CGameHandler.cpp 222 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/ObstacleCasterProxy.h"
  25. #include "../lib/spells/Problem.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/CCreatureHandler.h"
  29. #include "../lib/CGameState.h"
  30. #include "../lib/CStack.h"
  31. #include "../lib/GameSettings.h"
  32. #include "../lib/battle/BattleInfo.h"
  33. #include "../lib/CondSh.h"
  34. #include "ServerNetPackVisitors.h"
  35. #include "../lib/VCMI_Lib.h"
  36. #include "../lib/mapping/CMap.h"
  37. #include "../lib/mapping/CMapService.h"
  38. #include "../lib/rmg/CMapGenOptions.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/ScopeGuard.h"
  41. #include "../lib/CSoundBase.h"
  42. #include "../lib/TerrainHandler.h"
  43. #include "CGameHandler.h"
  44. #include "CVCMIServer.h"
  45. #include "../lib/CCreatureSet.h"
  46. #include "../lib/CThreadHelper.h"
  47. #include "../lib/GameConstants.h"
  48. #include "../lib/registerTypes/RegisterTypes.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/Connection.h"
  51. #include "../lib/serializer/Cast.h"
  52. #include "../lib/serializer/JsonSerializer.h"
  53. #include "../lib/ScriptHandler.h"
  54. #include "vstd/CLoggerBase.h"
  55. #include <memory>
  56. #include <vcmi/events/EventBus.h>
  57. #include <vcmi/events/GenericEvents.h>
  58. #include <vcmi/events/AdventureEvents.h>
  59. #ifndef _MSC_VER
  60. #include <boost/thread/xtime.hpp>
  61. #endif
  62. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  63. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  64. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  65. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  66. class ServerSpellCastEnvironment : public SpellCastEnvironment
  67. {
  68. public:
  69. ServerSpellCastEnvironment(CGameHandler * gh);
  70. ~ServerSpellCastEnvironment() = default;
  71. void complain(const std::string & problem) override;
  72. bool describeChanges() const override;
  73. vstd::RNG * getRNG() override;
  74. void apply(CPackForClient * pack) override;
  75. void apply(BattleLogMessage * pack) override;
  76. void apply(BattleStackMoved * pack) override;
  77. void apply(BattleUnitsChanged * pack) override;
  78. void apply(SetStackEffect * pack) override;
  79. void apply(StacksInjured * pack) override;
  80. void apply(BattleObstaclesChanged * pack) override;
  81. void apply(CatapultAttack * pack) override;
  82. const CMap * getMap() const override;
  83. const CGameInfoCallback * getCb() const override;
  84. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  85. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  86. private:
  87. CGameHandler * gh;
  88. };
  89. CondSh<bool> battleMadeAction(false);
  90. CondSh<BattleResult *> battleResult(nullptr);
  91. template <typename T> class CApplyOnGH;
  92. class CBaseForGHApply
  93. {
  94. public:
  95. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  96. virtual ~CBaseForGHApply(){}
  97. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  98. {
  99. return new CApplyOnGH<U>();
  100. }
  101. };
  102. template <typename T> class CApplyOnGH : public CBaseForGHApply
  103. {
  104. public:
  105. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  106. {
  107. T *ptr = static_cast<T*>(pack);
  108. try
  109. {
  110. ApplyGhNetPackVisitor applier(*gh, *gs);
  111. ptr->visit(applier);
  112. return applier.getResult();
  113. }
  114. catch(ExceptionNotAllowedAction & e)
  115. {
  116. (void)e;
  117. return false;
  118. }
  119. catch(...)
  120. {
  121. throw;
  122. }
  123. }
  124. };
  125. template <>
  126. class CApplyOnGH<CPack> : public CBaseForGHApply
  127. {
  128. public:
  129. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  130. {
  131. logGlobal->error("Cannot apply on GH plain CPack!");
  132. assert(0);
  133. return false;
  134. }
  135. };
  136. static inline double distance(int3 a, int3 b)
  137. {
  138. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  139. }
  140. static void giveExp(BattleResult &r)
  141. {
  142. if (r.winner > 1)
  143. {
  144. // draw
  145. return;
  146. }
  147. r.exp[0] = 0;
  148. r.exp[1] = 0;
  149. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  150. {
  151. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  152. }
  153. }
  154. 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
  155. {
  156. int x = targetPosition.getX();
  157. int y = targetPosition.getY();
  158. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  159. 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...
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  161. else
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  163. //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
  164. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  165. {
  166. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  167. {
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  170. }
  171. else
  172. { //add back-side guardians for two-hex target, side guardians for one-hex
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  175. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  177. else if (targetIsTwoHex)//front-side guardians for two-hex target
  178. {
  179. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  180. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  181. if (x > 3) //back guard for two-hex
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  183. }
  184. }
  185. }
  186. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  187. {
  188. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  189. {
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  191. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  192. }
  193. else
  194. {
  195. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  196. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  197. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  198. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  199. else if (targetIsTwoHex)
  200. {
  201. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  202. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  203. if (x < GameConstants::BFIELD_WIDTH - 4)
  204. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  205. }
  206. }
  207. }
  208. else if (!targetIsAttacker && y % 2 == 0)
  209. {
  210. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  211. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  212. }
  213. else if (targetIsAttacker && y % 2 == 1)
  214. {
  215. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  216. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  217. }
  218. }
  219. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  220. {
  221. boost::unique_lock<boost::mutex> l(mx);
  222. if (players.find(player) != players.end())
  223. {
  224. return players.at(player);
  225. }
  226. else
  227. {
  228. throw std::runtime_error("No such player!");
  229. }
  230. }
  231. void PlayerStatuses::addPlayer(PlayerColor player)
  232. {
  233. boost::unique_lock<boost::mutex> l(mx);
  234. players[player];
  235. }
  236. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  237. {
  238. boost::unique_lock<boost::mutex> l(mx);
  239. if (players.find(player) != players.end())
  240. {
  241. return players[player].*flag;
  242. }
  243. else
  244. {
  245. throw std::runtime_error("No such player!");
  246. }
  247. }
  248. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  249. {
  250. boost::unique_lock<boost::mutex> l(mx);
  251. if (players.find(player) != players.end())
  252. {
  253. players[player].*flag = val;
  254. }
  255. else
  256. {
  257. throw std::runtime_error("No such player!");
  258. }
  259. cv.notify_all();
  260. }
  261. template <typename T>
  262. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  263. {
  264. fun(args[which]);
  265. }
  266. const Services * CGameHandler::services() const
  267. {
  268. return VLC;
  269. }
  270. const CGameHandler::BattleCb * CGameHandler::battle() const
  271. {
  272. return this;
  273. }
  274. const CGameHandler::GameCb * CGameHandler::game() const
  275. {
  276. return this;
  277. }
  278. vstd::CLoggerBase * CGameHandler::logger() const
  279. {
  280. return logGlobal;
  281. }
  282. events::EventBus * CGameHandler::eventBus() const
  283. {
  284. return serverEventBus.get();
  285. }
  286. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  287. {
  288. changeSecSkill(hero, skill, 1, 0);
  289. expGiven(hero);
  290. }
  291. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  292. {
  293. // required exp for at least 1 lvl-up hasn't been reached
  294. if (!hero->gainsLevel())
  295. {
  296. return;
  297. }
  298. // give primary skill
  299. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  300. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  301. SetPrimSkill sps;
  302. sps.id = hero->id;
  303. sps.which = primarySkill;
  304. sps.abs = false;
  305. sps.val = 1;
  306. sendAndApply(&sps);
  307. PrepareHeroLevelUp pre;
  308. pre.heroId = hero->id;
  309. sendAndApply(&pre);
  310. HeroLevelUp hlu;
  311. hlu.player = hero->tempOwner;
  312. hlu.heroId = hero->id;
  313. hlu.primskill = primarySkill;
  314. hlu.skills = pre.skills;
  315. if (hlu.skills.size() == 0)
  316. {
  317. sendAndApply(&hlu);
  318. levelUpHero(hero);
  319. }
  320. else if (hlu.skills.size() == 1)
  321. {
  322. sendAndApply(&hlu);
  323. levelUpHero(hero, pre.skills.front());
  324. }
  325. else if (hlu.skills.size() > 1)
  326. {
  327. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  328. hlu.queryID = levelUpQuery->queryID;
  329. queries.addQuery(levelUpQuery);
  330. sendAndApply(&hlu);
  331. //level up will be called on query reply
  332. }
  333. }
  334. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  335. {
  336. SetCommanderProperty scp;
  337. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  338. if (hero)
  339. scp.heroid = hero->id;
  340. else
  341. {
  342. complain ("Commander is not led by hero!");
  343. return;
  344. }
  345. scp.accumulatedBonus.subtype = 0;
  346. scp.accumulatedBonus.additionalInfo = 0;
  347. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  348. scp.accumulatedBonus.turnsRemain = 0;
  349. scp.accumulatedBonus.source = Bonus::COMMANDER;
  350. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  351. if (skill <= ECommander::SPELL_POWER)
  352. {
  353. scp.which = SetCommanderProperty::BONUS;
  354. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  355. {
  356. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  357. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  358. };
  359. switch (skill)
  360. {
  361. case ECommander::ATTACK:
  362. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  363. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  364. break;
  365. case ECommander::DEFENSE:
  366. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  367. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  368. break;
  369. case ECommander::HEALTH:
  370. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  371. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  372. break;
  373. case ECommander::DAMAGE:
  374. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  375. scp.accumulatedBonus.subtype = 0;
  376. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  377. break;
  378. case ECommander::SPEED:
  379. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  380. break;
  381. case ECommander::SPELL_POWER:
  382. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  383. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  384. sendAndApply (&scp); //additional pack
  385. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  386. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  387. sendAndApply (&scp); //additional pack
  388. scp.accumulatedBonus.type = Bonus::CASTS;
  389. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  390. sendAndApply (&scp); //additional pack
  391. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  392. break;
  393. }
  394. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  395. sendAndApply (&scp);
  396. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  397. scp.additionalInfo = skill;
  398. scp.amount = c->secondarySkills.at(skill) + 1;
  399. sendAndApply (&scp);
  400. }
  401. else if (skill >= 100)
  402. {
  403. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  404. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  405. scp.additionalInfo = skill; //unnormalized
  406. sendAndApply (&scp);
  407. }
  408. expGiven(hero);
  409. }
  410. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  411. {
  412. if (!c->gainsLevel())
  413. {
  414. return;
  415. }
  416. CommanderLevelUp clu;
  417. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  418. if(hero)
  419. {
  420. clu.heroId = hero->id;
  421. clu.player = hero->tempOwner;
  422. }
  423. else
  424. {
  425. complain ("Commander is not led by hero!");
  426. return;
  427. }
  428. //picking sec. skills for choice
  429. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  430. {
  431. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  432. clu.skills.push_back(i);
  433. }
  434. int i = 100;
  435. for (auto specialSkill : VLC->creh->skillRequirements)
  436. {
  437. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  438. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  439. && !vstd::contains (c->specialSKills, i))
  440. clu.skills.push_back (i);
  441. ++i;
  442. }
  443. int skillAmount = static_cast<int>(clu.skills.size());
  444. if (!skillAmount)
  445. {
  446. sendAndApply(&clu);
  447. levelUpCommander(c);
  448. }
  449. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  450. {
  451. sendAndApply(&clu);
  452. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  453. }
  454. else if (skillAmount > 1) //apply and ask for secondary skill
  455. {
  456. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  457. clu.queryID = commanderLevelUp->queryID;
  458. queries.addQuery(commanderLevelUp);
  459. sendAndApply(&clu);
  460. }
  461. }
  462. void CGameHandler::expGiven(const CGHeroInstance *hero)
  463. {
  464. if (hero->gainsLevel())
  465. levelUpHero(hero);
  466. else if (hero->commander && hero->commander->gainsLevel())
  467. levelUpCommander(hero->commander);
  468. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  469. // levelUpCommander(hero->commander);
  470. // else
  471. // levelUpHero(hero);
  472. }
  473. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  474. {
  475. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  476. {
  477. if (gs->map->levelLimit != 0)
  478. {
  479. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  480. TExpType resultingExp = abs ? val : hero->exp + val;
  481. if (resultingExp > expLimit)
  482. {
  483. // set given experience to max possible, but don't decrease if hero already over top
  484. abs = true;
  485. val = std::max(expLimit, hero->exp);
  486. InfoWindow iw;
  487. iw.player = hero->tempOwner;
  488. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  489. iw.text.addReplacement(hero->getNameTranslated());
  490. sendAndApply(&iw);
  491. }
  492. }
  493. }
  494. SetPrimSkill sps;
  495. sps.id = hero->id;
  496. sps.which = which;
  497. sps.abs = abs;
  498. sps.val = val;
  499. sendAndApply(&sps);
  500. //only for exp - hero may level up
  501. if (which == PrimarySkill::EXPERIENCE)
  502. {
  503. if (hero->commander && hero->commander->alive)
  504. {
  505. //FIXME: trim experience according to map limit?
