s", filename);
  2593. const auto stem = FileInfo::GetPathStem(filename);
  2594. const auto savefname = stem.to_string() + ".vsgm1";
  2595. CResourceHandler::get("local")->createResource(savefname);
  2596. {
  2597. logGlobal->info("Ordering clients to serialize...");
  2598. SaveGameClient sg(savefname);
  2599. sendToAllClients(&sg);
  2600. }
  2601. try
  2602. {
  2603. {
  2604. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2605. saveCommonState(save);
  2606. logGlobal->info("Saving server state");
  2607. save << *this;
  2608. }
  2609. logGlobal->info("Game has been successfully saved!");
  2610. }
  2611. catch(std::exception &e)
  2612. {
  2613. logGlobal->error("Failed to save game: %s", e.what());
  2614. }
  2615. }
  2616. bool CGameHandler::load(const std::string & filename)
  2617. {
  2618. logGlobal->info("Loading from %s", filename);
  2619. const auto stem = FileInfo::GetPathStem(filename);
  2620. reinitScripting();
  2621. try
  2622. {
  2623. {
  2624. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2625. loadCommonState(lf);
  2626. logGlobal->info("Loading server state");
  2627. lf >> *this;
  2628. }
  2629. logGlobal->info("Game has been successfully loaded!");
  2630. }
  2631. catch(const CModHandler::Incompatibility & e)
  2632. {
  2633. logGlobal->error("Failed to load game: %s", e.what());
  2634. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2635. errorMsg += e.what();
  2636. lobby->announceMessage(errorMsg);
  2637. return false;
  2638. }
  2639. catch(const std::exception & e)
  2640. {
  2641. logGlobal->error("Failed to load game: %s", e.what());
  2642. return false;
  2643. }
  2644. gs->preInit(VLC);
  2645. gs->updateOnLoad(lobby->si.get());
  2646. return true;
  2647. }
  2648. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2649. {
  2650. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2651. return false;
  2652. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2653. const CCreatureSet & creatureSet = *army;
  2654. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2655. || (howMany < 1 && complain("Invalid split parameter!")))
  2656. {
  2657. return false;
  2658. }
  2659. auto actualAmount = army->getStackCount(slotSrc);
  2660. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2661. return false;
  2662. auto freeSlots = creatureSet.getFreeSlots();
  2663. if(freeSlots.empty() && complain("No empty stacks"))
  2664. return false;
  2665. BulkRebalanceStacks bulkRS;
  2666. for(auto slot : freeSlots)
  2667. {
  2668. RebalanceStacks rs;
  2669. rs.srcArmy = army->id;
  2670. rs.dstArmy = army->id;
  2671. rs.srcSlot = slotSrc;
  2672. rs.dstSlot = slot;
  2673. rs.count = howMany;
  2674. bulkRS.moves.push_back(rs);
  2675. actualAmount -= howMany;
  2676. if(actualAmount <= howMany)
  2677. break;
  2678. }
  2679. sendAndApply(&bulkRS);
  2680. return true;
  2681. }
  2682. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2683. {
  2684. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2685. return false;
  2686. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2687. const CCreatureSet & creatureSet = *army;
  2688. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2689. return false;
  2690. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2691. if(actualAmount < 1 && complain(complainNoCreatures))
  2692. return false;
  2693. auto currentCreature = creatureSet.getCreature(slotSrc);
  2694. if(!currentCreature && complain(complainNoCreatures))
  2695. return false;
  2696. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2697. if(!creatureSlots.size())
  2698. return false;
  2699. BulkRebalanceStacks bulkRS;
  2700. for(auto slot : creatureSlots)
  2701. {
  2702. RebalanceStacks rs;
  2703. rs.srcArmy = army->id;
  2704. rs.dstArmy = army->id;
  2705. rs.srcSlot = slot;
  2706. rs.dstSlot = slotSrc;
  2707. rs.count = creatureSet.getStackCount(slot);
  2708. bulkRS.moves.push_back(rs);
  2709. }
  2710. sendAndApply(&bulkRS);
  2711. return true;
  2712. }
  2713. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2714. {
  2715. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2716. return false;
  2717. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2718. const CCreatureSet & setSrc = *armySrc;
  2719. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2720. return false;
  2721. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2722. const CCreatureSet & setDest = *armyDest;
  2723. auto freeSlots = setDest.getFreeSlotsQueue();
  2724. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2725. TRebalanceMap moves;
  2726. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2727. auto slotsLeft = setSrc.stacksCount();
  2728. auto destMap = setDest.getCreatureMap();
  2729. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2730. while(!srcQueue.empty())
  2731. {
  2732. auto pair = srcQueue.top();
  2733. srcQueue.pop();
  2734. auto currCreature = pair.first;
  2735. auto currSlot = pair.second;
  2736. const auto quantity = setSrc.getStackCount(currSlot);
  2737. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2738. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2739. if(!alreadyExists)
  2740. {
  2741. if(freeSlots.empty())
  2742. continue;
  2743. auto currFreeSlot = freeSlots.front();
  2744. freeSlots.pop();
  2745. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2746. }
  2747. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2748. slotsLeft--;
  2749. }
  2750. if(slotsLeft == 1)
  2751. {
  2752. auto lastCreature = setSrc.getCreature(srcSlot);
  2753. auto slotToMove = SlotID();
  2754. // Try to find a slot for last creature
  2755. if(destMap.find(lastCreature) == destMap.end())
  2756. {
  2757. if(!freeSlots.empty())
  2758. slotToMove = freeSlots.front();
  2759. }
  2760. else
  2761. {
  2762. slotToMove = destMap[lastCreature];
  2763. }
  2764. if(slotToMove != SlotID())
  2765. {
  2766. const bool needsLastStack = armySrc->needsLastStack();
  2767. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2768. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2769. }
  2770. }
  2771. BulkRebalanceStacks bulkRS;
  2772. for(auto & move : moves)
  2773. {
  2774. RebalanceStacks rs;
  2775. rs.srcArmy = armySrc->id;
  2776. rs.dstArmy = armyDest->id;
  2777. rs.srcSlot = move.first;
  2778. rs.dstSlot = move.second.first;
  2779. rs.count = move.second.second;
  2780. bulkRS.moves.push_back(rs);
  2781. }
  2782. sendAndApply(&bulkRS);
  2783. return true;
  2784. }
  2785. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2786. {
  2787. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2788. return false;
  2789. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2790. const CCreatureSet & creatureSet = *army;
  2791. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2792. return false;
  2793. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2794. if(actualAmount <= 1 && complain(complainNoCreatures))
  2795. return false;
  2796. auto freeSlot = creatureSet.getFreeSlot();
  2797. auto currentCreature = creatureSet.getCreature(slotSrc);
  2798. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2799. return true;
  2800. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2801. TQuantity totalCreatures = 0;
  2802. for(auto slot : creatureSlots)
  2803. totalCreatures += creatureSet.getStackCount(slot);
  2804. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2805. return false;
  2806. if(freeSlot != SlotID())
  2807. creatureSlots.push_back(freeSlot);
  2808. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2809. return false;
  2810. const auto totalCreatureSlots = creatureSlots.size();
  2811. const auto rem = totalCreatures % totalCreatureSlots;
  2812. const auto quotient = totalCreatures / totalCreatureSlots;
  2813. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2814. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2815. BulkSmartRebalanceStacks bulkSRS;
  2816. if(freeSlot != SlotID())
  2817. {
  2818. RebalanceStacks rs;
  2819. rs.srcArmy = rs.dstArmy = army->id;
  2820. rs.srcSlot = slotSrc;
  2821. rs.dstSlot = freeSlot;
  2822. rs.count = 1;
  2823. bulkSRS.moves.push_back(rs);
  2824. }
  2825. auto currSlot = 0;
  2826. auto check = 0;
  2827. for(auto slot : creatureSlots)
  2828. {
  2829. ChangeStackCount csc;
  2830. csc.army = army->id;
  2831. csc.slot = slot;
  2832. csc.count = (currSlot < rem)
  2833. ? quotient + 1
  2834. : quotient;
  2835. csc.absoluteValue = true;
  2836. bulkSRS.changes.push_back(csc);
  2837. currSlot++;
  2838. check += csc.count;
  2839. }
  2840. if(check != totalCreatures)
  2841. {
  2842. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2843. return false;
  2844. }
  2845. sendAndApply(&bulkSRS);
  2846. return true;
  2847. }
  2848. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2849. {
  2850. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2851. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2852. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2853. StackLocation sl1(s1, p1), sl2(s2, p2);
  2854. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2855. {
  2856. complain(complainInvalidSlot);
  2857. return false;
  2858. }
  2859. if (!isAllowedExchange(id1,id2))
  2860. {
  2861. complain("Cannot exchange stacks between these two objects!\n");
  2862. return false;
  2863. }
  2864. // We can always put stacks into locked garrison, but not take them out of it
  2865. auto notRemovable = [&](const CArmedInstance * army)
  2866. {
  2867. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2868. {
  2869. auto g = dynamic_cast<const CGGarrison *>(army);
  2870. if (g && !g->removableUnits)
  2871. {
  2872. complain("Stacks in this garrison are not removable!\n");
  2873. return true;
  2874. }
  2875. }
  2876. return false;
  2877. };
  2878. if (what==1) //swap
  2879. {
  2880. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2881. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2882. {
  2883. complain("Can't take troops from another player!");
  2884. return false;
  2885. }
  2886. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2887. {
  2888. complain("Cannot swap stacks - slots are the same!");
  2889. return false;
  2890. }
  2891. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2892. {
  2893. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2894. return false;
  2895. }
  2896. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2897. return false;
  2898. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2899. return false;
  2900. swapStacks(sl1, sl2);
  2901. }
  2902. else if (what==2)//merge
  2903. {
  2904. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2905. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2906. return false;
  2907. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2908. {
  2909. complain("Cannot merge empty stack!");
  2910. return false;
  2911. }
  2912. else if (notRemovable(sl1.army))
  2913. return false;
  2914. moveStack(sl1, sl2);
  2915. }
  2916. else if (what==3) //split
  2917. {
  2918. const int countToMove = val - s2->getStackCount(p2);
  2919. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2920. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2921. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2922. {
  2923. complain("Can't move troops of another player!");
  2924. return false;
  2925. }
  2926. //general conditions checking
  2927. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2928. || (val<1 && complain(complainNoCreatures)) )
  2929. {
  2930. return false;
  2931. }
  2932. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2933. {
  2934. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2935. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2936. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2937. )
  2938. {
  2939. return false;
  2940. }
  2941. if (notRemovable(sl1.army))
  2942. {
  2943. if (s1->getStackCount(p1) > countLeftOnSrc)
  2944. return false;
  2945. }
  2946. else if (notRemovable(sl2.army))
  2947. {
  2948. if (s2->getStackCount(p1) < countLeftOnSrc)
  2949. return false;
  2950. }
  2951. moveStack(sl1, sl2, countToMove);
  2952. //S2.slots[p2]->count = val;
  2953. //S1.slots[p1]->count = total - val;
  2954. }
  2955. else //split one stack to the two
  2956. {
  2957. if (s1->getStackCount(p1) < val)//not enough creatures
  2958. {
  2959. complain(complainNotEnoughCreatures);
  2960. return false;
  2961. }
  2962. if (notRemovable(sl1.army))
  2963. return false;
  2964. moveStack(sl1, sl2, val);
  2965. }
  2966. }
  2967. return true;
  2968. }
  2969. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2970. {
  2971. return connections.at(player).count(c);
  2972. }
  2973. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2974. {
  2975. std::set<PlayerColor> all;
  2976. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2977. if(vstd::contains(i->second, c))
  2978. all.insert(i->first);
  2979. switch(all.size())
  2980. {
  2981. case 0:
  2982. return PlayerColor::NEUTRAL;
  2983. case 1:
  2984. return *all.begin();
  2985. default:
  2986. {
  2987. //if we have more than one player at this connection, try to pick active one
  2988. if (vstd::contains(all, gs->currentPlayer))
  2989. return gs->currentPlayer;
  2990. else
  2991. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2992. }
  2993. }
  2994. }
  2995. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2996. {
  2997. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2998. if (!vstd::contains(s1->stacks,pos))
  2999. {
  3000. complain("Illegal call to disbandCreature - no such stack in army!");
  3001. return false;
  3002. }
  3003. eraseStack(StackLocation(s1, pos));
  3004. return true;
  3005. }
  3006. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3007. {
  3008. const CGTownInstance * t = getTown(tid);
  3009. if(!t)
  3010. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3011. if(!t->town->buildings.count(requestedID))
  3012. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3013. if(t->hasBuilt(requestedID))
  3014. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3015. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3016. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3017. std::vector<const CBuilding*> remainingAutoBuildings;
  3018. std::set<BuildingID> buildingsThatWillBe;
  3019. //Check validity of request
  3020. if(!force)
  3021. {
  3022. switch(requestedBuilding->mode)
  3023. {
  3024. case CBuilding::BUILD_NORMAL :
  3025. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3026. COMPLAIN_RET("Cannot build that building!");
  3027. break;
  3028. case CBuilding::BUILD_AUTO :
  3029. case CBuilding::BUILD_SPECIAL:
  3030. COMPLAIN_RET("This building can not be constructed normally!");
  3031. case CBuilding::BUILD_GRAIL :
  3032. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3033. {
  3034. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3035. COMPLAIN_RET("Cannot build this without grail!")
  3036. else
  3037. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3038. }
  3039. break;
  3040. }
  3041. }
  3042. //Performs stuff that has to be done before new building is built
  3043. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3044. {
  3045. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3046. {
  3047. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3048. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3049. if(upgradeNumber >= t->town->creatures.at(level).size())
  3050. {
  3051. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3052. "no creature found (upgrade number %d, level %d!")
  3053. % buildingID % upgradeNumber % level));
  3054. return;
  3055. }
  3056. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3057. SetAvailableCreatures ssi;
  3058. ssi.tid = t->id;
  3059. ssi.creatures = t->creatures;
  3060. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3061. ssi.creatures[level].first = crea->growth;
  3062. ssi.creatures[level].second.push_back(crea->idNumber);
  3063. sendAndApply(&ssi);
  3064. }
  3065. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3066. {
  3067. setPortalDwelling(t);
  3068. }
  3069. };
  3070. //Performs stuff that has to be done after new building is built
  3071. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3072. {
  3073. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3074. auto isLibrary = isMageGuild ? false
  3075. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3076. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3077. {
  3078. if(t->visitingHero)
  3079. giveSpells(t,t->visitingHero);
  3080. if(t->garrisonHero)
  3081. giveSpells(t,t->garrisonHero);
  3082. }
  3083. };
  3084. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3085. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3086. {
  3087. return buildingsThatWillBe.count(buildID);
  3088. };
  3089. //Init the vectors
  3090. for(auto & build : t->town->buildings)
  3091. {
  3092. if(t->hasBuilt(build.first))
  3093. {
  3094. buildingsThatWillBe.insert(build.first);
  3095. }
  3096. else
  3097. {
  3098. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3099. remainingAutoBuildings.push_back(build.second);
  3100. }
  3101. }
  3102. //Prepare structure (list of building ids will be filled later)
  3103. NewStructures ns;
  3104. ns.tid = tid;
  3105. ns.builded = force ? t->builded : (t->builded+1);
  3106. std::queue<const CBuilding*> buildingsToAdd;
  3107. buildingsToAdd.push(requestedBuilding);
  3108. while(!buildingsToAdd.empty())
  3109. {
  3110. auto b = buildingsToAdd.front();
  3111. buildingsToAdd.pop();
  3112. ns.bid.insert(b->bid);
  3113. buildingsThatWillBe.insert(b->bid);
  3114. remainingAutoBuildings -= b;
  3115. for(auto autoBuilding : remainingAutoBuildings)
  3116. {
  3117. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3118. if(actualRequirements.test(areRequirementsFullfilled))
  3119. buildingsToAdd.push(autoBuilding);
  3120. }
  3121. }
  3122. // FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
  3123. for(auto builtID : ns.bid)
  3124. processBeforeBuiltStructure(builtID);
  3125. //Take cost
  3126. if(!force)
  3127. giveResources(t->tempOwner, -requestedBuilding->resources);
  3128. //We know what has been built, apply changes. Do this as final step to properly update town window
  3129. sendAndApply(&ns);
  3130. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3131. for(auto builtID : ns.bid)
  3132. processAfterBuiltStructure(builtID);
  3133. // now when everything is built - reveal tiles for lookout tower
  3134. FoWChange fw;
  3135. fw.player = t->tempOwner;
  3136. fw.mode = 1;
  3137. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3138. sendAndApply(&fw);
  3139. if(t->visitingHero)
  3140. visitCastleObjects(t, t->visitingHero);
  3141. if(t->garrisonHero)
  3142. visitCastleObjects(t, t->garrisonHero);
  3143. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3144. return true;
  3145. }
  3146. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3147. {
  3148. ///incomplete, simply erases target building
  3149. const CGTownInstance * t = getTown(tid);
  3150. if (!vstd::contains(t->builtBuildings, bid))
  3151. return false;
  3152. RazeStructures rs;
  3153. rs.tid = tid;
  3154. rs.bid.insert(bid);
  3155. rs.destroyed = t->destroyed + 1;
  3156. sendAndApply(&rs);
  3157. //TODO: Remove dwellers
  3158. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3159. // {
  3160. // RemoveBonus rb(RemoveBonus::TOWN);
  3161. // rb.whoID = t->id;
  3162. // rb.source = Bonus::TOWN_STRUCTURE;
  3163. // rb.id = 17;
  3164. // sendAndApply(&rb);
  3165. // }
  3166. return true;
  3167. }
  3168. void CGameHandler::sendMessageToAll(const std::string &message)
  3169. {
  3170. SystemMessage sm;
  3171. sm.text = message;
  3172. sendToAllClients(&sm);
  3173. }
  3174. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3175. {
  3176. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3177. const CArmedInstance *dst = nullptr;
  3178. const CCreature *c = VLC->creh->objects.at(crid);
  3179. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3180. //TODO: test for owning
  3181. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3182. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3183. assert(dw && dst);
  3184. //verify
  3185. bool found = false;
  3186. int level = 0;
  3187. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3188. {
  3189. if ((fromLvl != -1) && (level !=fromLvl))
  3190. continue;
  3191. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3192. int i = 0;
  3193. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3194. if (cur.second.at(i) == crid)
  3195. break;
  3196. if (i < cur.second.size())
  3197. {
  3198. found = true;
  3199. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3200. break;
  3201. }
  3202. }
  3203. SlotID slot = dst->getSlotFor(crid);
  3204. if ((!found && complain("Cannot recruit: no such creatures!"))
  3205. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3206. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3207. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3208. {
  3209. return false;
  3210. }
  3211. //recruit
  3212. giveResources(dst->tempOwner, -(c->cost * cram));
  3213. SetAvailableCreatures sac;
  3214. sac.tid = objid;
  3215. sac.creatures = dw->creatures;
  3216. sac.creatures[level].first -= cram;
  3217. sendAndApply(&sac);
  3218. if (warMachine)
  3219. {
  3220. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3221. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3222. ArtifactID artId = c->warMachine;
  3223. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3224. const CArtifact * art = artId.toArtifact();
  3225. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3226. return giveHeroNewArtifact(h, art);
  3227. }
  3228. else
  3229. {
  3230. addToSlot(StackLocation(dst, slot), c, cram);
  3231. }
  3232. return true;
  3233. }
  3234. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3235. {
  3236. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3237. if (!obj->hasStackAtSlot(pos))
  3238. {
  3239. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3240. }
  3241. UpgradeInfo ui;
  3242. fillUpgradeInfo(obj, pos, ui);
  3243. PlayerColor player = obj->tempOwner;
  3244. const PlayerState *p = getPlayerState(player);
  3245. int crQuantity = obj->stacks.at(pos)->count;
  3246. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3247. //check if upgrade is possible
  3248. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3249. {
  3250. return false;
  3251. }
  3252. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3253. //check if player has enough resources
  3254. if (!p->resources.canAfford(totalCost))
  3255. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3256. //take resources
  3257. giveResources(player, -totalCost);
  3258. //upgrade creature
  3259. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3260. return true;
  3261. }
  3262. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3263. {
  3264. if (!sl.army->hasStackAtSlot(sl.slot))
  3265. COMPLAIN_RET("Cannot find a stack to change type");
  3266. SetStackType sst;
  3267. sst.army = sl.army->id;
  3268. sst.slot = sl.slot;
  3269. sst.type = c->idNumber;
  3270. sendAndApply(&sst);
  3271. return true;
  3272. }
  3273. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3274. {
  3275. assert(src->canBeMergedWith(*dst, allowMerging));
  3276. while(src->stacksCount())//while there are unmoved creatures
  3277. {
  3278. auto i = src->Slots().begin(); //iterator to stack to move
  3279. StackLocation sl(src, i->first); //location of stack to move
  3280. SlotID pos = dst->getSlotFor(i->second->type);
  3281. if (!pos.validSlot())
  3282. {
  3283. //try to merge two other stacks to make place
  3284. std::pair<SlotID, SlotID> toMerge;
  3285. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3286. {
  3287. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3288. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3289. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3290. }
  3291. else
  3292. {
  3293. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3294. return;
  3295. }
  3296. }
  3297. else
  3298. {
  3299. moveStack(sl, StackLocation(dst, pos));
  3300. }
  3301. }
  3302. }
  3303. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3304. {
  3305. const CGTownInstance * town = getTown(tid);
  3306. if(!town->garrisonHero == !town->visitingHero)
  3307. return false;
  3308. SetHeroesInTown intown;
  3309. intown.tid = tid;
  3310. if(town->garrisonHero) //garrison -> vising
  3311. {
  3312. intown.garrison = ObjectInstanceID();
  3313. intown.visiting = town->garrisonHero->id;
  3314. }
  3315. else //visiting -> garrison
  3316. {
  3317. if(town->armedGarrison())
  3318. town->mergeGarrisonOnSiege();
  3319. intown.visiting = ObjectInstanceID();
  3320. intown.garrison = town->visitingHero->id;
  3321. }
  3322. sendAndApply(&intown);
  3323. return true;
  3324. }
  3325. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3326. {
  3327. const CGTownInstance * town = getTown(tid);
  3328. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3329. {
  3330. if (!town->visitingHero->canBeMergedWith(*town))
  3331. {
  3332. complain("Cannot make garrison swap, not enough free slots!");
  3333. return false;
  3334. }
  3335. moveArmy(town, town->visitingHero, true);
  3336. SetHeroesInTown intown;
  3337. intown.tid = tid;
  3338. intown.visiting = ObjectInstanceID();
  3339. intown.garrison = town->visitingHero->id;
  3340. sendAndApply(&intown);
  3341. return true;
  3342. }
  3343. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3344. {
  3345. //check if moving hero out of town will break 8 wandering heroes limit
  3346. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3347. {
  3348. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3349. return false;
  3350. }
  3351. SetHeroesInTown intown;
  3352. intown.tid = tid;
  3353. intown.garrison = ObjectInstanceID();
  3354. intown.visiting = town->garrisonHero->id;
  3355. sendAndApply(&intown);
  3356. return true;
  3357. }
  3358. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3359. {
  3360. SetHeroesInTown intown;
  3361. intown.tid = tid;
  3362. intown.garrison = town->visitingHero->id;
  3363. intown.visiting = town->garrisonHero->id;
  3364. sendAndApply(&intown);
  3365. return true;
  3366. }
  3367. else
  3368. {
  3369. complain("Cannot swap garrison hero!");
  3370. return false;
  3371. }
  3372. }
  3373. // With the amount of changes done to the function, it's more like transferArtifacts.
  3374. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  3375. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3376. {
  3377. ArtifactLocation src = al1, dst = al2;
  3378. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3379. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3380. // Make sure exchange is even possible between the two heroes.
  3381. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3382. COMPLAIN_RET("That heroes cannot make any exchange!");
  3383. const CArtifactInstance *srcArtifact = src.getArt();
  3384. const CArtifactInstance *destArtifact = dst.getArt();
  3385. if (srcArtifact == nullptr)
  3386. COMPLAIN_RET("No artifact to move!");
  3387. if (destArtifact && srcPlayer != dstPlayer)
  3388. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3389. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3390. // Moving to the backpack is always allowed.
  3391. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3392. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3393. COMPLAIN_RET("Cannot move artifact!");
  3394. auto srcSlot = src.getSlot();
  3395. auto dstSlot = dst.getSlot();
  3396. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3397. COMPLAIN_RET("Cannot move artifact locks.");
  3398. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3399. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3400. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3401. COMPLAIN_RET("Cannot move catapult!");
  3402. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3403. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3404. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3405. {
  3406. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3407. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3408. // Check if dst slot is occupied
  3409. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3410. {
  3411. // Previous artifact must be removed first
  3412. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3413. }
  3414. try
  3415. {
  3416. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3417. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3418. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3419. }
  3420. catch (boost::bad_get const &)
  3421. {
  3422. // object other than hero received an art - ignore
  3423. }
  3424. MoveArtifact ma(&src, &dst);
  3425. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3426. ma.askAssemble = false;
  3427. sendAndApply(&ma);
  3428. }
  3429. return true;
  3430. }
  3431. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3432. {
  3433. // Make sure exchange is even possible between the two heroes.
  3434. if(!isAllowedExchange(srcHero, dstHero))
  3435. COMPLAIN_RET("That heroes cannot make any exchange!");
  3436. auto psrcHero = getHero(srcHero);
  3437. auto pdstHero = getHero(dstHero);
  3438. if((!psrcHero) || (!pdstHero))
  3439. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3440. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3441. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3442. auto & slotsSrcDst = ma.artsPack0;
  3443. auto & slotsDstSrc = ma.artsPack1;
  3444. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3445. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3446. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3447. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3448. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3449. {
  3450. assert(artifact);
  3451. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
  3452. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3453. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3454. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
  3455. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3456. };
  3457. if(swap)
  3458. {
  3459. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3460. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3461. {
  3462. for(auto & artifact : srcHero->artifactsWorn)
  3463. {
  3464. if(ArtifactUtils::isArtRemovable(artifact))
  3465. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3466. }
  3467. };
  3468. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3469. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3470. {
  3471. for(auto & slotInfo : artSet->artifactsInBackpack)
  3472. {
  3473. auto slot = artSet->getArtPos(slotInfo.artifact);
  3474. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3475. }
  3476. };
  3477. // Move over artifacts that are worn srcHero -> dstHero
  3478. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3479. artFittingSet.artifactsWorn.clear();
  3480. // Move over artifacts that are worn dstHero -> srcHero
  3481. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3482. // Move over artifacts that are in backpack srcHero -> dstHero
  3483. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3484. // Move over artifacts that are in backpack dstHero -> srcHero
  3485. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3486. }
  3487. else
  3488. {
  3489. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3490. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3491. // Move over artifacts that are worn
  3492. for(auto & artInfo : psrcHero->artifactsWorn)
  3493. {
  3494. if(ArtifactUtils::isArtRemovable(artInfo))
  3495. {
  3496. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3497. }
  3498. }
  3499. // Move over artifacts that are in backpack
  3500. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3501. {
  3502. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3503. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3504. }
  3505. }
  3506. sendAndApply(&ma);
  3507. return true;
  3508. }
  3509. /**
  3510. * Assembles or disassembles a combination artifact.
  3511. * @param heroID ID of hero holding the artifact(s).
  3512. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3513. * @param assemble True for assembly operation, false for disassembly.
  3514. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3515. * artifact to assemble to. Otherwise it's not used.