  506. SetCommanderProperty scp;
  507. scp.heroid = hero->id;
  508. scp.which = SetCommanderProperty::EXPERIENCE;
  509. scp.amount = val;
  510. sendAndApply (&scp);
  511. CBonusSystemNode::treeHasChanged();
  512. }
  513. expGiven(hero);
  514. }
  515. }
  516. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  517. {
  518. if(!hero)
  519. {
  520. logGlobal->error("changeSecSkill provided no hero");
  521. return;
  522. }
  523. SetSecSkill sss;
  524. sss.id = hero->id;
  525. sss.which = which;
  526. sss.val = val;
  527. sss.abs = abs;
  528. sendAndApply(&sss);
  529. if (hero->visitedTown)
  530. giveSpells(hero->visitedTown, hero);
  531. }
  532. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  533. {
  534. LOG_TRACE(logGlobal);
  535. //Fill BattleResult structure with exp info
  536. giveExp(*battleResult.data);
  537. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  538. {
  539. if(heroAttacker)
  540. battleResult.data->exp[1] += 500;
  541. if(heroDefender)
  542. battleResult.data->exp[0] += 500;
  543. }
  544. if(heroAttacker)
  545. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  546. if(heroDefender)
  547. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  548. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  549. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  550. const BattleResult::EResult result = battleResult.get()->result;
  551. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  552. {
  553. for (auto &q : queries.allQueries())
  554. {
  555. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  556. if (bq->bi == gs->curB)
  557. return bq;
  558. }
  559. return std::shared_ptr<CBattleQuery>();
  560. };
  561. auto battleQuery = findBattleQuery();
  562. if (!battleQuery)
  563. {
  564. logGlobal->error("Cannot find battle query!");
  565. }
  566. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  567. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  568. battleQuery->result = boost::make_optional(*battleResult.data);
  569. //Check how many battle queries were created (number of players blocked by battle)
  570. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  571. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  572. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  573. ChangeSpells cs; //for Eagle Eye
  574. if (finishingBattle->winnerHero)
  575. {
  576. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  577. {
  578. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  579. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  580. {
  581. auto spell = spellId.toSpell(VLC->spells());
  582. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  583. cs.spells.insert(spell->getId());
  584. }
  585. }
  586. }
  587. std::vector<const CArtifactInstance *> arts; //display them in window
  588. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  589. {
  590. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  591. {
  592. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  593. if(slot != ArtifactPosition::PRE_FIRST)
  594. {
  595. arts.push_back(art);
  596. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  597. if(ArtifactUtils::isSlotBackpack(slot))
  598. ma->askAssemble = false;
  599. sendAndApply(ma);
  600. }
  601. };
  602. if (finishingBattle->loserHero)
  603. {
  604. //TODO: wrap it into a function, somehow (boost::variant -_-)
  605. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  606. for (auto artSlot : artifactsWorn)
  607. {
  608. MoveArtifact ma;
  609. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  610. const CArtifactInstance * art = ma.src.getArt();
  611. if (art && !art->artType->isBig() &&
  612. art->artType->getId() != ArtifactID::SPELLBOOK)
  613. // don't move war machines or locked arts (spellbook)
  614. {
  615. sendMoveArtifact(art, &ma);
  616. }
  617. }
  618. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  619. {
  620. //we assume that no big artifacts can be found
  621. MoveArtifact ma;
  622. ma.src = ArtifactLocation(finishingBattle->loserHero,
  623. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  624. const CArtifactInstance * art = ma.src.getArt();
  625. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  626. {
  627. sendMoveArtifact(art, &ma);
  628. }
  629. }
  630. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  631. {
  632. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  633. for (auto artSlot : artifactsWorn)
  634. {
  635. MoveArtifact ma;
  636. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  637. const CArtifactInstance * art = ma.src.getArt();
  638. if (art && !art->artType->isBig())
  639. {
  640. sendMoveArtifact(art, &ma);
  641. }
  642. }
  643. }
  644. }
  645. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  646. {
  647. auto artifactsWorn = armySlot.second->artifactsWorn;
  648. for (auto artSlot : artifactsWorn)
  649. {
  650. MoveArtifact ma;
  651. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  652. const CArtifactInstance * art = ma.src.getArt();
  653. if (art && !art->artType->isBig())
  654. {
  655. sendMoveArtifact(art, &ma);
  656. }
  657. }
  658. }
  659. }
  660. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  661. if (arts.size()) //display loot
  662. {
  663. InfoWindow iw;
  664. iw.player = finishingBattle->winnerHero->tempOwner;
  665. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  666. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  667. {
  668. iw.components.emplace_back(
  669. Component::EComponentType::ARTIFACT, art->artType->getId(),
  670. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  671. if (iw.components.size() >= 14)
  672. {
  673. sendAndApply(&iw);
  674. iw.components.clear();
  675. }
  676. }
  677. if (iw.components.size())
  678. {
  679. sendAndApply(&iw);
  680. }
  681. }
  682. //Eagle Eye secondary skill handling
  683. if (!cs.spells.empty())
  684. {
  685. cs.learn = 1;
  686. cs.hid = finishingBattle->winnerHero->id;
  687. InfoWindow iw;
  688. iw.player = finishingBattle->winnerHero->tempOwner;
  689. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  690. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  691. std::ostringstream names;
  692. for (int i = 0; i < cs.spells.size(); i++)
  693. {
  694. names << "%s";
  695. if (i < cs.spells.size() - 2)
  696. names << ", ";
  697. else if (i < cs.spells.size() - 1)
  698. names << "%s";
  699. }
  700. names << ".";
  701. iw.text.addReplacement(names.str());
  702. auto it = cs.spells.begin();
  703. for (int i = 0; i < cs.spells.size(); i++, it++)
  704. {
  705. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  706. if (i == cs.spells.size() - 2) //we just added pre-last name
  707. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  708. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  709. }
  710. sendAndApply(&iw);
  711. sendAndApply(&cs);
  712. }
  713. cab1.updateArmy(this);
  714. cab2.updateArmy(this); //take casualties after battle is deleted
  715. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  716. {
  717. RemoveObject ro(heroAttacker->id);
  718. sendAndApply(&ro);
  719. }
  720. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  721. {
  722. RemoveObject ro(heroDefender->id);
  723. sendAndApply(&ro);
  724. }
  725. if(battleResult.data->winner == BattleSide::DEFENDER
  726. && heroDefender
  727. && heroDefender->visitedTown
  728. && !heroDefender->inTownGarrison
  729. && heroDefender->visitedTown->garrisonHero == heroDefender)
  730. {
  731. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  732. }
  733. //give exp
  734. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  735. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  736. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  737. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  738. queries.popIfTop(battleQuery);
  739. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  740. }
  741. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  742. {
  743. LOG_TRACE(logGlobal);
  744. if(!finishingBattle)
  745. return;
  746. finishingBattle->remainingBattleQueriesCount--;
  747. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  748. if (finishingBattle->remainingBattleQueriesCount > 0)
  749. //Battle results will be handled when all battle queries are closed
  750. return;
  751. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  752. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  753. // Still, it looks like a hole.
  754. // Necromancy if applicable.
  755. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  756. // Give raised units to winner and show dialog, if any were raised,
  757. // units will be given after casualties are taken
  758. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  759. if (necroSlot != SlotID())
  760. {
  761. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  762. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  763. }
  764. BattleResultsApplied resultsApplied;
  765. resultsApplied.player1 = finishingBattle->victor;
  766. resultsApplied.player2 = finishingBattle->loser;
  767. sendAndApply(&resultsApplied);
  768. setBattle(nullptr);
  769. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  770. {
  771. logGlobal->trace("post-victory visit");
  772. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  773. }
  774. visitObjectAfterVictory = false;
  775. //handle victory/loss of engaged players
  776. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  777. checkVictoryLossConditions(playerColors);
  778. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  779. {
  780. SetAvailableHeroes sah;
  781. sah.player = finishingBattle->loser;
  782. sah.hid[0] = finishingBattle->loserHero->subID;
  783. if (result.result == BattleResult::ESCAPE) //retreat
  784. {
  785. sah.army[0].clear();
  786. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  787. }
  788. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  789. sah.hid[1] = another->subID;
  790. else
  791. sah.hid[1] = -1;
  792. sendAndApply(&sah);
  793. }
  794. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  795. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  796. {
  797. RemoveObject ro(finishingBattle->winnerHero->id);
  798. sendAndApply(&ro);
  799. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  800. {
  801. SetAvailableHeroes sah;
  802. sah.player = finishingBattle->victor;
  803. sah.hid[0] = finishingBattle->winnerHero->subID;
  804. sah.army[0].clear();
  805. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  806. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  807. sah.hid[1] = another->subID;
  808. else
  809. sah.hid[1] = -1;
  810. sendAndApply(&sah);
  811. }
  812. }
  813. finishingBattle.reset();
  814. }
  815. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  816. {
  817. if(first && !counter)
  818. handleAttackBeforeCasting(ranged, attacker, defender);
  819. FireShieldInfo fireShield;
  820. BattleAttack bat;
  821. BattleLogMessage blm;
  822. bat.stackAttacking = attacker->unitId();
  823. bat.tile = targetHex;
  824. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  825. if(ranged)
  826. bat.flags |= BattleAttack::SHOT;
  827. if(counter)
  828. bat.flags |= BattleAttack::COUNTER;
  829. const int attackerLuck = attacker->LuckVal();
  830. if(attackerLuck > 0)
  831. {
  832. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  833. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  834. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  835. bat.flags |= BattleAttack::LUCKY;
  836. }
  837. if(attackerLuck < 0)
  838. {
  839. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  840. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  841. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  842. bat.flags |= BattleAttack::UNLUCKY;
  843. }
  844. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  845. {
  846. bat.flags |= BattleAttack::DEATH_BLOW;
  847. }
  848. const auto * owner = gs->curB->getHero(attacker->owner);
  849. if(owner)
  850. {
  851. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  852. if (chance > getRandomGenerator().nextInt(99))
  853. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  854. }
  855. int64_t drainedLife = 0;
  856. // only primary target
  857. if(defender->alive())
  858. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  859. //multiple-hex normal attack
  860. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  861. for(const CStack * stack : attackedCreatures)
  862. {
  863. if(stack != defender && stack->alive()) //do not hit same stack twice
  864. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  865. }
  866. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  867. if(bonus && ranged) //TODO: make it work in melee?