  3516. */
  3517. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3518. {
  3519. const CGHeroInstance * hero = getHero(heroID);
  3520. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3521. if (!destArtifact)
  3522. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3523. if(assemble)
  3524. {
  3525. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3526. if(!combinedArt->constituents)
  3527. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3528. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3529. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3530. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3531. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3532. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3533. AssembledArtifact aa;
  3534. aa.al = ArtifactLocation(hero, artifactSlot);
  3535. aa.builtArt = combinedArt;
  3536. sendAndApply(&aa);
  3537. }
  3538. else
  3539. {
  3540. if (!destArtifact->artType->constituents)
  3541. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3542. DisassembledArtifact da;
  3543. da.al = ArtifactLocation(hero, artifactSlot);
  3544. sendAndApply(&da);
  3545. }
  3546. return true;
  3547. }
  3548. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3549. {
  3550. const CGHeroInstance * hero = getHero(hid);
  3551. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3552. const CGTownInstance * town = hero->visitedTown;
  3553. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3554. if (aid==ArtifactID::SPELLBOOK)
  3555. {
  3556. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3557. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3558. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3559. )
  3560. return false;
  3561. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3562. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3563. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3564. giveSpells(town,hero);
  3565. return true;
  3566. }
  3567. else
  3568. {
  3569. const CArtifact * art = aid.toArtifact();
  3570. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3571. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3572. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3573. const int price = art->price;
  3574. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3575. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3576. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3577. {
  3578. giveResource(hero->getOwner(),Res::GOLD,-price);
  3579. return giveHeroNewArtifact(hero, art);
  3580. }
  3581. else
  3582. COMPLAIN_RET("This machine is unavailable here!");
  3583. }
  3584. }
  3585. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3586. {
  3587. if(!h)
  3588. COMPLAIN_RET("Only hero can buy artifacts!");
  3589. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3590. COMPLAIN_RET("That artifact is unavailable!");
  3591. int b1, b2;
  3592. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3593. if (getResource(h->tempOwner, rid) < b1)
  3594. COMPLAIN_RET("You can't afford to buy this artifact!");
  3595. giveResource(h->tempOwner, rid, -b1);
  3596. SetAvailableArtifacts saa;
  3597. if (m->o->ID == Obj::TOWN)
  3598. {
  3599. saa.id = -1;
  3600. saa.arts = CGTownInstance::merchantArtifacts;
  3601. }
  3602. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3603. {
  3604. saa.id = bm->id.getNum();
  3605. saa.arts = bm->artifacts;
  3606. }
  3607. else
  3608. COMPLAIN_RET("Wrong marktet...");
  3609. bool found = false;
  3610. for (const CArtifact *&art : saa.arts)
  3611. {
  3612. if (art && art->getId() == aid)
  3613. {
  3614. art = nullptr;
  3615. found = true;
  3616. break;
  3617. }
  3618. }
  3619. if (!found)
  3620. COMPLAIN_RET("Cannot find selected artifact on the list");
  3621. sendAndApply(&saa);
  3622. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3623. return true;
  3624. }
  3625. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3626. {
  3627. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3628. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3629. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3630. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3631. int resVal = 0, dump = 1;
  3632. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3633. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3634. giveResource(h->tempOwner, rid, resVal);
  3635. return true;
  3636. }
  3637. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3638. {
  3639. if (!h)
  3640. COMPLAIN_RET("You need hero to buy a skill!");
  3641. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3642. COMPLAIN_RET("Hero already know this skill");
  3643. if (!h->canLearnSkill())
  3644. COMPLAIN_RET("Hero can't learn any more skills");
  3645. if (!h->canLearnSkill(skill))
  3646. COMPLAIN_RET("The hero can't learn this skill!");
  3647. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3648. COMPLAIN_RET("That skill is unavailable!");
  3649. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3650. COMPLAIN_RET("You can't afford to buy this skill");
  3651. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3652. changeSecSkill(h, skill, 1, true);
  3653. return true;
  3654. }
  3655. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3656. {
  3657. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3658. vstd::amin(val, r1); //can't trade more resources than have
  3659. int b1, b2; //base quantities for trade
  3660. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3661. int units = val / b1; //how many base quantities we trade
  3662. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3663. {
  3664. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3665. }
  3666. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3667. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3668. return true;
  3669. }
  3670. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3671. {
  3672. if(!hero)
  3673. COMPLAIN_RET("Only hero can sell creatures!");
  3674. if (!vstd::contains(hero->Slots(), slot))
  3675. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3676. const CStackInstance &s = hero->getStack(slot);
  3677. if (s.count < (TQuantity)count //can't sell more creatures than have
  3678. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3679. {
  3680. COMPLAIN_RET("Not enough creatures in army!");
  3681. }
  3682. int b1, b2; //base quantities for trade
  3683. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3684. int units = count / b1; //how many base quantities we trade
  3685. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3686. {
  3687. //TODO: complain?
  3688. assert(0);
  3689. }
  3690. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3691. giveResource(hero->tempOwner, resourceID, b2 * units);
  3692. return true;
  3693. }
  3694. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3695. {
  3696. const CArmedInstance *army = nullptr;
  3697. if (hero)
  3698. army = hero;
  3699. else
  3700. army = dynamic_cast<const CGTownInstance *>(market->o);
  3701. if (!army)
  3702. COMPLAIN_RET("Incorrect call to transform in undead!");
  3703. if (!army->hasStackAtSlot(slot))
  3704. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3705. const CStackInstance &s = army->getStack(slot);
  3706. //resulting creature - bone dragons or skeletons
  3707. CreatureID resCreature = CreatureID::SKELETON;
  3708. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3709. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3710. || (s.getCreatureID() == CreatureID::HYDRA)
  3711. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3712. resCreature = CreatureID::BONE_DRAGON;
  3713. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3714. return true;
  3715. }
  3716. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3717. {
  3718. const PlayerState *p2 = getPlayerState(r2, false);
  3719. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3720. {
  3721. complain("Dest player must be in game!");
  3722. return false;
  3723. }
  3724. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3725. vstd::amin(val, curRes1);
  3726. giveResource(player, r1, -(int)val);
  3727. giveResource(r2, r1, val);
  3728. return true;
  3729. }
  3730. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3731. {
  3732. const CGHeroInstance *h = getHero(hid);
  3733. if (!h)
  3734. {
  3735. logGlobal->error("Hero doesn't exist!");
  3736. return false;
  3737. }
  3738. ChangeFormation cf;
  3739. cf.hid = hid;
  3740. cf.formation = formation;
  3741. sendAndApply(&cf);
  3742. return true;
  3743. }
  3744. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3745. {
  3746. const PlayerState * p = getPlayerState(player);
  3747. const CGTownInstance * t = getTown(obj->id);
  3748. //common preconditions
  3749. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3750. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3751. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3752. || ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3753. || ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3754. {
  3755. return false;
  3756. }
  3757. if (t) //tavern in town
  3758. {
  3759. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3760. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3761. {
  3762. return false;
  3763. }
  3764. }
  3765. else if (obj->ID == Obj::TAVERN)
  3766. {
  3767. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3768. {
  3769. return false;
  3770. }
  3771. }
  3772. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3773. if (!nh)
  3774. {
  3775. complain ("Hero is not available for hiring!");
  3776. return false;
  3777. }
  3778. HeroRecruited hr;
  3779. hr.tid = obj->id;
  3780. hr.hid = nh->subID;
  3781. hr.player = player;
  3782. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3783. sendAndApply(&hr);
  3784. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3785. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3786. const CGHeroInstance *newHero = nullptr;
  3787. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3788. {
  3789. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3790. }
  3791. SetAvailableHeroes sah;
  3792. sah.player = player;
  3793. if (newHero)
  3794. {
  3795. sah.hid[hid] = newHero->subID;
  3796. sah.army[hid].clear();
  3797. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3798. }
  3799. else
  3800. {
  3801. sah.hid[hid] = -1;
  3802. }
  3803. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3804. sendAndApply(&sah);
  3805. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3806. if (t)
  3807. {
  3808. visitCastleObjects(t, nh);
  3809. giveSpells (t,nh);
  3810. }
  3811. return true;
  3812. }
  3813. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3814. {
  3815. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3816. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3817. logGlobal->trace(answer.toJson());
  3818. auto topQuery = queries.topQuery(player);
  3819. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3820. if(topQuery->queryID != qid)
  3821. {
  3822. auto currentQuery = queries.getQuery(qid);
  3823. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3824. currentQuery->setReply(answer);
  3825. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3826. }
  3827. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3828. topQuery->setReply(answer);
  3829. queries.popQuery(topQuery);
  3830. return true;
  3831. }
  3832. static EndAction end_action;
  3833. void CGameHandler::updateGateState()
  3834. {
  3835. // GATE_BRIDGE - leftmost tile, located over moat
  3836. // GATE_OUTER - central tile, mostly covered by gate image
  3837. // GATE_INNER - rightmost tile, inside the walls
  3838. // GATE_OUTER or GATE_INNER:
  3839. // - if defender moves unit on these tiles, bridge will open
  3840. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3841. // - blocked to attacker if bridge is closed
  3842. // GATE_BRIDGE
  3843. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3844. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3845. // - deals moat damage to attacker if bridge is closed (fortress only)
  3846. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3847. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3848. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3849. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3850. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3851. BattleUpdateGateState db;
  3852. db.state = gs->curB->si.gateState;
  3853. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3854. {
  3855. db.state = EGateState::DESTROYED;
  3856. }
  3857. else if (db.state == EGateState::OPENED)
  3858. {
  3859. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3860. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3861. if (gateCanClose)
  3862. db.state = EGateState::CLOSED;
  3863. else
  3864. db.state = EGateState::OPENED;
  3865. }
  3866. else // CLOSED or BLOCKED
  3867. {
  3868. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3869. if (gateBlocked)
  3870. db.state = EGateState::BLOCKED;
  3871. else
  3872. db.state = EGateState::CLOSED;
  3873. }
  3874. if (db.state != gs->curB->si.gateState)
  3875. sendAndApply(&db);
  3876. }
  3877. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3878. {
  3879. bool ok = true;
  3880. battle::Target target = ba.getTarget(gs->curB);
  3881. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3882. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3883. logGlobal->trace("Making action: %s", ba.toString());
  3884. switch(ba.actionType)
  3885. {
  3886. case EActionType::WALK: //walk
  3887. case EActionType::DEFEND: //defend
  3888. case EActionType::WAIT: //wait
  3889. case EActionType::WALK_AND_ATTACK: //walk or attack
  3890. case EActionType::SHOOT: //shoot
  3891. case EActionType::CATAPULT: //catapult
  3892. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3893. case EActionType::MONSTER_SPELL:
  3894. if (!stack)
  3895. {
  3896. complain("No such stack!");
  3897. return false;
  3898. }
  3899. if (!stack->alive())
  3900. {
  3901. complain("This stack is dead: " + stack->nodeName());
  3902. return false;
  3903. }
  3904. if (battleTacticDist())
  3905. {
  3906. if (stack && stack->side != battleGetTacticsSide())
  3907. {
  3908. complain("This is not a stack of side that has tactics!");
  3909. return false;
  3910. }
  3911. }
  3912. else if (!isAboutActiveStack)
  3913. {
  3914. complain("Action has to be about active stack!");
  3915. return false;
  3916. }
  3917. }
  3918. auto wrapAction = [this](BattleAction &ba)
  3919. {
  3920. StartAction startAction(ba);
  3921. sendAndApply(&startAction);
  3922. return vstd::makeScopeGuard([&]()
  3923. {
  3924. sendAndApply(&end_action);
  3925. });
  3926. };
  3927. switch(ba.actionType)
  3928. {
  3929. case EActionType::END_TACTIC_PHASE: //wait
  3930. case EActionType::BAD_MORALE:
  3931. case EActionType::NO_ACTION:
  3932. {
  3933. auto wrapper = wrapAction(ba);
  3934. break;
  3935. }
  3936. case EActionType::WALK:
  3937. {
  3938. auto wrapper = wrapAction(ba);
  3939. if(target.size() < 1)
  3940. {
  3941. complain("Destination required for move action.");
  3942. ok = false;
  3943. break;
  3944. }
  3945. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3946. if (!walkedTiles)
  3947. complain("Stack failed movement!");
  3948. break;
  3949. }
  3950. case EActionType::DEFEND:
  3951. {
  3952. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3953. SetStackEffect sse;
  3954. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3955. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3956. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3957. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3958. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3959. int oldDefenceValue = defence.totalValue();
  3960. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3961. defence.push_back(std::make_shared<Bonus>(bonus2));
  3962. int difference = defence.totalValue() - oldDefenceValue;
  3963. std::vector<Bonus> buffer;
  3964. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3965. {
  3966. difference = 1;
  3967. buffer.push_back(alternativeWeakCreatureBonus);
  3968. }
  3969. else
  3970. {
  3971. buffer.push_back(defenseBonusToAdd);
  3972. }
  3973. buffer.push_back(bonus2);
  3974. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3975. sendAndApply(&sse);
  3976. BattleLogMessage message;
  3977. MetaString text;
  3978. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3979. stack->addNameReplacement(text);
  3980. text.addReplacement(difference);
  3981. message.lines.push_back(text);
  3982. sendAndApply(&message);
  3983. //don't break - we share code with next case
  3984. }
  3985. FALLTHROUGH
  3986. case EActionType::WAIT:
  3987. {
  3988. auto wrapper = wrapAction(ba);
  3989. break;
  3990. }
  3991. case EActionType::RETREAT: //retreat/flee
  3992. {
  3993. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3994. complain("Cannot retreat!");
  3995. else
  3996. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3997. break;
  3998. }
  3999. case EActionType::SURRENDER:
  4000. {
  4001. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4002. int cost = gs->curB->battleGetSurrenderCost(player);
  4003. if (cost < 0)
  4004. complain("Cannot surrender!");
  4005. else if (getResource(player, Res::GOLD) < cost)
  4006. complain("Not enough gold to surrender!");
  4007. else
  4008. {
  4009. giveResource(player, Res::GOLD, -cost);
  4010. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4011. }
  4012. break;
  4013. }
  4014. case EActionType::WALK_AND_ATTACK: //walk or attack
  4015. {
  4016. auto wrapper = wrapAction(ba);
  4017. if(!stack)
  4018. {
  4019. complain("No attacker");
  4020. ok = false;
  4021. break;
  4022. }
  4023. if(target.size() < 2)
  4024. {
  4025. complain("Two destinations required for attack action.");
  4026. ok = false;
  4027. break;
  4028. }
  4029. BattleHex attackPos = target.at(0).hexValue;
  4030. BattleHex destinationTile = target.at(1).hexValue;
  4031. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4032. if(!destinationStack)
  4033. {
  4034. complain("Invalid target to attack");
  4035. ok = false;
  4036. break;
  4037. }
  4038. BattleHex startingPos = stack->getPosition();
  4039. int distance = moveStack(ba.stackNumber, attackPos);
  4040. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4041. if(stack->getPosition() != attackPos
  4042. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4043. )
  4044. {
  4045. // we were not able to reach destination tile, nor occupy specified hex
  4046. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4047. break;
  4048. }
  4049. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4050. {
  4051. destinationStack = nullptr;
  4052. }
  4053. if(!destinationStack)
  4054. {
  4055. complain("Unit can not attack itself");
  4056. ok = false;
  4057. break;
  4058. }
  4059. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4060. {
  4061. complain("Attack cannot be performed!");
  4062. ok = false;
  4063. break;
  4064. }
  4065. //attack
  4066. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4067. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4068. const bool retaliation = destinationStack->ableToRetaliate();
  4069. for (int i = 0; i < totalAttacks; ++i)
  4070. {
  4071. //first strike
  4072. if(i == 0 && firstStrike && retaliation)
  4073. {
  4074. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4075. }
  4076. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4077. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4078. {
  4079. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4080. }
  4081. //counterattack
  4082. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4083. if(stack->alive()
  4084. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4085. && (i == 0 && !firstStrike)
  4086. && retaliation && destinationStack->ableToRetaliate())
  4087. {
  4088. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4089. }
  4090. }
  4091. //return
  4092. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4093. && target.size() == 3
  4094. && startingPos != stack->getPosition()
  4095. && startingPos == target.at(2).hexValue
  4096. && stack->alive())
  4097. {
  4098. moveStack(ba.stackNumber, startingPos);
  4099. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4100. }
  4101. break;
  4102. }
  4103. case EActionType::SHOOT:
  4104. {
  4105. if(target.size() < 1)
  4106. {
  4107. complain("Destination required for shot action.");
  4108. ok = false;
  4109. break;
  4110. }
  4111. auto destination = target.at(0).hexValue;
  4112. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4113. if (!gs->curB->battleCanShoot(stack, destination))
  4114. {
  4115. complain("Cannot shoot!");
  4116. break;
  4117. }
  4118. if (!destinationStack)
  4119. {
  4120. complain("No target to shoot!");
  4121. break;
  4122. }
  4123. auto wrapper = wrapAction(ba);
  4124. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4125. //ranged counterattack
  4126. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4127. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4128. && destinationStack->ableToRetaliate()
  4129. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4130. && stack->alive()) //attacker may have died (fire shield)
  4131. {
  4132. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4133. }
  4134. //TODO: move to CUnitState
  4135. //extra shot(s) for ballista, based on artillery skill
  4136. if(stack->creatureIndex() == CreatureID::BALLISTA)
  4137. {
  4138. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4139. if(attackingHero)
  4140. {
  4141. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  4142. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  4143. {
  4144. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4145. }
  4146. }
  4147. }
  4148. //allow more than one additional attack
  4149. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4150. for(int i = 1; i < totalRangedAttacks; ++i)
  4151. {
  4152. if(
  4153. stack->alive()
  4154. && destinationStack->alive()
  4155. && stack->shots.canUse()
  4156. )
  4157. {
  4158. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4159. }
  4160. }
  4161. break;
  4162. }
  4163. case EActionType::CATAPULT:
  4164. {
  4165. auto wrapper = wrapAction(ba);
  4166. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4167. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4168. if(!catapultAbility || catapultAbility->subtype < 0)
  4169. {
  4170. complain("We do not know how to shoot :P");
  4171. }
  4172. else
  4173. {
  4174. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4175. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4176. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4177. parameters.setSpellLevel(shotLevel);
  4178. parameters.cast(spellEnv, target);
  4179. }
  4180. //finish by scope guard
  4181. break;
  4182. }
  4183. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4184. {
  4185. auto wrapper = wrapAction(ba);
  4186. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4187. if(target.size() < 1)
  4188. {
  4189. complain("Destination required for heal action.");
  4190. ok = false;
  4191. break;
  4192. }
  4193. const battle::Unit * destStack = nullptr;
  4194. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4195. if(target.at(0).unitValue)
  4196. destStack = target.at(0).unitValue;
  4197. else
  4198. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4199. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4200. {
  4201. complain("There is either no healer, no destination, or healer cannot heal :P");
  4202. }
  4203. else
  4204. {
  4205. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4206. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4207. parameters.setSpellLevel(0);
  4208. parameters.cast(spellEnv, target);
  4209. }
  4210. break;
  4211. }
  4212. case EActionType::MONSTER_SPELL:
  4213. {
  4214. auto wrapper = wrapAction(ba);
  4215. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4216. SpellID spellID = SpellID(ba.actionSubtype);
  4217. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4218. std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4219. //TODO special bonus for genies ability
  4220. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4221. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4222. if (spellID < 0)
  4223. complain("That stack can't cast spells!");
  4224. else
  4225. {
  4226. const CSpell * spell = SpellID(spellID).toSpell();
  4227. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4228. int32_t spellLvl = 0;
  4229. if(spellcaster)
  4230. vstd::amax(spellLvl, spellcaster->val);
  4231. if(randSpellcaster)
  4232. vstd::amax(spellLvl, randSpellcaster->val);
  4233. parameters.setSpellLevel(spellLvl);
  4234. parameters.cast(spellEnv, target);
  4235. }
  4236. break;
  4237. }
  4238. }
  4239. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4240. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4241. handleDamageFromObstacle(stack);
  4242. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4243. battleMadeAction.setn(true);
  4244. return ok;
  4245. }
  4246. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4247. {
  4248. bool cheated = false;
  4249. PlayerMessageClient temp_message(player, message);
  4250. sendAndApply(&temp_message);
  4251. std::vector<std::string> words;
  4252. boost::split(words, message, boost::is_any_of(" "));
  4253. bool isHost = false;
  4254. for(auto & c : connections[player])
  4255. if(lobby->isClientHost(c->connectionID))
  4256. isHost = true;
  4257. if(isHost && words.size() >= 2 && words[0] == "game")
  4258. {
  4259. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4260. {
  4261. SystemMessage temp_message("game was terminated");
  4262. sendAndApply(&temp_message);
  4263. lobby->state = EServerState::SHUTDOWN;
  4264. return;
  4265. }
  4266. if(words.size() == 3 && words[1] == "save")
  4267. {
  4268. save("Saves/" + words[2]);
  4269. SystemMessage temp_message("game saved as " + words[2]);
  4270. sendAndApply(&temp_message);
  4271. return;
  4272. }
  4273. if(words.size() == 3 && words[1] == "kick")
  4274. {
  4275. auto playername = words[2];
  4276. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4277. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4278. playerToKick = PlayerColor(std::stoi(playername));
  4279. else
  4280. {
  4281. for(auto & c : connections)
  4282. {
  4283. if(c.first.getStr(false) == playername)
  4284. playerToKick = c.first;
  4285. }
  4286. }
  4287. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4288. {
  4289. PlayerCheated pc;
  4290. pc.player = playerToKick;
  4291. pc.losingCheatCode = true;
  4292. sendAndApply(&pc);
  4293. checkVictoryLossConditionsForPlayer(playerToKick);
  4294. }
  4295. return;
  4296. }
  4297. }
  4298. int obj = 0;
  4299. if (words.size() == 2 && words[0] != "vcmiexp")
  4300. {
  4301. obj = std::atoi(words[1].c_str());
  4302. if (obj)
  4303. currObj = ObjectInstanceID(obj);
  4304. }
  4305. const CGHeroInstance * hero = getHero(currObj);
  4306. const CGTownInstance * town = getTown(currObj);
  4307. if (!town && hero)
  4308. town = hero->visitedTown;
  4309. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4310. {
  4311. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4312. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4313. }
  4314. else if (words.size() == 1 || obj)
  4315. {
  4316. handleCheatCode(words[0], player, hero, town, cheated);
  4317. }
  4318. else
  4319. {
  4320. for (const auto & i : gs->players)
  4321. {
  4322. if (i.first == PlayerColor::NEUTRAL)
  4323. continue;
  4324. if (words[1] == "ai")
  4325. {
  4326. if (i.second.human)
  4327. continue;
  4328. }
  4329. else if (words[1] != "all" && words[1] != i.first.getStr())
  4330. continue;
  4331. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4332. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4333. {
  4334. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4335. }
  4336. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4337. {
  4338. for (const auto & t : i.second.towns)
  4339. {
  4340. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4341. }
  4342. }
  4343. else
  4344. {
  4345. for (const auto & h : i.second.heroes)
  4346. {
  4347. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4348. }
  4349. }
  4350. }
  4351. }
  4352. if (cheated)
  4353. {
  4354. if(!getPlayerSettings(player)->isControlledByAI())
  4355. {
  4356. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4357. sendAndApply(&temp_message);
  4358. }
  4359. if(!player.isSpectator())
  4360. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4361. }
  4362. }
  4363. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4364. {
  4365. switch(ba.actionType)
  4366. {
  4367. case EActionType::HERO_SPELL:
  4368. {
  4369. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4370. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4371. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4372. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4373. if (!s)
  4374. {
  4375. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4376. return false;
  4377. }
  4378. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4379. spells::detail::ProblemImpl problem;
  4380. auto m = s->battleMechanics(&parameters);
  4381. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4382. {
  4383. logGlobal->warn("Spell cannot be cast!");
  4384. std::vector<std::string> texts;
  4385. problem.getAll(texts);
  4386. for(auto s : texts)
  4387. logGlobal->warn(s);
  4388. return false;
  4389. }
  4390. StartAction start_action(ba);
  4391. sendAndApply(&start_action); //start spell casting
  4392. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4393. sendAndApply(&end_action);
  4394. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4395. {
  4396. battleMadeAction.setn(true);
  4397. }
  4398. checkBattleStateChanges();
  4399. if (battleResult.get())
  4400. {
  4401. battleMadeAction.setn(true);
  4402. //battle will be ended by startBattle function
  4403. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4404. }
  4405. return true;
  4406. }
  4407. }
  4408. return false;
  4409. }
  4410. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4411. {
  4412. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4413. for(auto b : bl)
  4414. {
  4415. const CSpell * sp = SpellID(b->subtype).toSpell();
  4416. if(!sp)
  4417. continue;
  4418. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4419. const int32_t level = ((val > 3) ? (val - 3) : val);
  4420. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4421. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4422. battleCast.setEffectDuration(50);
  4423. battleCast.setSpellLevel(level);
  4424. spells::Target target;
  4425. if(val > 3)
  4426. {
  4427. for(auto s : gs->curB->battleGetAllStacks())
  4428. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4429. target.emplace_back(s);
  4430. }
  4431. else
  4432. {
  4433. target.emplace_back(st);
  4434. }
  4435. battleCast.applyEffects(spellEnv, target, false, true);
  4436. }
  4437. }
  4438. void CGameHandler::stackTurnTrigger(const CStack *st)
  4439. {
  4440. BattleTriggerEffect bte;
  4441. bte.stackID = st->ID;
  4442. bte.effect = -1;
  4443. bte.val = 0;
  4444. bte.additionalInfo = 0;
  4445. if (st->alive())
  4446. {
  4447. //unbind
  4448. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4449. {
  4450. bool unbind = true;
  4451. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4452. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4453. for (auto b : bl)
  4454. {
  4455. if(b->additionalInfo != CAddInfo::NONE)
  4456. {
  4457. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4458. if(stack)
  4459. {
  4460. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4461. unbind = false;
  4462. }
  4463. }
  4464. else
  4465. {
  4466. unbind = false;
  4467. }
  4468. }
  4469. if (unbind)
  4470. {
  4471. BattleSetStackProperty ssp;
  4472. ssp.which = BattleSetStackProperty::UNBIND;
  4473. ssp.stackID = st->ID;
  4474. sendAndApply(&ssp);
  4475. }
  4476. }
  4477. if (st->hasBonusOfType(Bonus::POISON))
  4478. {
  4479. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4480. if (b) //TODO: what if not?...