  868. {
  869. //this is need for displaying hit animation
  870. bat.flags |= BattleAttack::SPELL_LIKE;
  871. bat.spellID = SpellID(bonus->subtype);
  872. //TODO: should spell override creature`s projectile?
  873. auto spell = bat.spellID.toSpell();
  874. battle::Target target;
  875. target.emplace_back(defender, targetHex);
  876. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  877. event.setSpellLevel(bonus->val);
  878. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  879. //TODO: get exact attacked hex for defender
  880. for(const CStack * stack : attackedCreatures)
  881. {
  882. if(stack != defender && stack->alive()) //do not hit same stack twice
  883. {
  884. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  885. }
  886. }
  887. //now add effect info for all attacked stacks
  888. for (BattleStackAttacked & bsa : bat.bsa)
  889. {
  890. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  891. {
  892. //this is need for displaying affect animation
  893. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  894. bsa.spellID = SpellID(bonus->subtype);
  895. }
  896. }
  897. }
  898. attackerState->afterAttack(ranged, counter);
  899. {
  900. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  901. attackerState->save(info.data);
  902. bat.attackerChanges.changedStacks.push_back(info);
  903. }
  904. if (drainedLife > 0)
  905. bat.flags |= BattleAttack::LIFE_DRAIN;
  906. sendAndApply(&bat);
  907. {
  908. const bool multipleTargets = bat.bsa.size() > 1;
  909. int64_t totalDamage = 0;
  910. int32_t totalKills = 0;
  911. for(const BattleStackAttacked & bsa : bat.bsa)
  912. {
  913. totalDamage += bsa.damageAmount;
  914. totalKills += bsa.killedAmount;
  915. }
  916. {
  917. MetaString text;
  918. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  919. attacker->addNameReplacement(text);
  920. text.addReplacement(totalDamage);
  921. blm.lines.push_back(text);
  922. }
  923. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  924. }
  925. // drain life effect (as well as log entry) must be applied after the attack
  926. if(drainedLife > 0)
  927. {
  928. MetaString text;
  929. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  930. attackerState->addNameReplacement(text, false);
  931. text.addReplacement(drainedLife);
  932. defender->addNameReplacement(text, true);
  933. blm.lines.push_back(std::move(text));
  934. }
  935. if(!fireShield.empty())
  936. {
  937. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  938. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  939. int64_t totalDamage = 0;
  940. for(const auto & item : fireShield)
  941. {
  942. const CStack * actor = item.first;
  943. int64_t rawDamage = item.second;
  944. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  945. if(actorOwner)
  946. {
  947. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  948. }
  949. else
  950. {
  951. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  952. }
  953. totalDamage+=rawDamage;
  954. //FIXME: add custom effect on actor
  955. }
  956. if (totalDamage > 0)
  957. {
  958. BattleStackAttacked bsa;
  959. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  960. bsa.stackAttacked = attacker->ID; //invert
  961. bsa.attackerID = defender->ID;
  962. bsa.damageAmount = totalDamage;
  963. attacker->prepareAttacked(bsa, getRandomGenerator());
  964. StacksInjured pack;
  965. pack.stacks.push_back(bsa);
  966. sendAndApply(&pack);
  967. // TODO: this is already implemented in Damage::describeEffect()
  968. {
  969. MetaString text;
  970. text.addTxt(MetaString::GENERAL_TXT, 376);
  971. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  972. text.addReplacement(totalDamage);
  973. blm.lines.push_back(std::move(text));
  974. }
  975. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  976. }
  977. }
  978. sendAndApply(&blm);
  979. handleAfterAttackCasting(ranged, attacker, defender);
  980. }
  981. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  982. {
  983. BattleStackAttacked bsa;
  984. if(secondary)
  985. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  986. bsa.attackerID = attackerState->unitId();
  987. bsa.stackAttacked = def->unitId();
  988. {
  989. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  990. bai.deathBlow = bat.deathBlow();
  991. bai.doubleDamage = bat.ballistaDoubleDmg();
  992. bai.luckyStrike = bat.lucky();
  993. bai.unluckyStrike = bat.unlucky();
  994. auto range = gs->curB->calculateDmgRange(bai);
  995. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  996. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  997. }
  998. int64_t drainedLife = 0;
  999. //life drain handling
  1000. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1001. {
  1002. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1003. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1004. drainedLife += toHeal;
  1005. }
  1006. //soul steal handling
  1007. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1008. {
  1009. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1010. //try to use permanent first, use only one of two
  1011. for(si32 subtype = 1; subtype >= 0; subtype--)
  1012. {
  1013. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1014. {
  1015. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1016. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1017. drainedLife += toHeal;
  1018. break;
  1019. }
  1020. }
  1021. }
  1022. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1023. //fire shield handling
  1024. if(!bat.shot() &&
  1025. !def->isClone() &&
  1026. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1027. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1028. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1029. )
  1030. {
  1031. //TODO: use damage with bonus but without penalties
  1032. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1033. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1034. }
  1035. return drainedLife;
  1036. }
  1037. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1038. {
  1039. if(killed > 0)
  1040. {
  1041. BattleLogMessage blm;
  1042. addGenericKilledLog(blm, defender, killed, multiple);
  1043. sendAndApply(&blm);
  1044. }
  1045. }
  1046. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1047. {
  1048. if(killed > 0)
  1049. {
  1050. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1051. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1052. // 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)
  1053. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1054. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1055. boost::algorithm::trim(formatString);
  1056. boost::format txt(formatString);
  1057. if(killed > 1)
  1058. {
  1059. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1060. }
  1061. else //killed == 1
  1062. {
  1063. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1064. }
  1065. MetaString line;
  1066. line << txt.str();
  1067. blm.lines.push_back(std::move(line));
  1068. }
  1069. }
  1070. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1071. {
  1072. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1073. return;
  1074. for(auto & playerConnections : connections)
  1075. {
  1076. PlayerColor playerId = playerConnections.first;
  1077. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1078. if(!playerSettings)
  1079. continue;
  1080. auto playerConnection = vstd::find(playerConnections.second, c);
  1081. if(playerConnection != playerConnections.second.end())
  1082. {
  1083. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1084. playerMessage(playerId, messageText, ObjectInstanceID{});
  1085. }
  1086. }
  1087. }
  1088. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1089. {
  1090. //prepare struct informing that action was applied
  1091. auto sendPackageResponse = [&](bool succesfullyApplied)
  1092. {
  1093. PackageApplied applied;
  1094. applied.player = pack->player;
  1095. applied.result = succesfullyApplied;
  1096. applied.packType = typeList.getTypeID(pack);
  1097. applied.requestID = pack->requestID;
  1098. pack->c->sendPack(&applied);
  1099. };
  1100. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1101. if(isBlockedByQueries(pack, pack->player))
  1102. {
  1103. sendPackageResponse(false);
  1104. }
  1105. else if(apply)
  1106. {
  1107. const bool result = apply->applyOnGH(this, this->gs, pack);
  1108. if(result)
  1109. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1110. else
  1111. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1112. % typeid(*pack).name()).str());
  1113. sendPackageResponse(true);
  1114. }
  1115. else
  1116. {
  1117. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1118. sendPackageResponse(false);
  1119. }
  1120. vstd::clear_pointer(pack);
  1121. }
  1122. int CGameHandler::moveStack(int stack, BattleHex dest)
  1123. {
  1124. int ret = 0;
  1125. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1126. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1127. assert(curStack);
  1128. assert(dest < GameConstants::BFIELD_SIZE);
  1129. if (gs->curB->tacticDistance)
  1130. {
  1131. assert(gs->curB->isInTacticRange(dest));
  1132. }
  1133. auto start = curStack->getPosition();
  1134. if (start == dest)
  1135. return 0;
  1136. //initing necessary tables
  1137. auto accessibility = getAccesibility(curStack);
  1138. std::set<BattleHex> passed;
  1139. //Ignore obstacles on starting position
  1140. passed.insert(curStack->getPosition());
  1141. if(curStack->doubleWide())
  1142. passed.insert(curStack->occupiedHex());
  1143. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1144. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1145. {
  1146. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1147. if(accessibility.accessible(shifted, curStack))
  1148. dest = shifted;
  1149. }
  1150. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1151. {
  1152. complain("Given destination is not accessible!");
  1153. return 0;
  1154. }
  1155. bool canUseGate = false;
  1156. auto dbState = gs->curB->si.gateState;
  1157. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1158. dbState != EGateState::DESTROYED &&
  1159. dbState != EGateState::BLOCKED)
  1160. {
  1161. canUseGate = true;
  1162. }
  1163. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1164. ret = path.second;
  1165. int creSpeed = curStack->Speed(0, true);
  1166. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1167. creSpeed = GameConstants::BFIELD_SIZE;
  1168. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1169. {
  1170. return obst->obstacleType == CObstacleInstance::MOAT;
  1171. });
  1172. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1173. {
  1174. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1175. return true;
  1176. if (hex == ESiegeHex::GATE_OUTER)
  1177. return true;
  1178. if (hex == ESiegeHex::GATE_INNER)
  1179. return true;
  1180. return false;
  1181. };
  1182. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1183. {
  1184. if (isGateDrawbridgeHex(hex))
  1185. return true;
  1186. if (curStack->doubleWide())
  1187. {
  1188. BattleHex otherHex = curStack->occupiedHex(hex);
  1189. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1190. return true;
  1191. }
  1192. return false;
  1193. };
  1194. if (curStack->hasBonusOfType(Bonus::FLYING))
  1195. {
  1196. if (path.second <= creSpeed && path.first.size() > 0)
  1197. {
  1198. if (canUseGate && dbState != EGateState::OPENED &&
  1199. occupyGateDrawbridgeHex(dest))
  1200. {
  1201. BattleUpdateGateState db;
  1202. db.state = EGateState::OPENED;
  1203. sendAndApply(&db);
  1204. }
  1205. //inform clients about move
  1206. BattleStackMoved sm;
  1207. sm.stack = curStack->ID;
  1208. std::vector<BattleHex> tiles;
  1209. tiles.push_back(path.first[0]);
  1210. sm.tilesToMove = tiles;
  1211. sm.distance = path.second;
  1212. sm.teleporting = false;
  1213. sendAndApply(&sm);
  1214. }
  1215. }
  1216. else //for non-flying creatures
  1217. {
  1218. std::vector<BattleHex> tiles;
  1219. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1220. int v = (int)path.first.size()-1;
  1221. path.first.push_back(start);
  1222. // check if gate need to be open or closed at some point
  1223. BattleHex openGateAtHex, gateMayCloseAtHex;
  1224. if (canUseGate)
  1225. {
  1226. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1227. {
  1228. auto needOpenGates = [&](BattleHex hex) -> bool
  1229. {
  1230. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1231. return true;
  1232. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1233. return true;
  1234. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1235. return true;
  1236. return false;
  1237. };
  1238. auto hex = path.first[i];
  1239. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1240. {
  1241. if (needOpenGates(hex))
  1242. openGateAtHex = path.first[i+1];
  1243. //TODO we need find batter way to handle double-wide stacks
  1244. //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.