  4481. {
  4482. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4483. if (bte.val < b->val) //(negative) poison effect increases - update it
  4484. {
  4485. bte.effect = Bonus::POISON;
  4486. sendAndApply(&bte);
  4487. }
  4488. }
  4489. }
  4490. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4491. {
  4492. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4493. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4494. if(opponentHero)
  4495. {
  4496. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4497. vstd::amin(manaDrained, opponentHero->mana);
  4498. if(manaDrained)
  4499. {
  4500. bte.effect = Bonus::MANA_DRAIN;
  4501. bte.val = manaDrained;
  4502. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4503. sendAndApply(&bte);
  4504. }
  4505. }
  4506. }
  4507. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4508. {
  4509. bool fearsomeCreature = false;
  4510. for (CStack * stack : gs->curB->stacks)
  4511. {
  4512. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4513. {
  4514. fearsomeCreature = true;
  4515. break;
  4516. }
  4517. }
  4518. if (fearsomeCreature)
  4519. {
  4520. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4521. {
  4522. bte.effect = Bonus::FEAR;
  4523. sendAndApply(&bte);
  4524. }
  4525. }
  4526. }
  4527. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4528. int side = gs->curB->whatSide(st->owner);
  4529. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4530. {
  4531. bool cast = false;
  4532. while(!bl.empty() && !cast)
  4533. {
  4534. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4535. auto spellID = SpellID(bonus->subtype);
  4536. const CSpell * spell = SpellID(spellID).toSpell();
  4537. bl.remove_if([&bonus](const Bonus * b)
  4538. {
  4539. return b == bonus.get();
  4540. });
  4541. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4542. parameters.setSpellLevel(bonus->val);
  4543. parameters.massive = true;
  4544. parameters.smart = true;
  4545. //todo: recheck effect level
  4546. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4547. {
  4548. cast = true;
  4549. int cooldown = bonus->additionalInfo[0];
  4550. BattleSetStackProperty ssp;
  4551. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4552. ssp.absolute = false;
  4553. ssp.val = cooldown;
  4554. ssp.stackID = st->unitId();
  4555. sendAndApply(&ssp);
  4556. }
  4557. }
  4558. }
  4559. }
  4560. }
  4561. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4562. {
  4563. if(!curStack->alive())
  4564. return false;
  4565. bool containDamageFromMoat = false;
  4566. bool movementStoped = false;
  4567. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4568. {
  4569. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4570. {
  4571. //helper info
  4572. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4573. const ui8 side = curStack->side;
  4574. if(!spellObstacle)
  4575. COMPLAIN_RET("Invalid obstacle instance");
  4576. if(spellObstacle->trigger)
  4577. {
  4578. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4579. //hidden obstacle triggers effects until revealed
  4580. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4581. {
  4582. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4583. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4584. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4585. if(!sp)
  4586. COMPLAIN_RET("Invalid obstacle instance");
  4587. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4588. ObstacleChanges changeInfo;
  4589. changeInfo.id = spellObstacle->uniqueID;
  4590. if (oneTimeObstacle)
  4591. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4592. else
  4593. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4594. SpellCreatedObstacle changedObstacle;
  4595. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4596. changedObstacle.revealed = true;
  4597. changeInfo.data.clear();
  4598. JsonSerializer ser(nullptr, changeInfo.data);
  4599. ser.serializeStruct("obstacle", changedObstacle);
  4600. BattleObstaclesChanged bocp;
  4601. bocp.changes.emplace_back(changeInfo);
  4602. sendAndApply(&bocp);
  4603. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4604. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4605. }
  4606. }
  4607. }
  4608. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4609. {
  4610. auto town = gs->curB->town;
  4611. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4612. if(!containDamageFromMoat)
  4613. {
  4614. containDamageFromMoat = true;
  4615. BattleStackAttacked bsa;
  4616. bsa.damageAmount = damage;
  4617. bsa.stackAttacked = curStack->ID;
  4618. bsa.attackerID = -1;
  4619. curStack->prepareAttacked(bsa, getRandomGenerator());
  4620. StacksInjured si;
  4621. si.stacks.push_back(bsa);
  4622. sendAndApply(&si);
  4623. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4624. }
  4625. }
  4626. if(!curStack->alive())
  4627. return false;
  4628. if((obstacle->stopsMovement() && stackIsMoving))
  4629. movementStoped = true;
  4630. }
  4631. if(stackIsMoving)
  4632. return curStack->alive() && !movementStoped;
  4633. else
  4634. return curStack->alive();
  4635. }
  4636. void CGameHandler::handleTimeEvents()
  4637. {
  4638. gs->map->events.sort(evntCmp);
  4639. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4640. {
  4641. CMapEvent ev = gs->map->events.front();
  4642. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4643. {
  4644. auto color = PlayerColor(player);
  4645. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4646. if (pinfo //player exists
  4647. && (ev.players & 1<<player) //event is enabled to this player
  4648. && ((ev.computerAffected && !pinfo->human)
  4649. || (ev.humanAffected && pinfo->human)
  4650. )
  4651. )
  4652. {
  4653. //give resources
  4654. giveResources(color, ev.resources);
  4655. //prepare dialog
  4656. InfoWindow iw;
  4657. iw.player = color;
  4658. iw.text << ev.message;
  4659. for (int i=0; i<ev.resources.size(); i++)
  4660. {
  4661. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4662. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4663. }
  4664. sendAndApply(&iw); //show dialog
  4665. }
  4666. } //PLAYERS LOOP
  4667. if (ev.nextOccurence)
  4668. {
  4669. gs->map->events.pop_front();
  4670. ev.firstOccurence += ev.nextOccurence;
  4671. auto it = gs->map->events.begin();
  4672. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4673. it++;
  4674. gs->map->events.insert(it, ev);
  4675. }
  4676. else
  4677. {
  4678. gs->map->events.pop_front();
  4679. }
  4680. }
  4681. //TODO send only if changed
  4682. UpdateMapEvents ume;
  4683. ume.events = gs->map->events;
  4684. sendAndApply(&ume);
  4685. }
  4686. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4687. {
  4688. town->events.sort(evntCmp);
  4689. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4690. {
  4691. PlayerColor player = town->tempOwner;
  4692. CCastleEvent ev = town->events.front();
  4693. const PlayerState * pinfo = getPlayerState(player, false);
  4694. if (pinfo //player exists
  4695. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4696. && ((ev.computerAffected && !pinfo->human)
  4697. || (ev.humanAffected && pinfo->human)))
  4698. {
  4699. // dialog
  4700. InfoWindow iw;
  4701. iw.player = player;
  4702. iw.text << ev.message;
  4703. if (ev.resources.nonZero())
  4704. {
  4705. TResources was = n.res[player];
  4706. n.res[player] += ev.resources;
  4707. n.res[player].amax(0);
  4708. for (int i=0; i<ev.resources.size(); i++)
  4709. 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
  4710. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4711. }
  4712. for (auto & i : ev.buildings)
  4713. {
  4714. if (!town->hasBuilt(i))
  4715. {
  4716. buildStructure(town->id, i, true);
  4717. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4718. }
  4719. }
  4720. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4721. {
  4722. n.cres[town->id].tid = town->id;
  4723. n.cres[town->id].creatures = town->creatures;
  4724. }
  4725. auto & sac = n.cres[town->id];
  4726. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4727. {
  4728. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4729. {
  4730. sac.creatures[i].first += ev.creatures.at(i);
  4731. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4732. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4733. }
  4734. }
  4735. sendAndApply(&iw); //show dialog
  4736. }
  4737. if (ev.nextOccurence)
  4738. {
  4739. town->events.pop_front();
  4740. ev.firstOccurence += ev.nextOccurence;
  4741. auto it = town->events.begin();
  4742. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4743. it++;
  4744. town->events.insert(it, ev);
  4745. }
  4746. else
  4747. {
  4748. town->events.pop_front();
  4749. }
  4750. }
  4751. //TODO send only if changed
  4752. UpdateCastleEvents uce;
  4753. uce.town = town->id;
  4754. uce.events = town->events;
  4755. sendAndApply(&uce);
  4756. }
  4757. bool CGameHandler::complain(const std::string &problem)
  4758. {
  4759. sendMessageToAll("Server encountered a problem: " + problem);
  4760. logGlobal->error(problem);
  4761. return true;
  4762. }
  4763. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4764. {
  4765. //PlayerColor player = getOwner(hid);
  4766. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4767. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4768. assert(lowerArmy);
  4769. assert(upperArmy);
  4770. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4771. queries.addQuery(garrisonQuery);
  4772. GarrisonDialog gd;
  4773. gd.hid = hid;
  4774. gd.objid = upobj;
  4775. gd.removableUnits = removableUnits;
  4776. gd.queryID = garrisonQuery->queryID;
  4777. sendAndApply(&gd);
  4778. }
  4779. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4780. {
  4781. OpenWindow ow;
  4782. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4783. ow.id1 = player.getNum();
  4784. ow.id2 = requestingObjId.getNum();
  4785. sendAndApply(&ow);
  4786. }
  4787. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4788. {
  4789. if (id1 == id2)
  4790. return true;
  4791. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4792. if (!o1 || !o2)
  4793. return true; //arranging stacks within an object should be always allowed
  4794. if (o1 && o2)
  4795. {
  4796. if (o1->ID == Obj::TOWN)
  4797. {
  4798. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4799. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4800. return true;
  4801. }
  4802. if (o2->ID == Obj::TOWN)
  4803. {
  4804. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4805. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4806. return true;
  4807. }
  4808. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4809. {
  4810. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4811. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4812. // two heroes in same town (garrisoned and visiting)
  4813. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4814. return true;
  4815. }
  4816. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4817. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4818. if (!dialog)
  4819. {
  4820. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4821. }
  4822. if (dialog)
  4823. {
  4824. auto topArmy = dialog->exchangingArmies.at(0);
  4825. auto bottomArmy = dialog->exchangingArmies.at(1);
  4826. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4827. return true;
  4828. }
  4829. }
  4830. return false;
  4831. }
  4832. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4833. {
  4834. using events::ObjectVisitStarted;
  4835. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4836. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4837. auto startVisit = [&](ObjectVisitStarted & event)
  4838. {
  4839. auto visitedObject = obj;
  4840. if(obj->ID == Obj::HERO)
  4841. {
  4842. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4843. const auto visitedTown = visitedHero->visitedTown;
  4844. if(visitedTown)
  4845. {
  4846. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4847. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4848. visitedObject = visitedTown;
  4849. }
  4850. }
  4851. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4852. queries.addQuery(visitQuery); //TODO real visit pos
  4853. HeroVisit hv;
  4854. hv.objId = obj->id;
  4855. hv.heroId = h->id;
  4856. hv.player = h->tempOwner;
  4857. hv.starting = true;
  4858. sendAndApply(&hv);
  4859. obj->onHeroVisit(h);
  4860. };
  4861. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4862. if(visitQuery)
  4863. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4864. }
  4865. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4866. {
  4867. using events::ObjectVisitEnded;
  4868. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4869. auto endVisit = [&](ObjectVisitEnded & event)
  4870. {
  4871. HeroVisit hv;
  4872. hv.player = event.getPlayer();
  4873. hv.heroId = event.getHero();
  4874. hv.starting = false;
  4875. sendAndApply(&hv);
  4876. };
  4877. //TODO: ObjectVisitEnded should also have id of visited object,
  4878. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4879. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4880. }
  4881. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4882. {
  4883. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4884. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4885. {
  4886. complain("Cannot build boat in this shipyard!");
  4887. return false;
  4888. }
  4889. else if (obj->o->ID == Obj::TOWN
  4890. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4891. {
  4892. complain("Cannot build boat in the town - no shipyard!");
  4893. return false;
  4894. }
  4895. const PlayerColor playerID = obj->o->tempOwner;
  4896. TResources boatCost;
  4897. obj->getBoatCost(boatCost);
  4898. TResources aviable = getPlayerState(playerID)->resources;
  4899. if (!aviable.canAfford(boatCost))
  4900. {
  4901. complain("Not enough resources to build a boat!");
  4902. return false;
  4903. }
  4904. int3 tile = obj->bestLocation();
  4905. if (!gs->map->isInTheMap(tile))
  4906. {
  4907. complain("Cannot find appropriate tile for a boat!");
  4908. return false;
  4909. }
  4910. //take boat cost
  4911. giveResources(playerID, -boatCost);
  4912. //create boat
  4913. NewObject no;
  4914. no.ID = Obj::BOAT;
  4915. no.subID = obj->getBoatType();
  4916. no.pos = tile + int3(1,0,0);
  4917. sendAndApply(&no);
  4918. return true;
  4919. }
  4920. void CGameHandler::engageIntoBattle(PlayerColor player)
  4921. {
  4922. //notify interfaces
  4923. PlayerBlocked pb;
  4924. pb.player = player;
  4925. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4926. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4927. sendAndApply(&pb);
  4928. }
  4929. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4930. {
  4931. for (auto playerColor : playerColors)
  4932. {
  4933. if (getPlayerState(playerColor, false))
  4934. checkVictoryLossConditionsForPlayer(playerColor);
  4935. }
  4936. }
  4937. void CGameHandler::checkVictoryLossConditionsForAll()
  4938. {
  4939. std::set<PlayerColor> playerColors;
  4940. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4941. {
  4942. playerColors.insert(PlayerColor(i));
  4943. }
  4944. checkVictoryLossConditions(playerColors);
  4945. }
  4946. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4947. {
  4948. const PlayerState * p = getPlayerState(player);
  4949. if(!p || p->status != EPlayerStatus::INGAME) return;
  4950. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4951. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4952. {
  4953. InfoWindow iw;
  4954. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4955. sendAndApply(&iw);
  4956. PlayerEndsGame peg;
  4957. peg.player = player;
  4958. peg.victoryLossCheckResult = victoryLossCheckResult;
  4959. sendAndApply(&peg);
  4960. if (victoryLossCheckResult.victory())
  4961. {
  4962. //one player won -> all enemies lost
  4963. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4964. {
  4965. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4966. {
  4967. peg.player = i->first;
  4968. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4969. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4970. InfoWindow iw;
  4971. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4972. iw.player = i->first;
  4973. sendAndApply(&iw);
  4974. sendAndApply(&peg);
  4975. }
  4976. }
  4977. if(p->human)
  4978. {
  4979. lobby->state = EServerState::GAMEPLAY_ENDED;
  4980. }
  4981. }
  4982. else
  4983. {
  4984. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4985. auto hlp = p->heroes;
  4986. for (auto h : hlp) //eliminate heroes
  4987. {
  4988. if (h.get())
  4989. removeObject(h);
  4990. }
  4991. //player lost -> all his objects become unflagged (neutral)
  4992. for (auto obj : gs->map->objects) //unflag objs
  4993. {
  4994. if (obj.get() && obj->tempOwner == player)
  4995. setOwner(obj, PlayerColor::NEUTRAL);
  4996. }
  4997. //eliminating one player may cause victory of another:
  4998. std::set<PlayerColor> playerColors;
  4999. //do not copy player state (CBonusSystemNode) by value
  5000. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  5001. {
  5002. if (p.first != player)
  5003. playerColors.insert(p.first);
  5004. }
  5005. //notify all players
  5006. for (auto pc : playerColors)
  5007. {
  5008. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5009. {
  5010. InfoWindow iw;
  5011. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5012. iw.player = pc;
  5013. sendAndApply(&iw);
  5014. }
  5015. }
  5016. checkVictoryLossConditions(playerColors);
  5017. }
  5018. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5019. // If we are called before the actual game start, there might be no current player
  5020. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5021. {
  5022. // If player making turn has lost his turn must be over as well
  5023. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5024. }
  5025. }
  5026. }
  5027. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5028. {
  5029. out.player = player;
  5030. out.text.clear();
  5031. out.text << victoryLossCheckResult.messageToSelf;
  5032. // hackish, insert one player-specific string, if applicable
  5033. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5034. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5035. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5036. }
  5037. bool CGameHandler::dig(const CGHeroInstance *h)
  5038. {
  5039. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5040. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5041. //create a hole
  5042. NewObject no;
  5043. no.ID = Obj::HOLE;
  5044. no.pos = h->visitablePos();
  5045. no.subID = 0;
  5046. sendAndApply(&no);
  5047. //take MPs
  5048. SetMovePoints smp;
  5049. smp.hid = h->id;
  5050. smp.val = 0;
  5051. sendAndApply(&smp);
  5052. InfoWindow iw;
  5053. iw.type = EInfoWindowMode::AUTO;
  5054. iw.player = h->tempOwner;
  5055. if (gs->map->grailPos == h->visitablePos())
  5056. {
  5057. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5058. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5059. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5060. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5061. sendAndApply(&iw);
  5062. iw.soundID = soundBase::invalid;
  5063. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5064. iw.text.clear();
  5065. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5066. sendAndApply(&iw);
  5067. }
  5068. else
  5069. {
  5070. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5071. iw.soundID = soundBase::Dig;
  5072. sendAndApply(&iw);
  5073. }
  5074. return true;
  5075. }
  5076. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5077. {
  5078. if(attacker->hasBonusOfType(attackMode))
  5079. {
  5080. std::set<SpellID> spellsToCast;
  5081. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5082. for(const auto & sf : *spells)
  5083. {
  5084. spellsToCast.insert(SpellID(sf->subtype));
  5085. }
  5086. for(SpellID spellID : spellsToCast)
  5087. {
  5088. bool castMe = false;
  5089. if(!defender->alive())
  5090. {
  5091. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5092. return;
  5093. }
  5094. int32_t spellLevel = 0;
  5095. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5096. for(const auto & sf : *spellsByType)
  5097. {
  5098. int meleeRanged;
  5099. if(sf->additionalInfo.size() < 2)
  5100. {
  5101. // legacy format
  5102. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5103. meleeRanged = sf->additionalInfo[0] / 1000;
  5104. }
  5105. else
  5106. {
  5107. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5108. meleeRanged = sf->additionalInfo[1];
  5109. }
  5110. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5111. castMe = true;
  5112. }
  5113. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5114. vstd::amin(chance, 100);
  5115. const CSpell * spell = SpellID(spellID).toSpell();
  5116. spells::AbilityCaster caster(attacker, spellLevel);
  5117. spells::Target target;
  5118. target.emplace_back(defender);
  5119. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5120. auto m = spell->battleMechanics(&parameters);
  5121. spells::detail::ProblemImpl ignored;
  5122. if(!m->canBeCastAt(target, ignored))
  5123. continue;
  5124. //check if spell should be cast (probability handling)
  5125. if(getRandomGenerator().nextInt(99) >= chance)
  5126. continue;
  5127. //casting
  5128. if(castMe)
  5129. {
  5130. parameters.cast(spellEnv, target);
  5131. }
  5132. }
  5133. }
  5134. }
  5135. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5136. {
  5137. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5138. }
  5139. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5140. {
  5141. if(!attacker->alive() || !defender->alive()) // can be already dead
  5142. return;
  5143. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5144. if(!defender->alive())
  5145. {
  5146. //don't try death stare or acid breath on dead stack (crash!)