  1245. if (curStack->doubleWide())
  1246. {
  1247. BattleHex otherHex = curStack->occupiedHex(hex);
  1248. if (otherHex.isValid() && needOpenGates(otherHex))
  1249. openGateAtHex = path.first[i+2];
  1250. }
  1251. //gate may be opened and then closed during stack movement, but not other way around
  1252. if (openGateAtHex.isValid())
  1253. dbState = EGateState::OPENED;
  1254. }
  1255. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1256. {
  1257. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1258. {
  1259. gateMayCloseAtHex = path.first[i-1];
  1260. }
  1261. if (hasWideMoat)
  1262. {
  1263. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1264. {
  1265. gateMayCloseAtHex = path.first[i-1];
  1266. }
  1267. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1268. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1269. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1270. {
  1271. gateMayCloseAtHex = path.first[i-1];
  1272. }
  1273. }
  1274. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1275. {
  1276. gateMayCloseAtHex = path.first[i-1];
  1277. }
  1278. }
  1279. }
  1280. }
  1281. bool stackIsMoving = true;
  1282. while(stackIsMoving)
  1283. {
  1284. if (v<tilesToMove)
  1285. {
  1286. logGlobal->error("Movement terminated abnormally");
  1287. break;
  1288. }
  1289. bool gateStateChanging = false;
  1290. //special handling for opening gate on from starting hex
  1291. if (openGateAtHex.isValid() && openGateAtHex == start)
  1292. gateStateChanging = true;
  1293. else
  1294. {
  1295. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1296. {
  1297. BattleHex hex = path.first[v];
  1298. tiles.push_back(hex);
  1299. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1300. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1301. {
  1302. gateStateChanging = true;
  1303. }
  1304. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1305. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1306. obstacleHit = true;
  1307. if (curStack->doubleWide())
  1308. {
  1309. BattleHex otherHex = curStack->occupiedHex(hex);
  1310. //two hex creature hit obstacle by backside
  1311. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1312. if(otherHex.isValid() && !obstacle2.empty())
  1313. obstacleHit = true;
  1314. }
  1315. if(!obstacleHit)
  1316. passed.insert(hex);
  1317. }
  1318. }
  1319. if (!tiles.empty())
  1320. {
  1321. //commit movement
  1322. BattleStackMoved sm;
  1323. sm.stack = curStack->ID;
  1324. sm.distance = path.second;
  1325. sm.teleporting = false;
  1326. sm.tilesToMove = tiles;
  1327. sendAndApply(&sm);
  1328. tiles.clear();
  1329. }
  1330. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1331. if (curStack->getPosition() != dest)
  1332. {
  1333. if(stackIsMoving && start != curStack->getPosition())
  1334. {
  1335. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving, passed);
  1336. passed.insert(curStack->getPosition());
  1337. if(curStack->doubleWide())
  1338. passed.insert(curStack->occupiedHex());
  1339. }
  1340. if (gateStateChanging)
  1341. {
  1342. if (curStack->getPosition() == openGateAtHex)
  1343. {
  1344. openGateAtHex = BattleHex();
  1345. //only open gate if stack is still alive
  1346. if (curStack->alive())
  1347. {
  1348. BattleUpdateGateState db;
  1349. db.state = EGateState::OPENED;
  1350. sendAndApply(&db);
  1351. }
  1352. }
  1353. else if (curStack->getPosition() == gateMayCloseAtHex)
  1354. {
  1355. gateMayCloseAtHex = BattleHex();
  1356. updateGateState();
  1357. }
  1358. }
  1359. }
  1360. else
  1361. //movement finished normally: we reached destination
  1362. stackIsMoving = false;
  1363. }
  1364. }
  1365. //handle last hex separately for deviation
  1366. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1367. {
  1368. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->side)
  1369. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->side))
  1370. passed.clear(); //Just empty passed, obstacles will handled automatically
  1371. }
  1372. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1373. handleDamageFromObstacle(curStack, false, passed);
  1374. return ret;
  1375. }
  1376. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1377. : lobby(lobby)
  1378. , complainNoCreatures("No creatures to split")
  1379. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1380. , complainInvalidSlot("Invalid slot accessed!")
  1381. {
  1382. QID = 1;
  1383. IObjectInterface::cb = this;
  1384. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1385. registerTypesServerPacks(*applier);
  1386. visitObjectAfterVictory = false;
  1387. spellEnv = new ServerSpellCastEnvironment(this);
  1388. }
  1389. CGameHandler::~CGameHandler()
  1390. {
  1391. if (battleThread)
  1392. {
  1393. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1394. battleMadeAction.setn(true);
  1395. battleThread->join();
  1396. }
  1397. delete spellEnv;
  1398. delete gs;
  1399. }
  1400. void CGameHandler::reinitScripting()
  1401. {
  1402. serverEventBus = std::make_unique<events::EventBus>();
  1403. #if SCRIPTING_ENABLED
  1404. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1405. #endif
  1406. }
  1407. void CGameHandler::init(StartInfo *si)
  1408. {
  1409. if (si->seedToBeUsed == 0)
  1410. {
  1411. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1412. }
  1413. CMapService mapService;
  1414. gs = new CGameState();
  1415. gs->preInit(VLC);
  1416. logGlobal->info("Gamestate created!");
  1417. gs->init(&mapService, si);
  1418. logGlobal->info("Gamestate initialized!");
  1419. // reset seed, so that clients can't predict any following random values
  1420. getRandomGenerator().resetSeed();
  1421. for (auto & elem : gs->players)
  1422. {
  1423. states.addPlayer(elem.first);
  1424. }
  1425. reinitScripting();
  1426. }
  1427. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1428. {
  1429. return a.earlierThan(b);
  1430. }
  1431. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1432. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1433. const PlayerState * p = getPlayerState(town->tempOwner);
  1434. if (!p)
  1435. {
  1436. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1437. return;
  1438. }
  1439. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1440. {
  1441. SetAvailableCreatures ssi;
  1442. ssi.tid = town->id;
  1443. ssi.creatures = town->creatures;
  1444. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1445. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1446. if (dwellings.empty())//no dwellings - just remove
  1447. {
  1448. sendAndApply(&ssi);
  1449. return;
  1450. }
  1451. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1452. // for multi-creature dwellings like Golem Factory
  1453. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1454. if (clear)
  1455. {
  1456. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1457. }
  1458. else
  1459. {
  1460. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1461. }
  1462. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1463. sendAndApply(&ssi);
  1464. }
  1465. }
  1466. void CGameHandler::newTurn()
  1467. {
  1468. logGlobal->trace("Turn %d", gs->day+1);
  1469. NewTurn n;
  1470. n.specialWeek = NewTurn::NO_ACTION;
  1471. n.creatureid = CreatureID::NONE;
  1472. n.day = gs->day + 1;
  1473. bool firstTurn = !getDate(Date::DAY);
  1474. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1475. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1476. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1477. if (firstTurn)
  1478. {
  1479. for (auto obj : gs->map->objects)
  1480. {
  1481. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1482. {
  1483. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1484. }
  1485. }
  1486. }
  1487. if (newWeek && !firstTurn)
  1488. {
  1489. n.specialWeek = NewTurn::NORMAL;
  1490. bool deityOfFireBuilt = false;
  1491. for (const CGTownInstance *t : gs->map->towns)
  1492. {
  1493. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1494. {
  1495. deityOfFireBuilt = true;
  1496. break;
  1497. }
  1498. }
  1499. if (deityOfFireBuilt)
  1500. {
  1501. n.specialWeek = NewTurn::DEITYOFFIRE;
  1502. n.creatureid = CreatureID::IMP;
  1503. }
  1504. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1505. {
  1506. int monthType = getRandomGenerator().nextInt(99);
  1507. if (newMonth) //new month
  1508. {
  1509. if (monthType < 40) //double growth
  1510. {
  1511. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1512. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1513. {
  1514. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1515. }
  1516. else if (VLC->creh->doubledCreatures.size())
  1517. {
  1518. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1519. }
  1520. else
  1521. {
  1522. complain("Cannot find creature that can be spawned!");
  1523. n.specialWeek = NewTurn::NORMAL;
  1524. }
  1525. }
  1526. else if (monthType < 50)
  1527. n.specialWeek = NewTurn::PLAGUE;
  1528. }
  1529. else //it's a week, but not full month
  1530. {
  1531. if (monthType < 25)
  1532. {
  1533. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1534. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1535. do
  1536. {
  1537. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1538. } while (VLC->creh->objects[newMonster.second] &&
  1539. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1540. n.creatureid = newMonster.second;
  1541. }
  1542. }
  1543. }
  1544. }
  1545. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1546. for (auto& hp : pool)
  1547. {
  1548. auto hero = hp.second;
  1549. if (hero->isInitialized() && hero->stacks.size())
  1550. {
  1551. // reset retreated or surrendered heroes
  1552. auto maxmove = hero->maxMovePoints(true);
  1553. // if movement is greater than maxmove, we should decrease it
  1554. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1555. {
  1556. NewTurn::Hero hth;
  1557. hth.id = hero->id;
  1558. hth.move = maxmove;
  1559. hth.mana = hero->getManaNewTurn();
  1560. n.heroes.insert(hth);
  1561. }
  1562. }
  1563. }
  1564. for (auto & elem : gs->players)
  1565. {
  1566. if (elem.first == PlayerColor::NEUTRAL)
  1567. continue;
  1568. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1569. assert(0); //illegal player number!
  1570. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[Res::GOLD]);
  1571. hadGold.insert(playerGold);
  1572. if (newWeek) //new heroes in tavern
  1573. {
  1574. SetAvailableHeroes sah;
  1575. sah.player = elem.first;
  1576. //pick heroes and their armies
  1577. CHeroClass *banned = nullptr;
  1578. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1579. {
  1580. //first hero - native if possible, second hero -> any other class
  1581. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1582. {
  1583. sah.hid[j] = h->subID;
  1584. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1585. banned = h->type->heroClass;
  1586. }
  1587. else
  1588. {
  1589. sah.hid[j] = -1;
  1590. }
  1591. }
  1592. sendAndApply(&sah);
  1593. }
  1594. n.res[elem.first] = elem.second.resources;
  1595. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1596. {
  1597. bool hasCrystalGenCreature = false;
  1598. for(CGHeroInstance * hero : elem.second.heroes)
  1599. {
  1600. for(auto stack : hero->stacks)
  1601. {
  1602. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1603. {
  1604. hasCrystalGenCreature = true;
  1605. break;
  1606. }
  1607. }
  1608. }
  1609. if(!hasCrystalGenCreature) //not found in armies, check towns
  1610. {
  1611. for(CGTownInstance * town : elem.second.towns)
  1612. {
  1613. for(auto stack : town->stacks)
  1614. {
  1615. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1616. {
  1617. hasCrystalGenCreature = true;
  1618. break;
  1619. }
  1620. }
  1621. }
  1622. }
  1623. if(hasCrystalGenCreature)
  1624. n.res[elem.first][Res::CRYSTAL] += 3;
  1625. }
  1626. for (CGHeroInstance *h : (elem).second.heroes)
  1627. {
  1628. if (h->visitedTown)
  1629. giveSpells(h->visitedTown, h);
  1630. NewTurn::Hero hth;
  1631. hth.id = h->id;
  1632. auto ti = std::make_unique<TurnInfo>(h, 1);
  1633. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1634. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1635. hth.mana = h->getManaNewTurn();
  1636. n.heroes.insert(hth);
  1637. if (!firstTurn) //not first day
  1638. {
  1639. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1640. {
  1641. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1642. }
  1643. }
  1644. }
  1645. }
  1646. for (CGTownInstance *t : gs->map->towns)
  1647. {
  1648. PlayerColor player = t->tempOwner;
  1649. handleTownEvents(t, n);
  1650. if (newWeek) //first day of week
  1651. {
  1652. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1653. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1654. if (!firstTurn)
  1655. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1656. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1657. if (!vstd::contains(n.cres, t->id))
  1658. {
  1659. n.cres[t->id].tid = t->id;
  1660. n.cres[t->id].creatures = t->creatures;
  1661. }
  1662. auto & sac = n.cres.at(t->id);
  1663. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1664. {
  1665. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1666. {
  1667. ui32 &availableCount = sac.creatures.at(k).first;
  1668. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1669. if (n.specialWeek == NewTurn::PLAGUE)
  1670. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1671. else
  1672. {
  1673. if (firstTurn) //first day of game: use only basic growths
  1674. availableCount = cre->growth;
  1675. else
  1676. availableCount += t->creatureGrowth(k);
  1677. //Deity of fire week - upgrade both imps and upgrades
  1678. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1679. availableCount += 15;
  1680. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1681. {
  1682. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1683. availableCount *= 2;
  1684. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1685. availableCount += 5;
  1686. }
  1687. }
  1688. }
  1689. }
  1690. }
  1691. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1692. {
  1693. n.res[player] = n.res[player] + t->dailyIncome();
  1694. }
  1695. if(t->hasBuilt(BuildingID::GRAIL)
  1696. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1697. {
  1698. // Skyship, probably easier to handle same as Veil of darkness
  1699. //do it every new day after veils apply
  1700. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1701. {
  1702. FoWChange fw;
  1703. fw.mode = 1;
  1704. fw.player = player;
  1705. // find all hidden tiles
  1706. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1707. auto shape = fow->shape();
  1708. for(size_t z = 0; z < shape[0]; z++)
  1709. for(size_t x = 0; x < shape[1]; x++)
  1710. for(size_t y = 0; y < shape[2]; y++)
  1711. if (!(*fow)[z][x][y])
  1712. fw.tiles.insert(int3(x, y, z));
  1713. sendAndApply (&fw);
  1714. }
  1715. }
  1716. if (t->hasBonusOfType (Bonus::DARKNESS))
  1717. {
  1718. for (auto & player : gs->players)
  1719. {
  1720. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1721. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1722. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1723. }
  1724. }
  1725. }
  1726. if (newMonth)
  1727. {
  1728. SetAvailableArtifacts saa;
  1729. saa.id = -1;
  1730. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1731. sendAndApply(&saa);
  1732. }
  1733. sendAndApply(&n);
  1734. if (newWeek)
  1735. {
  1736. //spawn wandering monsters
  1737. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1738. {
  1739. spawnWanderingMonsters(n.creatureid);
  1740. }
  1741. //new week info popup
  1742. if (!firstTurn)
  1743. {
  1744. InfoWindow iw;
  1745. switch (n.specialWeek)
  1746. {
  1747. case NewTurn::DOUBLE_GROWTH:
  1748. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1749. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1750. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1751. break;
  1752. case NewTurn::PLAGUE:
  1753. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1754. break;
  1755. case NewTurn::BONUS_GROWTH:
  1756. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1757. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1758. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1759. break;
  1760. case NewTurn::DEITYOFFIRE:
  1761. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1762. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1763. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1764. iw.text.addReplacement2(15); //%+d 15
  1765. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1766. iw.text.addReplacement2(15); //%+d 15
  1767. break;
  1768. default:
  1769. if (newMonth)
  1770. {
  1771. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1772. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1773. }
  1774. else
  1775. {
  1776. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1777. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1778. }
  1779. }
  1780. for (auto & elem : gs->players)
  1781. {
  1782. iw.player = elem.first;
  1783. sendAndApply(&iw);
  1784. }
  1785. }
  1786. }
  1787. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1788. handleTimeEvents();
  1789. //call objects
  1790. for (auto & elem : gs->map->objects)
  1791. {
  1792. if (elem)
  1793. elem->newTurn(getRandomGenerator());
  1794. }
  1795. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1796. }
  1797. void CGameHandler::run(bool resume)
  1798. {
  1799. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1800. using namespace boost::posix_time;
  1801. for (auto cc : lobby->connections)
  1802. {
  1803. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1804. std::stringstream sbuffer;
  1805. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1806. for (PlayerColor color : players)
  1807. {
  1808. sbuffer << color << " ";
  1809. {
  1810. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1811. connections[color].insert(cc);
  1812. }
  1813. }
  1814. logGlobal->info(sbuffer.str());
  1815. }
  1816. #if SCRIPTING_ENABLED
  1817. services()->scripts()->run(serverScripts);
  1818. #endif
  1819. if(resume)
  1820. events::GameResumed::defaultExecute(serverEventBus.get());
  1821. auto playerTurnOrder = generatePlayerTurnOrder();
  1822. while(lobby->state == EServerState::GAMEPLAY)
  1823. {
  1824. if(!resume)
  1825. {
  1826. newTurn();
  1827. events::TurnStarted::defaultExecute(serverEventBus.get());
  1828. }
  1829. std::list<PlayerColor>::iterator it;
  1830. if (resume)
  1831. {
  1832. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1833. }
  1834. else
  1835. {
  1836. it = playerTurnOrder.begin();
  1837. }
  1838. resume = false;
  1839. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1840. {
  1841. auto playerColor = *it;
  1842. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1843. {
  1844. //if player runs out of time, he shouldn't get the turn (especially AI)
  1845. //pre-trigger may change anything, should check before each player
  1846. //TODO: is it enough to check only one player?
  1847. checkVictoryLossConditionsForAll();
  1848. auto player = event.getPlayer();
  1849. const PlayerState * playerState = &gs->players[player];
  1850. if(playerState->status != EPlayerStatus::INGAME)
  1851. {
  1852. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1853. }
  1854. else
  1855. {
  1856. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1857. YourTurn yt;
  1858. yt.player = player;
  1859. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1860. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1861. applyAndSend(&yt);
  1862. }
  1863. };
  1864. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1865. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1866. {
  1867. //wait till turn is done
  1868. boost::unique_lock<boost::mutex> lock(states.mx);
  1869. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1870. {
  1871. static time_duration p = milliseconds(100);
  1872. states.cv.timed_wait(lock, p);
  1873. }
  1874. }
  1875. }
  1876. //additional check that game is not finished
  1877. bool activePlayer = false;
  1878. for (auto player : playerTurnOrder)
  1879. {
  1880. if (gs->players[player].status == EPlayerStatus::INGAME)
  1881. activePlayer = true;
  1882. }
  1883. if(!activePlayer)
  1884. lobby->state = EServerState::GAMEPLAY_ENDED;
  1885. }
  1886. }
  1887. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1888. {
  1889. // Generate player turn order
  1890. std::list<PlayerColor> playerTurnOrder;
  1891. for (const auto & player : gs->players) // add human players first
  1892. {
  1893. if (player.second.human)
  1894. playerTurnOrder.push_back(player.first);
  1895. }
  1896. for (const auto & player : gs->players) // then add non-human players
  1897. {
  1898. if (!player.second.human)
  1899. playerTurnOrder.push_back(player.first);
  1900. }
  1901. return playerTurnOrder;
  1902. }
  1903. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1904. {
  1905. battleResult.set(nullptr);
  1906. const auto & t = *getTile(tile);
  1907. TerrainId terrain = t.terType->getId();
  1908. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1909. terrain = ETerrainId::SAND;
  1910. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1911. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1912. terType = BattleField::fromString("ship_to_ship");
  1913. //send info about battles
  1914. BattleStart bs;
  1915. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1916. sendAndApply(&bs);
  1917. }
  1918. void CGameHandler::checkBattleStateChanges()
  1919. {
  1920. //check if drawbridge state need to be changes
  1921. if (battleGetSiegeLevel() > 0)
  1922. updateGateState();
  1923. //check if battle ended
  1924. if (auto result = battleIsFinished())
  1925. {
  1926. setBattleResult(BattleResult::NORMAL, *result);
  1927. }
  1928. }
  1929. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1930. {
  1931. if (!h->hasSpellbook())
  1932. return; //hero hasn't spellbook
  1933. ChangeSpells cs;
  1934. cs.hid = h->id;
  1935. cs.learn = true;
  1936. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1937. {
  1938. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1939. for (int i = 0; i < h->maxSpellLevel(); i++)
  1940. {
  1941. std::vector<SpellID> spells;
  1942. getAllowedSpells(spells, i+1);
  1943. for (auto & spell : spells)
  1944. cs.spells.insert(spell);
  1945. }
  1946. }
  1947. else
  1948. {
  1949. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1950. {
  1951. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1952. {
  1953. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1954. cs.spells.insert(t->spells.at(i).at(j));
  1955. }
  1956. }
  1957. }
  1958. if (!cs.spells.empty())
  1959. sendAndApply(&cs);
  1960. }
  1961. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1962. {
  1963. if (!obj || !getObj(obj->id))
  1964. {
  1965. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1966. return false;
  1967. }
  1968. RemoveObject ro;
  1969. ro.id = obj->id;
  1970. sendAndApply(&ro);
  1971. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1972. return true;
  1973. }
  1974. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1975. {
  1976. const CGHeroInstance *h = getHero(hid);
  1977. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1978. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1979. {
  1980. logGlobal->error("Illegal call to move hero!");
  1981. return false;
  1982. }
  1983. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1984. const int3 hmpos = h->convertToVisitablePos(dst);
  1985. if (!gs->map->isInTheMap(hmpos))
  1986. {
  1987. logGlobal->error("Destination tile is outside the map!");
  1988. return false;
  1989. }
  1990. const TerrainTile t = *getTile(hmpos);
  1991. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1992. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1993. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  1994. //result structure for start - movement failed, no move points used
  1995. TryMoveHero tmh;
  1996. tmh.id = hid;
  1997. tmh.start = h->pos;
  1998. tmh.end = dst;
  1999. tmh.result = TryMoveHero::FAILED;
  2000. tmh.movePoints = h->movement;
  2001. //check if destination tile is available
  2002. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2003. auto ti = pathfinderHelper->getTurnInfo();
  2004. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2005. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2006. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2007. //it's a rock or blocked and not visitable tile
  2008. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2009. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2010. && complain("Cannot move hero, destination tile is blocked!"))
  2011. || ((!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)
  2012. && complain("Cannot move hero, destination tile is on water!"))
  2013. || ((h->boat && t.terType->isLand() && t.blocked)
  2014. && complain("Cannot disembark hero, tile is blocked!"))
  2015. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2016. && complain("Tiles are not neighboring!"))
  2017. || ((h->inTownGarrison)
  2018. && complain("Can not move garrisoned hero!"))
  2019. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2020. && complain("Hero doesn't have any movement points left!"))
  2021. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2022. && complain("Hero cannot transit over this tile!"))
  2023. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2024. && complain("Cannot move hero during the battle"))*/)
  2025. {
  2026. //send info about movement failure
  2027. sendAndApply(&tmh);
  2028. return false;
  2029. }
  2030. //several generic blocks of code
  2031. // should be called if hero changes tile but before applying TryMoveHero package
  2032. auto leaveTile = [&]()
  2033. {
  2034. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2035. {
  2036. obj->onHeroLeave(h);
  2037. }
  2038. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2039. };
  2040. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2041. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2042. {
  2043. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2044. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2045. queries.addQuery(moveQuery);
  2046. if (leavingTile == LEAVING_TILE)
  2047. leaveTile();
  2048. if (isInTheMap(guardPos))
  2049. tmh.attackedFrom = boost::make_optional(guardPos);
  2050. tmh.result = result;
  2051. sendAndApply(&tmh);
  2052. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2053. { // Hero should be always able to visit any object he staying on even if there guards around
  2054. visitObjectOnTile(t, h);
  2055. }
  2056. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2057. {
  2058. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2059. objectVisited(guardTile.visitableObjects.back(), h);
  2060. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2061. }
  2062. else if (visitDest == VISIT_DEST)
  2063. {
  2064. visitObjectOnTile(t, h);
  2065. }
  2066. queries.popIfTop(moveQuery);
  2067. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2068. return result != TryMoveHero::FAILED;
  2069. };
  2070. //interaction with blocking object (like resources)
  2071. auto blockingVisit = [&]() -> bool
  2072. {
  2073. for (CGObjectInstance *obj : t.visitableObjects)
  2074. {
  2075. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2076. {
  2077. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2078. //this-> is needed for MVS2010 to recognize scope (?)