  5147. return;
  5148. }
  5149. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5150. {
  5151. // mechanics of Death Stare as in H3:
  5152. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5153. //original formula x = min(x, (gorgons_count + 9)/10);
  5154. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5155. vstd::amin(chanceToKill, 1); //cap at 100%
  5156. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5157. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5158. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5159. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5160. vstd::amin(staredCreatures, maxToKill);
  5161. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5162. if(staredCreatures)
  5163. {
  5164. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5165. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5166. spells::AbilityCaster caster(attacker, 0);
  5167. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5168. spells::Target target;
  5169. target.emplace_back(defender);
  5170. parameters.setEffectValue(staredCreatures);
  5171. parameters.cast(spellEnv, target);
  5172. }
  5173. }
  5174. if(!defender->alive())
  5175. return;
  5176. int64_t acidDamage = 0;
  5177. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5178. for(const auto & b : *acidBreath)
  5179. {
  5180. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5181. acidDamage += b->val;
  5182. }
  5183. if(acidDamage > 0)
  5184. {
  5185. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5186. spells::AbilityCaster caster(attacker, 0);
  5187. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5188. spells::Target target;
  5189. target.emplace_back(defender);
  5190. parameters.setEffectValue(acidDamage * attacker->getCount());
  5191. parameters.cast(spellEnv, target);
  5192. }
  5193. if(!defender->alive())
  5194. return;
  5195. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5196. {
  5197. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5198. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5199. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5200. return;
  5201. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5202. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5203. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5204. return;
  5205. battle::UnitInfo resurrectInfo;
  5206. resurrectInfo.id = gs->curB->battleNextUnitId();
  5207. resurrectInfo.summoned = false;
  5208. resurrectInfo.position = defender->getPosition();
  5209. resurrectInfo.side = defender->unitSide();
  5210. if(bonusAdditionalInfo != CAddInfo::NONE)
  5211. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5212. else
  5213. resurrectInfo.type = attacker->creatureId();
  5214. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5215. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5216. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5217. resurrectInfo.count = defender->getCount();
  5218. else
  5219. return; //wrong subtype
  5220. BattleUnitsChanged addUnits;
  5221. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5222. resurrectInfo.save(addUnits.changedStacks.back().data);
  5223. BattleUnitsChanged removeUnits;
  5224. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5225. sendAndApply(&removeUnits);
  5226. sendAndApply(&addUnits);
  5227. }
  5228. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5229. {
  5230. double chanceToTrigger = 0;
  5231. int amountToDie = 0;
  5232. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5233. {
  5234. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5235. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5236. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5237. }
  5238. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5239. {
  5240. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5241. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5242. }
  5243. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5244. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5245. return;
  5246. BattleStackAttacked bsa;
  5247. bsa.attackerID = -1;
  5248. bsa.stackAttacked = defender->ID;
  5249. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5250. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5251. bsa.spellID = SpellID::SLAYER;
  5252. defender->prepareAttacked(bsa, getRandomGenerator());
  5253. StacksInjured si;
  5254. si.stacks.push_back(bsa);
  5255. sendAndApply(&si);
  5256. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5257. }
  5258. }
  5259. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5260. {
  5261. if (!t.visitableObjects.empty())
  5262. {
  5263. //to prevent self-visiting heroes on space press
  5264. if (t.visitableObjects.back() != h)
  5265. objectVisited(t.visitableObjects.back(), h);
  5266. else if (t.visitableObjects.size() > 1)
  5267. objectVisited(*(t.visitableObjects.end()-2),h);
  5268. }
  5269. }
  5270. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5271. {
  5272. if (!hero)
  5273. COMPLAIN_RET("You need hero to sacrifice creature!");
  5274. int expSum = 0;
  5275. auto finish = [this, &hero, &expSum]()
  5276. {
  5277. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5278. };
  5279. for(int i = 0; i < slot.size(); ++i)
  5280. {
  5281. int oldCount = hero->getStackCount(slot[i]);
  5282. if(oldCount < (int)count[i])
  5283. {
  5284. finish();
  5285. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5286. }
  5287. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5288. {
  5289. finish();
  5290. COMPLAIN_RET("Cannot sacrifice last creature!");
  5291. }
  5292. int crid = hero->getStack(slot[i]).type->idNumber;
  5293. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5294. int dump, exp;
  5295. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5296. exp *= count[i];
  5297. expSum += exp;
  5298. }
  5299. finish();
  5300. return true;
  5301. }
  5302. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5303. {
  5304. if (!hero)
  5305. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5306. int expSum = 0;
  5307. auto finish = [this, &hero, &expSum]()
  5308. {
  5309. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5310. };
  5311. for(int i = 0; i < slot.size(); ++i)
  5312. {
  5313. ArtifactLocation al(hero, slot[i]);
  5314. const CArtifactInstance * a = al.getArt();
  5315. if(!a)
  5316. {
  5317. finish();
  5318. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5319. }
  5320. const CArtifactInstance * art = hero->getArt(slot[i]);
  5321. if(!art)
  5322. {
  5323. finish();
  5324. COMPLAIN_RET("No artifact at position to sacrifice!");
  5325. }
  5326. si32 typId = art->artType->getId();
  5327. int dmp, expToGive;
  5328. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5329. expSum += expToGive;
  5330. removeArtifact(al);
  5331. }
  5332. finish();
  5333. return true;
  5334. }
  5335. void CGameHandler::makeStackDoNothing(const CStack * next)
  5336. {
  5337. BattleAction doNothing;
  5338. doNothing.actionType = EActionType::NO_ACTION;
  5339. doNothing.side = next->side;
  5340. doNothing.stackNumber = next->ID;
  5341. makeAutomaticAction(next, doNothing);
  5342. }
  5343. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5344. {
  5345. if (sl.army->hasStackAtSlot(sl.slot))
  5346. COMPLAIN_RET("Slot is already taken!");
  5347. if (!sl.slot.validSlot())
  5348. COMPLAIN_RET("Cannot insert stack to that slot!");
  5349. InsertNewStack ins;
  5350. ins.army = sl.army->id;
  5351. ins.slot = sl.slot;
  5352. ins.type = c->idNumber;
  5353. ins.count = count;
  5354. sendAndApply(&ins);
  5355. return true;
  5356. }
  5357. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5358. {
  5359. if (!sl.army->hasStackAtSlot(sl.slot))
  5360. COMPLAIN_RET("Cannot find a stack to erase");
  5361. if (sl.army->stacksCount() == 1 //from the last stack
  5362. && sl.army->needsLastStack() //that must be left
  5363. && !forceRemoval) //ignore above conditions if we are forcing removal
  5364. {
  5365. COMPLAIN_RET("Cannot erase the last stack!");
  5366. }
  5367. EraseStack es;
  5368. es.army = sl.army->id;
  5369. es.slot = sl.slot;
  5370. sendAndApply(&es);
  5371. return true;
  5372. }
  5373. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5374. {
  5375. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5376. if ((absoluteValue && count < 0)
  5377. || (!absoluteValue && -count > currentCount))
  5378. {
  5379. COMPLAIN_RET("Cannot take more stacks than present!");
  5380. }
  5381. if ((currentCount == -count && !absoluteValue)
  5382. || (!count && absoluteValue))
  5383. {
  5384. eraseStack(sl);
  5385. }
  5386. else
  5387. {
  5388. ChangeStackCount csc;
  5389. csc.army = sl.army->id;
  5390. csc.slot = sl.slot;
  5391. csc.count = count;
  5392. csc.absoluteValue = absoluteValue;
  5393. sendAndApply(&csc);
  5394. }
  5395. return true;
  5396. }
  5397. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5398. {
  5399. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5400. if (!slotC) //slot is empty
  5401. insertNewStack(sl, c, count);
  5402. else if (c == slotC)
  5403. changeStackCount(sl, count);
  5404. else
  5405. {
  5406. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5407. }
  5408. return true;
  5409. }
  5410. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5411. {
  5412. if (removeObjWhenFinished)
  5413. removeAfterVisit(src);
  5414. if (!src->canBeMergedWith(*dst, allowMerging))
  5415. {
  5416. if (allowMerging) //do that, add all matching creatures.
  5417. {
  5418. bool cont = true;
  5419. while (cont)
  5420. {
  5421. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5422. {
  5423. SlotID pos = dst->getSlotFor(i->second->type);
  5424. if (pos.validSlot())
  5425. {
  5426. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5427. cont = true;
  5428. break; //or iterator crashes
  5429. }
  5430. cont = false;
  5431. }
  5432. }
  5433. }
  5434. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5435. }
  5436. else //merge
  5437. {
  5438. moveArmy(src, dst, allowMerging);
  5439. }
  5440. }
  5441. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5442. {
  5443. if (!src.army->hasStackAtSlot(src.slot))
  5444. COMPLAIN_RET("No stack to move!");
  5445. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5446. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5447. if (!dst.slot.validSlot())
  5448. COMPLAIN_RET("Cannot move stack to that slot!");
  5449. if (count == -1)
  5450. {
  5451. count = src.army->getStackCount(src.slot);
  5452. }
  5453. if (src.army != dst.army //moving away
  5454. && count == src.army->getStackCount(src.slot) //all creatures
  5455. && src.army->stacksCount() == 1 //from the last stack
  5456. && src.army->needsLastStack()) //that must be left
  5457. {
  5458. COMPLAIN_RET("Cannot move away the last creature!");
  5459. }
  5460. RebalanceStacks rs;
  5461. rs.srcArmy = src.army->id;
  5462. rs.dstArmy = dst.army->id;
  5463. rs.srcSlot = src.slot;
  5464. rs.dstSlot = dst.slot;
  5465. rs.count = count;
  5466. sendAndApply(&rs);
  5467. return true;
  5468. }
  5469. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5470. {
  5471. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5472. {
  5473. return moveStack(sl2, sl1);
  5474. }
  5475. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5476. {
  5477. return moveStack(sl1, sl2);
  5478. }
  5479. else
  5480. {
  5481. SwapStacks ss;
  5482. ss.srcArmy = sl1.army->id;
  5483. ss.dstArmy = sl2.army->id;
  5484. ss.srcSlot = sl1.slot;
  5485. ss.dstSlot = sl2.slot;
  5486. sendAndApply(&ss);
  5487. return true;
  5488. }
  5489. }
  5490. void CGameHandler::runBattle()
  5491. {
  5492. setBattle(gs->curB);
  5493. assert(gs->curB);
  5494. //TODO: pre-tactic stuff, call scripts etc.