  2079. }
  2080. }
  2081. return false;
  2082. };
  2083. if (!transit && embarking)
  2084. {
  2085. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2086. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2087. // In H3 embark ignore guards
  2088. }
  2089. if (disembarking)
  2090. {
  2091. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2092. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2093. }
  2094. if (teleporting)
  2095. {
  2096. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2097. return true;
  2098. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2099. // visit town for town portal \ castle gates
  2100. // do not use generic visitObjectOnTile to avoid double-teleporting
  2101. // if this moveHero call was triggered by teleporter
  2102. if (!t.visitableObjects.empty())
  2103. {
  2104. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2105. town->onHeroVisit(h);
  2106. }
  2107. return true;
  2108. }
  2109. //still here? it is standard movement!
  2110. {
  2111. tmh.movePoints = (int)h->movement >= cost
  2112. ? h->movement - cost
  2113. : 0;
  2114. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2115. EVisitDest visitDest = VISIT_DEST;
  2116. if (transit)
  2117. {
  2118. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2119. visitDest = DONT_VISIT_DEST;
  2120. if (canFly)
  2121. {
  2122. lookForGuards = IGNORE_GUARDS;
  2123. visitDest = DONT_VISIT_DEST;
  2124. }
  2125. }
  2126. else if (blockingVisit())
  2127. return true;
  2128. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2129. return true;
  2130. }
  2131. }
  2132. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2133. {
  2134. const CGHeroInstance *h = getHero(hid);
  2135. const CGTownInstance *t = getTown(dstid);
  2136. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2137. COMPLAIN_RET("Invalid call to teleportHero!");
  2138. const CGTownInstance *from = h->visitedTown;
  2139. if (((h->getOwner() != t->getOwner())
  2140. && complain("Cannot teleport hero to another player"))
  2141. || (from->town->faction->getId() != t->town->faction->getId()
  2142. && complain("Source town and destination town should belong to the same faction"))
  2143. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2144. && complain("Hero must be in town with Castle gate for teleporting"))
  2145. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2146. && complain("Cannot teleport hero to town without Castle gate in it")))
  2147. return false;
  2148. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2149. moveHero(hid,pos,1);
  2150. return true;
  2151. }
  2152. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2153. {
  2154. PlayerColor oldOwner = getOwner(obj->id);
  2155. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2156. sendAndApply(&sop);
  2157. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2158. checkVictoryLossConditions(playerColors);
  2159. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2160. if (town) //town captured
  2161. {
  2162. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2163. {
  2164. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2165. setPortalDwelling(town, true, false);
  2166. }
  2167. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2168. {
  2169. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2170. {
  2171. InfoWindow iw;
  2172. iw.player = oldOwner;
  2173. 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.
  2174. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2175. sendAndApply(&iw);
  2176. }
  2177. }
  2178. }
  2179. const PlayerState * p = getPlayerState(owner);
  2180. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2181. {
  2182. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2183. {
  2184. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2185. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2186. }
  2187. }
  2188. }
  2189. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2190. {
  2191. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2192. queries.addQuery(dialogQuery);
  2193. iw->queryID = dialogQuery->queryID;
  2194. sendToAllClients(iw);
  2195. }
  2196. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2197. {
  2198. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2199. queries.addQuery(dialogQuery);
  2200. iw->queryID = dialogQuery->queryID;
  2201. sendToAllClients(iw);
  2202. }
  2203. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2204. {
  2205. if (!val) return; //don't waste time on empty call
  2206. TResources resources;
  2207. resources[which] = val;
  2208. giveResources(player, resources);
  2209. }
  2210. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2211. {
  2212. SetResources sr;
  2213. sr.abs = false;
  2214. sr.player = player;
  2215. sr.res = resources;
  2216. sendAndApply(&sr);
  2217. }
  2218. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2219. {
  2220. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2221. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2222. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2223. //first we move creatures to give to make them army of object-source
  2224. for (auto & elem : creatures.Slots())
  2225. {
  2226. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2227. }
  2228. tryJoiningArmy(obj, h, remove, true);
  2229. }
  2230. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2231. {
  2232. std::vector<CStackBasicDescriptor> cres = creatures;
  2233. if (cres.size() <= 0)
  2234. return;
  2235. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2236. for (CStackBasicDescriptor &sbd : cres)
  2237. {
  2238. TQuantity collected = 0;
  2239. while(collected < sbd.count)
  2240. {
  2241. bool foundSth = false;
  2242. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2243. {
  2244. if (i->second->type == sbd.type)
  2245. {
  2246. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2247. changeStackCount(StackLocation(obj, i->first), -take, false);
  2248. collected += take;
  2249. foundSth = true;
  2250. break;
  2251. }
  2252. }
  2253. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2254. {
  2255. complain("Unexpected failure during taking creatures!");
  2256. return;
  2257. }
  2258. }
  2259. }
  2260. }
  2261. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2262. {
  2263. HeroVisitCastle vc;
  2264. vc.hid = hero->id;
  2265. vc.tid = obj->id;
  2266. vc.flags |= 1;
  2267. sendAndApply(&vc);
  2268. visitCastleObjects(obj, hero);
  2269. giveSpells (obj, hero);
  2270. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2271. }
  2272. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2273. {
  2274. for (auto building : t->bonusingBuildings)
  2275. building->onHeroVisit(h);
  2276. }
  2277. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2278. {
  2279. HeroVisitCastle vc;
  2280. vc.hid = hero->id;
  2281. vc.tid = obj->id;
  2282. sendAndApply(&vc);
  2283. }
  2284. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2285. {
  2286. EraseArtifact ea;
  2287. ea.al = al;
  2288. sendAndApply(&ea);
  2289. }
  2290. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2291. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2292. const CGTownInstance *town) //use hero=nullptr for no hero
  2293. {
  2294. if(gs->curB)
  2295. gs->curB.dellNull();
  2296. engageIntoBattle(army1->tempOwner);
  2297. engageIntoBattle(army2->tempOwner);
  2298. static const CArmedInstance *armies[2];
  2299. armies[0] = army1;
  2300. armies[1] = army2;
  2301. static const CGHeroInstance*heroes[2];
  2302. heroes[0] = hero1;
  2303. heroes[1] = hero2;
  2304. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2305. //existing battle query for retying auto-combat
  2306. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2307. if(battleQuery)
  2308. {
  2309. battleQuery->bi = gs->curB;
  2310. battleQuery->result = boost::none;
  2311. battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2312. battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2313. }
  2314. queries.addQuery(std::make_shared<CBattleQuery>(this, gs->curB));
  2315. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2316. }
  2317. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2318. {
  2319. startBattlePrimary(army1, army2, tile,
  2320. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2321. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2322. creatureBank);
  2323. }
  2324. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2325. {
  2326. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2327. }
  2328. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2329. {
  2330. ChangeSpells cs;
  2331. cs.hid = hero->id;
  2332. cs.spells = spells;
  2333. cs.learn = give;
  2334. sendAndApply(&cs);
  2335. }
  2336. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2337. {
  2338. SystemMessage sm;
  2339. sm.text = message;
  2340. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2341. *(c.get()) << &sm;
  2342. }
  2343. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2344. {
  2345. sendAndApply(bonus);
  2346. }
  2347. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2348. {
  2349. sendAndApply(smp);
  2350. }
  2351. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2352. {
  2353. SetMana sm;
  2354. sm.hid = hid;
  2355. sm.val = val;
  2356. sm.absolute = true;
  2357. sendAndApply(&sm);
  2358. }
  2359. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2360. {
  2361. GiveHero gh;
  2362. gh.id = id;
  2363. gh.player = player;
  2364. sendAndApply(&gh);
  2365. }
  2366. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2367. {
  2368. ChangeObjPos cop;
  2369. cop.objid = objid;
  2370. cop.nPos = newPos;
  2371. sendAndApply(&cop);
  2372. }
  2373. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2374. {
  2375. const CGHeroInstance * h1 = getHero(fromHero);
  2376. const CGHeroInstance * h2 = getHero(toHero);
  2377. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2378. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2379. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2380. {
  2381. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2382. std::swap(fromHero, toHero);
  2383. }
  2384. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2385. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2386. return;//no scholar skill or no spellbook
  2387. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2388. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2389. ChangeSpells cs1;
  2390. cs1.learn = true;
  2391. cs1.hid = toHero;//giving spells to first hero
  2392. for (auto it : h1->getSpellsInSpellbook())
  2393. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2394. cs1.spells.insert(it);//spell to learn
  2395. ChangeSpells cs2;
  2396. cs2.learn = true;
  2397. cs2.hid = fromHero;
  2398. for (auto it : h2->getSpellsInSpellbook())
  2399. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2400. cs2.spells.insert(it);
  2401. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2402. {
  2403. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2404. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2405. InfoWindow iw;
  2406. iw.player = h1->tempOwner;
  2407. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2408. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2409. iw.text.addReplacement(h1->getNameTranslated());
  2410. if (!cs2.spells.empty())//if found new spell - apply
  2411. {
  2412. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2413. int size = static_cast<int>(cs2.spells.size());
  2414. for (auto it : cs2.spells)
  2415. {
  2416. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2417. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2418. switch (size--)
  2419. {
  2420. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2421. case 1: break;
  2422. default: iw.text << ", ";
  2423. }
  2424. }
  2425. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2426. iw.text.addReplacement(h2->getNameTranslated());
  2427. sendAndApply(&cs2);
  2428. }
  2429. if (!cs1.spells.empty() && !cs2.spells.empty())
  2430. {
  2431. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2432. }
  2433. if (!cs1.spells.empty())
  2434. {
  2435. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2436. int size = static_cast<int>(cs1.spells.size());
  2437. for (auto it : cs1.spells)
  2438. {
  2439. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2440. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2441. switch (size--)
  2442. {
  2443. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2444. case 1: break;
  2445. default: iw.text << ", ";
  2446. }
  2447. }
  2448. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2449. iw.text.addReplacement(h2->getNameTranslated());
  2450. sendAndApply(&cs1);
  2451. }
  2452. sendAndApply(&iw);
  2453. }
  2454. }
  2455. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2456. {
  2457. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2458. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2459. {
  2460. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2461. ExchangeDialog hex;
  2462. hex.queryID = exchange->queryID;
  2463. hex.player = h1->getOwner();
  2464. hex.hero1 = hero1;
  2465. hex.hero2 = hero2;
  2466. sendAndApply(&hex);
  2467. useScholarSkill(hero1,hero2);
  2468. queries.addQuery(exchange);
  2469. }
  2470. }
  2471. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2472. {
  2473. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2474. for (auto c : lobby->connections)
  2475. {
  2476. if(!c->isOpen())
  2477. continue;
  2478. c->sendPack(pack);
  2479. }
  2480. }
  2481. void CGameHandler::sendAndApply(CPackForClient * pack)
  2482. {
  2483. sendToAllClients(pack);
  2484. gs->apply(pack);
  2485. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2486. }
  2487. void CGameHandler::applyAndSend(CPackForClient * pack)
  2488. {
  2489. gs->apply(pack);
  2490. sendToAllClients(pack);
  2491. }
  2492. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2493. {
  2494. sendAndApply(static_cast<CPackForClient *>(pack));
  2495. checkVictoryLossConditionsForAll();
  2496. }
  2497. void CGameHandler::sendAndApply(SetResources * pack)
  2498. {
  2499. sendAndApply(static_cast<CPackForClient *>(pack));
  2500. checkVictoryLossConditionsForPlayer(pack->player);
  2501. }
  2502. void CGameHandler::sendAndApply(NewStructures * pack)
  2503. {
  2504. sendAndApply(static_cast<CPackForClient *>(pack));
  2505. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2506. }
  2507. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2508. {
  2509. return getPlayerAt(pack->c) == getOwner(id);
  2510. }
  2511. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2512. {
  2513. if(pack->c)
  2514. {
  2515. SystemMessage temp_message("You are not allowed to perform this action!");
  2516. pack->c->sendPack(&temp_message);
  2517. }
  2518. logNetwork->error("Player is not allowed to perform this action!");
  2519. throw ExceptionNotAllowedAction();
  2520. }
  2521. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2522. {
  2523. std::ostringstream oss;
  2524. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2525. logNetwork->error(oss.str());
  2526. if(pack->c)
  2527. {
  2528. SystemMessage temp_message(oss.str());
  2529. pack->c->sendPack(&temp_message);
  2530. }
  2531. }
  2532. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2533. {
  2534. if(!isPlayerOwns(pack, id))
  2535. {
  2536. wrongPlayerMessage(pack, getOwner(id));
  2537. throwNotAllowedAction(pack);
  2538. }
  2539. }
  2540. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2541. {
  2542. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2543. {
  2544. wrongPlayerMessage(pack, player);
  2545. throwNotAllowedAction(pack);
  2546. }
  2547. }
  2548. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2549. {
  2550. complain(txt);
  2551. throwNotAllowedAction(pack);
  2552. }
  2553. void CGameHandler::save(const std::string & filename)
  2554. {
  2555. logGlobal->info("Saving to %s", filename);
  2556. const auto stem = FileInfo::GetPathStem(filename);
  2557. const auto savefname = stem.to_string() + ".vsgm1";
  2558. CResourceHandler::get("local")->createResource(savefname);
  2559. {
  2560. logGlobal->info("Ordering clients to serialize...");
  2561. SaveGameClient sg(savefname);
  2562. sendToAllClients(&sg);
  2563. }
  2564. try
  2565. {
  2566. {
  2567. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2568. saveCommonState(save);
  2569. logGlobal->info("Saving server state");
  2570. save << *this;
  2571. }
  2572. logGlobal->info("Game has been successfully saved!");
  2573. }
  2574. catch(std::exception &e)
  2575. {
  2576. logGlobal->error("Failed to save game: %s", e.what());
  2577. }
  2578. }
  2579. bool CGameHandler::load(const std::string & filename)
  2580. {
  2581. logGlobal->info("Loading from %s", filename);
  2582. const auto stem = FileInfo::GetPathStem(filename);
  2583. reinitScripting();
  2584. try
  2585. {
  2586. {
  2587. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2588. loadCommonState(lf);
  2589. logGlobal->info("Loading server state");
  2590. lf >> *this;
  2591. }
  2592. logGlobal->info("Game has been successfully loaded!");
  2593. }
  2594. catch(const CModHandler::Incompatibility & e)
  2595. {
  2596. logGlobal->error("Failed to load game: %s", e.what());
  2597. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2598. errorMsg += e.what();
  2599. lobby->announceMessage(errorMsg);
  2600. return false;
  2601. }
  2602. catch(const std::exception & e)
  2603. {
  2604. logGlobal->error("Failed to load game: %s", e.what());
  2605. return false;
  2606. }
  2607. gs->preInit(VLC);
  2608. gs->updateOnLoad(lobby->si.get());
  2609. return true;
  2610. }
  2611. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2612. {
  2613. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2614. return false;
  2615. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2616. const CCreatureSet & creatureSet = *army;
  2617. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2618. || (howMany < 1 && complain("Invalid split parameter!")))
  2619. {
  2620. return false;
  2621. }
  2622. auto actualAmount = army->getStackCount(slotSrc);
  2623. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2624. return false;
  2625. auto freeSlots = creatureSet.getFreeSlots();
  2626. if(freeSlots.empty() && complain("No empty stacks"))
  2627. return false;
  2628. BulkRebalanceStacks bulkRS;
  2629. for(auto slot : freeSlots)
  2630. {
  2631. RebalanceStacks rs;
  2632. rs.srcArmy = army->id;
  2633. rs.dstArmy = army->id;
  2634. rs.srcSlot = slotSrc;
  2635. rs.dstSlot = slot;
  2636. rs.count = howMany;
  2637. bulkRS.moves.push_back(rs);
  2638. actualAmount -= howMany;
  2639. if(actualAmount <= howMany)
  2640. break;
  2641. }
  2642. sendAndApply(&bulkRS);
  2643. return true;
  2644. }
  2645. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2646. {
  2647. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2648. return false;
  2649. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2650. const CCreatureSet & creatureSet = *army;
  2651. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2652. return false;
  2653. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2654. if(actualAmount < 1 && complain(complainNoCreatures))
  2655. return false;
  2656. auto currentCreature = creatureSet.getCreature(slotSrc);
  2657. if(!currentCreature && complain(complainNoCreatures))
  2658. return false;
  2659. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2660. if(!creatureSlots.size())
  2661. return false;
  2662. BulkRebalanceStacks bulkRS;
  2663. for(auto slot : creatureSlots)
  2664. {
  2665. RebalanceStacks rs;
  2666. rs.srcArmy = army->id;
  2667. rs.dstArmy = army->id;
  2668. rs.srcSlot = slot;
  2669. rs.dstSlot = slotSrc;
  2670. rs.count = creatureSet.getStackCount(slot);
  2671. bulkRS.moves.push_back(rs);
  2672. }
  2673. sendAndApply(&bulkRS);
  2674. return true;
  2675. }
  2676. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2677. {
  2678. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2679. return false;
  2680. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2681. const CCreatureSet & setSrc = *armySrc;
  2682. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2683. return false;
  2684. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2685. const CCreatureSet & setDest = *armyDest;
  2686. auto freeSlots = setDest.getFreeSlotsQueue();
  2687. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2688. TRebalanceMap moves;
  2689. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2690. auto slotsLeft = setSrc.stacksCount();
  2691. auto destMap = setDest.getCreatureMap();
  2692. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2693. while(!srcQueue.empty())
  2694. {
  2695. auto pair = srcQueue.top();
  2696. srcQueue.pop();
  2697. auto currCreature = pair.first;
  2698. auto currSlot = pair.second;
  2699. const auto quantity = setSrc.getStackCount(currSlot);
  2700. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2701. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2702. if(!alreadyExists)
  2703. {
  2704. if(freeSlots.empty())
  2705. continue;
  2706. auto currFreeSlot = freeSlots.front();
  2707. freeSlots.pop();
  2708. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2709. }
  2710. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2711. slotsLeft--;
  2712. }
  2713. if(slotsLeft == 1)
  2714. {
  2715. auto lastCreature = setSrc.getCreature(srcSlot);
  2716. auto slotToMove = SlotID();
  2717. // Try to find a slot for last creature
  2718. if(destMap.find(lastCreature) == destMap.end())
  2719. {
  2720. if(!freeSlots.empty())
  2721. slotToMove = freeSlots.front();
  2722. }
  2723. else
  2724. {
  2725. slotToMove = destMap[lastCreature];
  2726. }
  2727. if(slotToMove != SlotID())
  2728. {
  2729. const bool needsLastStack = armySrc->needsLastStack();
  2730. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2731. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2732. }
  2733. }
  2734. BulkRebalanceStacks bulkRS;
  2735. for(auto & move : moves)
  2736. {
  2737. RebalanceStacks rs;
  2738. rs.srcArmy = armySrc->id;
  2739. rs.dstArmy = armyDest->id;
  2740. rs.srcSlot = move.first;
  2741. rs.dstSlot = move.second.first;
  2742. rs.count = move.second.second;
  2743. bulkRS.moves.push_back(rs);
  2744. }
  2745. sendAndApply(&bulkRS);
  2746. return true;
  2747. }
  2748. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2749. {
  2750. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2751. return false;
  2752. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2753. const CCreatureSet & creatureSet = *army;
  2754. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2755. return false;
  2756. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2757. if(actualAmount <= 1 && complain(complainNoCreatures))
  2758. return false;
  2759. auto freeSlot = creatureSet.getFreeSlot();
  2760. auto currentCreature = creatureSet.getCreature(slotSrc);
  2761. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2762. return true;
  2763. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2764. TQuantity totalCreatures = 0;
  2765. for(auto slot : creatureSlots)
  2766. totalCreatures += creatureSet.getStackCount(slot);
  2767. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2768. return false;
  2769. if(freeSlot != SlotID())
  2770. creatureSlots.push_back(freeSlot);
  2771. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2772. return false;
  2773. const auto totalCreatureSlots = creatureSlots.size();
  2774. const auto rem = totalCreatures % totalCreatureSlots;
  2775. const auto quotient = totalCreatures / totalCreatureSlots;
  2776. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2777. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2778. BulkSmartRebalanceStacks bulkSRS;
  2779. if(freeSlot != SlotID())
  2780. {
  2781. RebalanceStacks rs;
  2782. rs.srcArmy = rs.dstArmy = army->id;
  2783. rs.srcSlot = slotSrc;
  2784. rs.dstSlot = freeSlot;
  2785. rs.count = 1;
  2786. bulkSRS.moves.push_back(rs);
  2787. }
  2788. auto currSlot = 0;
  2789. auto check = 0;
  2790. for(auto slot : creatureSlots)
  2791. {
  2792. ChangeStackCount csc;
  2793. csc.army = army->id;
  2794. csc.slot = slot;
  2795. csc.count = (currSlot < rem)
  2796. ? quotient + 1
  2797. : quotient;
  2798. csc.absoluteValue = true;
  2799. bulkSRS.changes.push_back(csc);
  2800. currSlot++;
  2801. check += csc.count;
  2802. }
  2803. if(check != totalCreatures)
  2804. {
  2805. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2806. return false;
  2807. }
  2808. sendAndApply(&bulkSRS);
  2809. return true;
  2810. }
  2811. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2812. {
  2813. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2814. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2815. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2816. StackLocation sl1(s1, p1), sl2(s2, p2);
  2817. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2818. {
  2819. complain(complainInvalidSlot);
  2820. return false;
  2821. }
  2822. if (!isAllowedExchange(id1,id2))
  2823. {
  2824. complain("Cannot exchange stacks between these two objects!\n");
  2825. return false;
  2826. }
  2827. // We can always put stacks into locked garrison, but not take them out of it
  2828. auto notRemovable = [&](const CArmedInstance * army)
  2829. {
  2830. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2831. {
  2832. auto g = dynamic_cast<const CGGarrison *>(army);
  2833. if (g && !g->removableUnits)
  2834. {
  2835. complain("Stacks in this garrison are not removable!\n");
  2836. return true;
  2837. }
  2838. }
  2839. return false;
  2840. };
  2841. if (what==1) //swap
  2842. {
  2843. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2844. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2845. {
  2846. complain("Can't take troops from another player!");
  2847. return false;
  2848. }
  2849. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2850. {
  2851. complain("Cannot swap stacks - slots are the same!");
  2852. return false;
  2853. }
  2854. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2855. {
  2856. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2857. return false;
  2858. }
  2859. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2860. return false;