  5495. //tactic round
  5496. {
  5497. while (gs->curB->tacticDistance && !battleResult.get())
  5498. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5499. }
  5500. //initial stacks appearance triggers, e.g. built-in bonus spells
  5501. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5502. for (CStack * stack : initialStacks)
  5503. {
  5504. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5505. {
  5506. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5507. auto accessibility = getAccesibility();
  5508. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5509. std::vector<BattleHex> targetHexes;
  5510. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5511. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5512. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5513. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5514. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5515. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5516. if (!guardianIsBig)
  5517. targetHexes = stack->getSurroundingHexes();
  5518. else
  5519. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5520. for(auto hex : targetHexes)
  5521. {
  5522. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5523. {
  5524. battle::UnitInfo info;
  5525. info.id = gs->curB->battleNextUnitId();
  5526. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5527. info.type = creatureData;
  5528. info.side = stack->side;
  5529. info.position = hex;
  5530. info.summoned = true;
  5531. BattleUnitsChanged pack;
  5532. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5533. info.save(pack.changedStacks.back().data);
  5534. sendAndApply(&pack);
  5535. }
  5536. }
  5537. }
  5538. stackEnchantedTrigger(stack);
  5539. }
  5540. //spells opening battle
  5541. for (int i = 0; i < 2; ++i)
  5542. {
  5543. auto h = gs->curB->battleGetFightingHero(i);
  5544. if (h)
  5545. {
  5546. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5547. for (auto b : *bl)
  5548. {
  5549. spells::BonusCaster caster(h, b);
  5550. const CSpell * spell = SpellID(b->subtype).toSpell();
  5551. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5552. parameters.setSpellLevel(3);
  5553. parameters.setEffectDuration(b->val);
  5554. parameters.massive = true;
  5555. parameters.castIfPossible(spellEnv, spells::Target());
  5556. }
  5557. }
  5558. }
  5559. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5560. checkBattleStateChanges();
  5561. bool firstRound = true;//FIXME: why first round is -1?
  5562. //main loop
  5563. while (!battleResult.get()) //till the end of the battle ;]
  5564. {
  5565. BattleNextRound bnr;
  5566. bnr.round = gs->curB->round + 1;
  5567. logGlobal->debug("Round %d", bnr.round);
  5568. sendAndApply(&bnr);
  5569. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5570. for (auto &obstPtr : obstacles)
  5571. {
  5572. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5573. if (sco->turnsRemaining == 0)
  5574. removeObstacle(*obstPtr);
  5575. }
  5576. const BattleInfo & curB = *gs->curB;
  5577. for(auto stack : curB.stacks)
  5578. {
  5579. if(stack->alive() && !firstRound)
  5580. stackEnchantedTrigger(stack);
  5581. }
  5582. //stack loop
  5583. auto getNextStack = [this]() -> const CStack *
  5584. {
  5585. if(battleResult.get())
  5586. return nullptr;
  5587. std::vector<battle::Units> q;
  5588. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5589. if(!q.empty())
  5590. {
  5591. if(!q.front().empty())
  5592. {
  5593. auto next = q.front().front();
  5594. const auto stack = dynamic_cast<const CStack *>(next);
  5595. // regeneration takes place before everything else but only during first turn attempt in each round
  5596. // also works under blind and similar effects
  5597. if(stack && stack->alive() && !stack->waiting)
  5598. {
  5599. BattleTriggerEffect bte;
  5600. bte.stackID = stack->ID;
  5601. bte.effect = Bonus::HP_REGENERATION;
  5602. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5603. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5604. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5605. if(bte.val) // anything to heal
  5606. sendAndApply(&bte);
  5607. }
  5608. if(next->willMove())
  5609. return stack;
  5610. }
  5611. }
  5612. return nullptr;
  5613. };
  5614. const CStack * next = nullptr;
  5615. while((next = getNextStack()))
  5616. {
  5617. BattleUnitsChanged removeGhosts;
  5618. for(auto stack : curB.stacks)
  5619. {
  5620. if(stack->ghostPending)
  5621. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5622. }
  5623. if(!removeGhosts.changedStacks.empty())
  5624. sendAndApply(&removeGhosts);
  5625. //check for bad morale => freeze
  5626. int nextStackMorale = next->MoraleVal();
  5627. if (nextStackMorale < 0 &&
  5628. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5629. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5630. )
  5631. {
  5632. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5633. {
  5634. //unit loses its turn - empty freeze action
  5635. BattleAction ba;
  5636. ba.actionType = EActionType::BAD_MORALE;
  5637. ba.side = next->side;
  5638. ba.stackNumber = next->ID;
  5639. makeAutomaticAction(next, ba);
  5640. continue;
  5641. }
  5642. }
  5643. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5644. {
  5645. logGlobal->trace("Handle Berserk effect");
  5646. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5647. if (attackInfo.first != nullptr)
  5648. {
  5649. BattleAction attack;
  5650. attack.actionType = EActionType::WALK_AND_ATTACK;
  5651. attack.side = next->side;
  5652. attack.stackNumber = next->ID;
  5653. attack.aimToHex(attackInfo.second);
  5654. attack.aimToUnit(attackInfo.first);
  5655. makeAutomaticAction(next, attack);
  5656. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5657. }
  5658. else
  5659. {
  5660. makeStackDoNothing(next);
  5661. logGlobal->trace("No target found");
  5662. }
  5663. continue;
  5664. }
  5665. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5666. const int stackCreatureId = next->getCreature()->idNumber;
  5667. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5668. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5669. {
  5670. BattleAction attack;
  5671. attack.actionType = EActionType::SHOOT;
  5672. attack.side = next->side;
  5673. attack.stackNumber = next->ID;
  5674. //TODO: select target by priority
  5675. const battle::Unit * target = nullptr;
  5676. for(auto & elem : gs->curB->stacks)
  5677. {
  5678. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5679. && elem->owner != next->owner
  5680. && elem->isValidTarget()
  5681. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5682. {
  5683. target = elem;
  5684. break;
  5685. }
  5686. }
  5687. if(target == nullptr)
  5688. {
  5689. makeStackDoNothing(next);
  5690. }
  5691. else
  5692. {
  5693. attack.aimToUnit(target);
  5694. makeAutomaticAction(next, attack);
  5695. }
  5696. continue;
  5697. }
  5698. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5699. {
  5700. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5701. if (attackableBattleHexes.empty())
  5702. {
  5703. makeStackDoNothing(next);
  5704. continue;
  5705. }
  5706. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5707. {
  5708. BattleAction attack;
  5709. attack.actionType = EActionType::CATAPULT;
  5710. attack.side = next->side;
  5711. attack.stackNumber = next->ID;
  5712. makeAutomaticAction(next, attack);
  5713. continue;
  5714. }
  5715. }
  5716. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5717. {
  5718. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5719. {
  5720. return s->owner == next->owner && s->canBeHealed();
  5721. });
  5722. if (!possibleStacks.size())
  5723. {
  5724. makeStackDoNothing(next);
  5725. continue;
  5726. }
  5727. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5728. {
  5729. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5730. const CStack * toBeHealed = possibleStacks.front();
  5731. BattleAction heal;
  5732. heal.actionType = EActionType::STACK_HEAL;
  5733. heal.aimToUnit(toBeHealed);
  5734. heal.side = next->side;
  5735. heal.stackNumber = next->ID;
  5736. makeAutomaticAction(next, heal);
  5737. continue;
  5738. }
  5739. }
  5740. int numberOfAsks = 1;
  5741. bool breakOuter = false;
  5742. do
  5743. {//ask interface and wait for answer
  5744. if (!battleResult.get())
  5745. {
  5746. stackTurnTrigger(next); //various effects
  5747. if(next->fear)
  5748. {
  5749. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5750. }
  5751. else
  5752. {
  5753. logGlobal->trace("Activating %s", next->nodeName());
  5754. auto nextId = next->ID;
  5755. BattleSetActiveStack sas;
  5756. sas.stack = nextId;
  5757. sendAndApply(&sas);
  5758. auto actionWasMade = [&]() -> bool
  5759. {
  5760. if (battleMadeAction.data)//active stack has made its action
  5761. return true;
  5762. if (battleResult.get())// battle is finished
  5763. return true;
  5764. if (next == nullptr)//active stack was been removed
  5765. return true;
  5766. return !next->alive();//active stack is dead
  5767. };
  5768. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5769. battleMadeAction.data = false;
  5770. while (!actionWasMade())
  5771. {
  5772. battleMadeAction.cond.wait(lock);
  5773. if (battleGetStackByID(nextId, false) != next)
  5774. next = nullptr; //it may be removed, while we wait
  5775. }
  5776. }
  5777. }
  5778. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5779. {
  5780. breakOuter = true;
  5781. break;
  5782. }
  5783. //we're after action, all results applied
  5784. checkBattleStateChanges(); //check if this action ended the battle
  5785. if(next != nullptr)
  5786. {
  5787. //check for good morale
  5788. nextStackMorale = next->MoraleVal();
  5789. if(!next->hadMorale //only one extra move per turn possible
  5790. && !next->defending
  5791. && !next->waited()
  5792. && !next->fear
  5793. && next->alive()
  5794. && nextStackMorale > 0
  5795. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5796. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5797. )
  5798. {
  5799. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5800. {
  5801. BattleTriggerEffect bte;
  5802. bte.stackID = next->ID;
  5803. bte.effect = Bonus::MORALE;
  5804. bte.val = 1;
  5805. bte.additionalInfo = 0;
  5806. sendAndApply(&bte); //play animation
  5807. ++numberOfAsks; //move this stack once more
  5808. }
  5809. }
  5810. }
  5811. --numberOfAsks;
  5812. } while (numberOfAsks > 0);
  5813. if (breakOuter)
  5814. {
  5815. break;
  5816. }
  5817. }
  5818. firstRound = false;
  5819. }
  5820. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5821. }
  5822. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5823. {
  5824. BattleSetActiveStack bsa;
  5825. bsa.stack = stack->ID;
  5826. bsa.askPlayerInterface = false;
  5827. sendAndApply(&bsa);
  5828. bool ret = makeBattleAction(ba);
  5829. checkBattleStateChanges();
  5830. return ret;
  5831. }
  5832. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5833. {
  5834. assert(a->artType);
  5835. ArtifactLocation al;
  5836. al.artHolder = const_cast<CGHeroInstance*>(h);
  5837. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5838. if (pos < 0)
  5839. {
  5840. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5841. slot = a->firstAvailableSlot(h);
  5842. else
  5843. slot = a->firstBackpackSlot(h);
  5844. }
  5845. else
  5846. {
  5847. slot = pos;
  5848. }
  5849. al.slot = slot;
  5850. if (slot < 0 || !a->canBePutAt(al))
  5851. {
  5852. complain("Cannot put artifact in that slot!");
  5853. return;
  5854. }
  5855. putArtifact(al, a);
  5856. }
  5857. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5858. {
  5859. PutArtifact pa;
  5860. pa.art = a;
  5861. pa.al = al;
  5862. sendAndApply(&pa);
  5863. }
  5864. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5865. {
  5866. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5867. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5868. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5869. giveHeroNewArtifact(h, art, slot);
  5870. return true;
  5871. }
  5872. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5873. {
  5874. CArtifactInstance *a = nullptr;
  5875. if (!artType->constituents)
  5876. {
  5877. a = new CArtifactInstance();
  5878. }
  5879. else
  5880. {
  5881. a = new CCombinedArtifactInstance();
  5882. }
  5883. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5884. NewArtifact na;
  5885. na.art = a;
  5886. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5887. giveHeroArtifact(h, a, pos);
  5888. }
  5889. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5890. {
  5891. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5892. if (battleResult.data)
  5893. {
  5894. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5895. % battleResult.data->result % resultType).str());
  5896. return;
  5897. }
  5898. auto br = new BattleResult();
  5899. br->result = resultType;
  5900. br->winner = victoriusSide; //surrendering side loses
  5901. gs->curB->calculateCasualties(br->casualties);
  5902. battleResult.data = br;
  5903. }
  5904. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5905. {
  5906. std::vector<int3>::iterator tile;
  5907. std::vector<int3> tiles;
  5908. getFreeTiles(tiles);
  5909. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5910. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5911. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5912. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5913. for (int i = 0; i < (int)amount; ++i)
  5914. {
  5915. tile = tiles.begin();
  5916. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5917. {
  5918. auto count = cre->getRandomAmount(std::rand);
  5919. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5920. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5921. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5922. }
  5923. tiles.erase(tile); //not use it again
  5924. }
  5925. }
  5926. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5927. {
  5928. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5929. {
  5930. cheated = true;
  5931. if (!hero) return;
  5932. ///Give hero spellbook
  5933. if (!hero->hasSpellbook())
  5934. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5935. ///Give all spells with bonus (to allow banned spells)
  5936. GiveBonus giveBonus(GiveBonus::HERO);
  5937. giveBonus.id = hero->id.getNum();
  5938. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5939. //start with level 0 to skip abilities
  5940. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5941. {
  5942. giveBonus.bonus.subtype = level;
  5943. sendAndApply(&giveBonus);
  5944. }
  5945. ///Give mana
  5946. SetMana sm;
  5947. sm.hid = hero->id;
  5948. sm.val = 999;
  5949. sm.absolute = true;
  5950. sendAndApply(&sm);
  5951. }
  5952. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5953. {
  5954. cheated = true;
  5955. if (!town) return;
  5956. ///Build all buildings in selected town
  5957. for (auto & build : town->town->buildings)
  5958. {
  5959. if (!town->hasBuilt(build.first)
  5960. && !build.second->getNameTranslated().empty()
  5961. && build.first != BuildingID::SHIP)
  5962. {
  5963. buildStructure(town->id, build.first, true);
  5964. }
  5965. }
  5966. }
  5967. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5968. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5969. {
  5970. cheated = true;
  5971. if (!hero) return;
  5972. ///Gives N creatures into each slot
  5973. std::map<std::string, std::pair<std::string, int>> creatures;
  5974. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5975. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5976. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5977. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5978. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5979. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5980. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5981. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5982. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5983. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5984. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5985. if (!hero->hasStackAtSlot(SlotID(i)))
  5986. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5987. }
  5988. else if (boost::starts_with(cheat, "vcmiarmy"))
  5989. {
  5990. cheated = true;
  5991. if (!hero) return;
  5992. std::vector<std::string> words;
  5993. boost::split(words, cheat, boost::is_any_of(" "));
  5994. if(words.size() < 2)
  5995. return;
  5996. std::string creatureIdentifier = words[1];
  5997. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5998. if(creatureId.is_initialized())
  5999. {
  6000. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  6001. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  6002. if (!hero->hasStackAtSlot(SlotID(i)))
  6003. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  6004. }
  6005. }
  6006. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  6007. {
  6008. cheated = true;
  6009. if (!hero) return;
  6010. ///Give all war machines to hero
  6011. if (!hero->getArt(ArtifactPosition::MACH1))
  6012. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6013. if (!hero->getArt(ArtifactPosition::MACH2))
  6014. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6015. if (!hero->getArt(ArtifactPosition::MACH3))
  6016. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6017. }
  6018. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6019. {
  6020. cheated = true;
  6021. if (!hero) return;
  6022. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6023. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6024. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6025. }
  6026. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6027. {
  6028. cheated = true;
  6029. if (!hero) return;
  6030. ///selected hero gains a new level
  6031. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6032. }
  6033. else if (boost::starts_with(cheat, "vcmiexp"))
  6034. {
  6035. cheated = true;
  6036. if (!hero) return;
  6037. std::vector<std::string> words;
  6038. boost::split(words, cheat, boost::is_any_of(" "));
  6039. if(words.size() < 2)
  6040. return;
  6041. std::string expAmount = words[1];
  6042. long expAmountProcessed = 0;
  6043. try
  6044. {
  6045. expAmountProcessed = std::stol(expAmount);
  6046. }
  6047. catch(std::exception&)
  6048. {
  6049. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6050. }
  6051. if(expAmountProcessed > 1)
  6052. {
  6053. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6054. }
  6055. }
  6056. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6057. {
  6058. cheated = true;
  6059. if (!hero) return;
  6060. ///Give 1000000 movement points to hero
  6061. SetMovePoints smp;
  6062. smp.hid = hero->id;
  6063. smp.val = 1000000;
  6064. sendAndApply(&smp);
  6065. GiveBonus gb(GiveBonus::HERO);
  6066. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6067. gb.bonus.duration = Bonus::ONE_DAY;
  6068. gb.bonus.source = Bonus::OTHER;
  6069. gb.id = hero->id.getNum();
  6070. giveHeroBonus(&gb);
  6071. }
  6072. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6073. {
  6074. cheated = true;
  6075. ///Give resources to player
  6076. TResources resources;
  6077. resources[Res::GOLD] = 100000;
  6078. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6079. resources[i] = 100;
  6080. giveResources(player, resources);
  6081. }
  6082. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6083. {
  6084. cheated = true;
  6085. ///Player wins
  6086. PlayerCheated pc;
  6087. pc.player = player;
  6088. pc.winningCheatCode = true;
  6089. sendAndApply(&pc);
  6090. }
  6091. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6092. {
  6093. cheated = true;
  6094. ///Player looses
  6095. PlayerCheated pc;
  6096. pc.player = player;
  6097. pc.losingCheatCode = true;
  6098. sendAndApply(&pc);
  6099. }
  6100. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6101. {
  6102. cheated = true;
  6103. ///Reveal or conceal FoW
  6104. FoWChange fc;
  6105. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6106. fc.player = player;
  6107. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6108. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6109. int lastUnc = 0;
  6110. for(int z = 0; z < gs->map->levels(); z++)
  6111. for(int x = 0; x < gs->map->width; x++)
  6112. for(int y = 0; y < gs->map->height; y++)
  6113. if(!(*fowMap)[z][x][y] || !fc.mode)
  6114. hlp_tab[lastUnc++] = int3(x, y, z);
  6115. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6116. delete [] hlp_tab;
  6117. sendAndApply(&fc);
  6118. }
  6119. }
  6120. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6121. {
  6122. BattleObstaclesChanged obsRem;
  6123. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6124. sendAndApply(&obsRem);
  6125. }
  6126. void CGameHandler::synchronizeArtifactHandlerLists()
  6127. {
  6128. UpdateArtHandlerLists uahl;
  6129. uahl.treasures = VLC->arth->treasures;
  6130. uahl.minors = VLC->arth->minors;
  6131. uahl.majors = VLC->arth->majors;
  6132. uahl.relics = VLC->arth->relics;
  6133. sendAndApply(&uahl);
  6134. }
  6135. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6136. {
  6137. return vstd::contains(gs->map->objects, obj);
  6138. }
  6139. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6140. {
  6141. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6142. return false;
  6143. auto query = queries.topQuery(player);
  6144. if (query && query->blocksPack(pack))
  6145. {
  6146. complain(boost::str(boost::format(
  6147. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6148. % boost::to_upper_copy<std::string>(player.getStr())
  6149. % query->toString()
  6150. ));
  6151. return true;
  6152. }
  6153. return false;
  6154. }
  6155. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6156. {
  6157. //If the object is being visited, there must be a matching query
  6158. for (const auto &query : queries.allQueries())
  6159. {
  6160. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6161. {
  6162. if (someVistQuery->visitedObject == object)
  6163. {
  6164. someVistQuery->removeObjectAfterVisit = true;
  6165. return;
  6166. }
  6167. }
  6168. }
  6169. //If we haven't returned so far, there is no query and no visit, call was wrong
  6170. assert("This function needs to be called during the object visit!");
  6171. }
  6172. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6173. {
  6174. std::unordered_set<int3, ShashInt3> tiles;
  6175. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6176. if (hide)
  6177. {
  6178. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6179. auto p = getPlayerState(player);
  6180. for (auto h : p->heroes)
  6181. {
  6182. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6183. }
  6184. for (auto t : p->towns)
  6185. {
  6186. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6187. }
  6188. for (auto tile : observedTiles)
  6189. vstd::erase_if_present (tiles, tile);
  6190. }
  6191. changeFogOfWar(tiles, player, hide);
  6192. }
  6193. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6194. {
  6195. FoWChange fow;
  6196. fow.tiles = tiles;
  6197. fow.player = player;
  6198. fow.mode = hide? 0 : 1;
  6199. sendAndApply(&fow);
  6200. }
  6201. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6202. {
  6203. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6204. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6205. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6206. return true;
  6207. }
  6208. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6209. {
  6210. SetObjectProperty sob;
  6211. sob.id = objid;
  6212. sob.what = prop;
  6213. sob.val = static_cast<ui32>(val);
  6214. sendAndApply(&sob);
  6215. }
  6216. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6217. {
  6218. sendAndApply(iw);
  6219. }
  6220. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6221. {
  6222. InfoWindow iw;
  6223. iw.player = player;
  6224. iw.text << msg;
  6225. showInfoDialog(&iw);
  6226. }
  6227. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6228. army(_army)
  6229. {
  6230. heroWithDeadCommander = ObjectInstanceID();
  6231. PlayerColor color = army->tempOwner;
  6232. if(color == PlayerColor::UNFLAGGABLE)
  6233. color = PlayerColor::NEUTRAL;
  6234. for(CStack * st : bat->stacks)
  6235. {
  6236. if(st->summoned) //don't take into account temporary summoned stacks
  6237. continue;
  6238. if(st->owner != color) //remove only our stacks
  6239. continue;
  6240. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6241. st->health.takeResurrected();
  6242. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6243. {
  6244. logGlobal->debug("Ignored arrow towers stack.");
  6245. }
  6246. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6247. {
  6248. auto warMachine = st->type->warMachine;
  6249. if(warMachine == ArtifactID::NONE)
  6250. {
  6251. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6252. }
  6253. //catapult artifact remain even if "creature" killed in siege
  6254. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6255. {
  6256. logGlobal->debug("War machine has been destroyed");
  6257. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6258. if (hero)
  6259. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6260. else
  6261. logGlobal->error("War machine in army without hero");
  6262. }
  6263. }
  6264. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6265. {
  6266. if(st->alive() && st->getCount() > 0)
  6267. {
  6268. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6269. const CreatureID summonedType = st->type->idNumber;
  6270. summoned[summonedType] += st->getCount();
  6271. }
  6272. }
  6273. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6274. {
  6275. if (nullptr == st->base)
  6276. {
  6277. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6278. }
  6279. else
  6280. {
  6281. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6282. if(c)
  6283. {
  6284. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6285. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6286. {
  6287. logGlobal->debug("Commander is dead.");
  6288. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6289. }
  6290. }
  6291. else
  6292. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6293. }
  6294. }
  6295. else if(st->base && !army->slotEmpty(st->slot))
  6296. {
  6297. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6298. if(st->getCount() == 0 || !st->alive())
  6299. {
  6300. logGlobal->debug("Stack has been destroyed.");
  6301. StackLocation sl(army, st->slot);
  6302. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6303. }
  6304. else if(st->getCount() < army->getStackCount(st->slot))
  6305. {
  6306. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6307. StackLocation sl(army, st->slot);
  6308. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6309. }
  6310. else if(st->getCount() > army->getStackCount(st->slot))
  6311. {
  6312. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6313. StackLocation sl(army, st->slot);
  6314. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6315. }
  6316. }
  6317. else
  6318. {
  6319. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6320. }
  6321. }
  6322. }
  6323. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6324. {
  6325. for (TStackAndItsNewCount &ncount : newStackCounts)
  6326. {
  6327. if (ncount.second > 0)
  6328. gh->changeStackCount(ncount.first, ncount.second, true);
  6329. else
  6330. gh->eraseStack(ncount.first, true);
  6331. }
  6332. for (auto summoned_iter : summoned)
  6333. {
  6334. SlotID slot = army->getSlotFor(summoned_iter.first);
  6335. if (slot.validSlot())
  6336. {
  6337. StackLocation location(army, slot);
  6338. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6339. }
  6340. else
  6341. {
  6342. //even if it will be possible to summon anything permanently it should be checked for free slot
  6343. //necromancy is handled separately
  6344. gh->complain("No free slot to put summoned creature");
  6345. }
  6346. }
  6347. for (auto al : removedWarMachines)
  6348. {
  6349. gh->removeArtifact(al);
  6350. }
  6351. if (heroWithDeadCommander != ObjectInstanceID())
  6352. {
  6353. SetCommanderProperty scp;
  6354. scp.heroid = heroWithDeadCommander;
  6355. scp.which = SetCommanderProperty::ALIVE;
  6356. scp.amount = 0;
  6357. gh->sendAndApply(&scp);
  6358. }
  6359. }
  6360. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6361. {
  6362. assert(Query->result);
  6363. assert(Query->bi);
  6364. auto &result = *Query->result;
  6365. auto &info = *Query->bi;
  6366. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6367. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6368. victor = info.sides[result.winner].color;
  6369. loser = info.sides[!result.winner].color;
  6370. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6371. }
  6372. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6373. {
  6374. winnerHero = loserHero = nullptr;
  6375. remainingBattleQueriesCount = 0;
  6376. }
  6377. CRandomGenerator & CGameHandler::getRandomGenerator()
  6378. {
  6379. return CRandomGenerator::getDefault();
  6380. }
  6381. #if SCRIPTING_ENABLED
  6382. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6383. {
  6384. return serverScripts.get();
  6385. }
  6386. scripting::Pool * CGameHandler::getContextPool() const
  6387. {
  6388. return serverScripts.get();
  6389. }
  6390. #endif
  6391. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6392. {
  6393. NewObject no;
  6394. no.ID = ID; //creature
  6395. no.subID= subID;
  6396. no.pos = pos;
  6397. sendAndApply(&no);
  6398. return no.id; //id field will be filled during applying on gs
  6399. }
  6400. ///ServerSpellCastEnvironment
  6401. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6402. : gh(gh)
  6403. {
  6404. }
  6405. bool ServerSpellCastEnvironment::describeChanges() const
  6406. {
  6407. return true;
  6408. }
  6409. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6410. {
  6411. gh->complain(problem);
  6412. }
  6413. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6414. {
  6415. return &gh->getRandomGenerator();
  6416. }
  6417. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6418. {
  6419. gh->sendAndApply(pack);
  6420. }
  6421. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6422. {
  6423. gh->sendAndApply(pack);
  6424. }
  6425. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6426. {
  6427. gh->sendAndApply(pack);
  6428. }
  6429. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6430. {
  6431. gh->sendAndApply(pack);
  6432. }
  6433. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6434. {
  6435. gh->sendAndApply(pack);
  6436. }
  6437. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6438. {
  6439. gh->sendAndApply(pack);
  6440. }
  6441. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6442. {
  6443. gh->sendAndApply(pack);
  6444. }
  6445. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6446. {
  6447. gh->sendAndApply(pack);
  6448. }
  6449. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6450. {
  6451. return gh;
  6452. }
  6453. const CMap * ServerSpellCastEnvironment::getMap() const
  6454. {
  6455. return gh->gameState()->map;
  6456. }
  6457. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6458. {
  6459. return gh->moveHero(hid, dst, teleporting, false);
  6460. }
  6461. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6462. {
  6463. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6464. request->queryID = query->queryID;
  6465. gh->queries.addQuery(query);
  6466. gh->sendAndApply(request);
  6467. }