  2861. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2862. return false;
  2863. swapStacks(sl1, sl2);
  2864. }
  2865. else if (what==2)//merge
  2866. {
  2867. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2868. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2869. return false;
  2870. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2871. {
  2872. complain("Cannot merge empty stack!");
  2873. return false;
  2874. }
  2875. else if (notRemovable(sl1.army))
  2876. return false;
  2877. moveStack(sl1, sl2);
  2878. }
  2879. else if (what==3) //split
  2880. {
  2881. const int countToMove = val - s2->getStackCount(p2);
  2882. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2883. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2884. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2885. {
  2886. complain("Can't move troops of another player!");
  2887. return false;
  2888. }
  2889. //general conditions checking
  2890. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2891. || (val<1 && complain(complainNoCreatures)) )
  2892. {
  2893. return false;
  2894. }
  2895. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2896. {
  2897. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2898. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2899. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2900. )
  2901. {
  2902. return false;
  2903. }
  2904. if (notRemovable(sl1.army))
  2905. {
  2906. if (s1->getStackCount(p1) > countLeftOnSrc)
  2907. return false;
  2908. }
  2909. else if (notRemovable(sl2.army))
  2910. {
  2911. if (s2->getStackCount(p1) < countLeftOnSrc)
  2912. return false;
  2913. }
  2914. moveStack(sl1, sl2, countToMove);
  2915. //S2.slots[p2]->count = val;
  2916. //S1.slots[p1]->count = total - val;
  2917. }
  2918. else //split one stack to the two
  2919. {
  2920. if (s1->getStackCount(p1) < val)//not enough creatures
  2921. {
  2922. complain(complainNotEnoughCreatures);
  2923. return false;
  2924. }
  2925. if (notRemovable(sl1.army))
  2926. return false;
  2927. moveStack(sl1, sl2, val);
  2928. }
  2929. }
  2930. return true;
  2931. }
  2932. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2933. {
  2934. return connections.at(player).count(c);
  2935. }
  2936. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2937. {
  2938. std::set<PlayerColor> all;
  2939. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2940. if(vstd::contains(i->second, c))
  2941. all.insert(i->first);
  2942. switch(all.size())
  2943. {
  2944. case 0:
  2945. return PlayerColor::NEUTRAL;
  2946. case 1:
  2947. return *all.begin();
  2948. default:
  2949. {
  2950. //if we have more than one player at this connection, try to pick active one
  2951. if (vstd::contains(all, gs->currentPlayer))
  2952. return gs->currentPlayer;
  2953. else
  2954. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2955. }
  2956. }
  2957. }
  2958. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2959. {
  2960. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2961. if (!vstd::contains(s1->stacks,pos))
  2962. {
  2963. complain("Illegal call to disbandCreature - no such stack in army!");
  2964. return false;
  2965. }
  2966. eraseStack(StackLocation(s1, pos));
  2967. return true;
  2968. }
  2969. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2970. {
  2971. const CGTownInstance * t = getTown(tid);
  2972. if(!t)
  2973. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2974. if(!t->town->buildings.count(requestedID))
  2975. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2976. if(t->hasBuilt(requestedID))
  2977. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2978. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2979. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2980. std::vector<const CBuilding*> remainingAutoBuildings;
  2981. std::set<BuildingID> buildingsThatWillBe;
  2982. //Check validity of request
  2983. if(!force)
  2984. {
  2985. switch(requestedBuilding->mode)
  2986. {
  2987. case CBuilding::BUILD_NORMAL :
  2988. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2989. COMPLAIN_RET("Cannot build that building!");
  2990. break;
  2991. case CBuilding::BUILD_AUTO :
  2992. case CBuilding::BUILD_SPECIAL:
  2993. COMPLAIN_RET("This building can not be constructed normally!");
  2994. case CBuilding::BUILD_GRAIL :
  2995. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2996. {
  2997. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2998. COMPLAIN_RET("Cannot build this without grail!")
  2999. else
  3000. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3001. }
  3002. break;
  3003. }
  3004. }
  3005. //Performs stuff that has to be done before new building is built
  3006. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3007. {
  3008. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3009. {
  3010. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3011. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3012. if(upgradeNumber >= t->town->creatures.at(level).size())
  3013. {
  3014. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3015. "no creature found (upgrade number %d, level %d!")
  3016. % buildingID % upgradeNumber % level));
  3017. return;
  3018. }
  3019. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3020. SetAvailableCreatures ssi;
  3021. ssi.tid = t->id;
  3022. ssi.creatures = t->creatures;
  3023. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3024. ssi.creatures[level].first = crea->growth;
  3025. ssi.creatures[level].second.push_back(crea->idNumber);
  3026. sendAndApply(&ssi);
  3027. }
  3028. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3029. {
  3030. setPortalDwelling(t);
  3031. }
  3032. };
  3033. //Performs stuff that has to be done after new building is built
  3034. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3035. {
  3036. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3037. auto isLibrary = isMageGuild ? false
  3038. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3039. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3040. {
  3041. if(t->visitingHero)
  3042. giveSpells(t,t->visitingHero);
  3043. if(t->garrisonHero)
  3044. giveSpells(t,t->garrisonHero);
  3045. }
  3046. };
  3047. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3048. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3049. {
  3050. return buildingsThatWillBe.count(buildID);
  3051. };
  3052. //Init the vectors
  3053. for(auto & build : t->town->buildings)
  3054. {
  3055. if(t->hasBuilt(build.first))
  3056. {
  3057. buildingsThatWillBe.insert(build.first);
  3058. }
  3059. else
  3060. {
  3061. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3062. remainingAutoBuildings.push_back(build.second);
  3063. }
  3064. }
  3065. //Prepare structure (list of building ids will be filled later)
  3066. NewStructures ns;
  3067. ns.tid = tid;
  3068. ns.builded = force ? t->builded : (t->builded+1);
  3069. std::queue<const CBuilding*> buildingsToAdd;
  3070. buildingsToAdd.push(requestedBuilding);
  3071. while(!buildingsToAdd.empty())
  3072. {
  3073. auto b = buildingsToAdd.front();
  3074. buildingsToAdd.pop();
  3075. ns.bid.insert(b->bid);
  3076. buildingsThatWillBe.insert(b->bid);
  3077. remainingAutoBuildings -= b;
  3078. for(auto autoBuilding : remainingAutoBuildings)
  3079. {
  3080. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3081. if(actualRequirements.test(areRequirementsFullfilled))
  3082. buildingsToAdd.push(autoBuilding);
  3083. }
  3084. }
  3085. // 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.
  3086. for(auto builtID : ns.bid)
  3087. processBeforeBuiltStructure(builtID);
  3088. //Take cost
  3089. if(!force)
  3090. giveResources(t->tempOwner, -requestedBuilding->resources);
  3091. //We know what has been built, apply changes. Do this as final step to properly update town window
  3092. sendAndApply(&ns);
  3093. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3094. for(auto builtID : ns.bid)
  3095. processAfterBuiltStructure(builtID);
  3096. // now when everything is built - reveal tiles for lookout tower
  3097. FoWChange fw;
  3098. fw.player = t->tempOwner;
  3099. fw.mode = 1;
  3100. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3101. sendAndApply(&fw);
  3102. if(t->visitingHero)
  3103. visitCastleObjects(t, t->visitingHero);
  3104. if(t->garrisonHero)
  3105. visitCastleObjects(t, t->garrisonHero);
  3106. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3107. return true;
  3108. }
  3109. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3110. {
  3111. ///incomplete, simply erases target building
  3112. const CGTownInstance * t = getTown(tid);
  3113. if (!vstd::contains(t->builtBuildings, bid))
  3114. return false;
  3115. RazeStructures rs;
  3116. rs.tid = tid;
  3117. rs.bid.insert(bid);
  3118. rs.destroyed = t->destroyed + 1;
  3119. sendAndApply(&rs);
  3120. //TODO: Remove dwellers
  3121. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3122. // {
  3123. // RemoveBonus rb(RemoveBonus::TOWN);
  3124. // rb.whoID = t->id;
  3125. // rb.source = Bonus::TOWN_STRUCTURE;
  3126. // rb.id = 17;
  3127. // sendAndApply(&rb);
  3128. // }
  3129. return true;
  3130. }
  3131. void CGameHandler::sendMessageToAll(const std::string &message)
  3132. {
  3133. SystemMessage sm;
  3134. sm.text = message;
  3135. sendToAllClients(&sm);
  3136. }
  3137. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3138. {
  3139. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3140. const CArmedInstance *dst = nullptr;
  3141. const CCreature *c = VLC->creh->objects.at(crid);
  3142. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3143. //TODO: test for owning
  3144. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3145. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3146. assert(dw && dst);
  3147. //verify
  3148. bool found = false;
  3149. int level = 0;
  3150. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3151. {
  3152. if ((fromLvl != -1) && (level !=fromLvl))
  3153. continue;
  3154. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3155. int i = 0;
  3156. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3157. if (cur.second.at(i) == crid)
  3158. break;
  3159. if (i < cur.second.size())
  3160. {
  3161. found = true;
  3162. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3163. break;
  3164. }
  3165. }
  3166. SlotID slot = dst->getSlotFor(crid);
  3167. if ((!found && complain("Cannot recruit: no such creatures!"))
  3168. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3169. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3170. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3171. {
  3172. return false;
  3173. }
  3174. //recruit
  3175. giveResources(dst->tempOwner, -(c->cost * cram));
  3176. SetAvailableCreatures sac;
  3177. sac.tid = objid;
  3178. sac.creatures = dw->creatures;
  3179. sac.creatures[level].first -= cram;
  3180. sendAndApply(&sac);
  3181. if (warMachine)
  3182. {
  3183. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3184. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3185. ArtifactID artId = c->warMachine;
  3186. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3187. const CArtifact * art = artId.toArtifact();
  3188. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3189. return giveHeroNewArtifact(h, art);
  3190. }
  3191. else
  3192. {
  3193. addToSlot(StackLocation(dst, slot), c, cram);
  3194. }
  3195. return true;
  3196. }
  3197. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3198. {
  3199. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3200. if (!obj->hasStackAtSlot(pos))
  3201. {
  3202. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3203. }
  3204. UpgradeInfo ui;
  3205. fillUpgradeInfo(obj, pos, ui);
  3206. PlayerColor player = obj->tempOwner;
  3207. const PlayerState *p = getPlayerState(player);
  3208. int crQuantity = obj->stacks.at(pos)->count;
  3209. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3210. //check if upgrade is possible
  3211. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3212. {
  3213. return false;
  3214. }
  3215. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3216. //check if player has enough resources
  3217. if (!p->resources.canAfford(totalCost))
  3218. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3219. //take resources
  3220. giveResources(player, -totalCost);
  3221. //upgrade creature
  3222. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3223. return true;
  3224. }
  3225. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3226. {
  3227. if (!sl.army->hasStackAtSlot(sl.slot))
  3228. COMPLAIN_RET("Cannot find a stack to change type");
  3229. SetStackType sst;
  3230. sst.army = sl.army->id;
  3231. sst.slot = sl.slot;
  3232. sst.type = c->idNumber;
  3233. sendAndApply(&sst);
  3234. return true;
  3235. }
  3236. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3237. {
  3238. assert(src->canBeMergedWith(*dst, allowMerging));
  3239. while(src->stacksCount())//while there are unmoved creatures
  3240. {
  3241. auto i = src->Slots().begin(); //iterator to stack to move
  3242. StackLocation sl(src, i->first); //location of stack to move
  3243. SlotID pos = dst->getSlotFor(i->second->type);
  3244. if (!pos.validSlot())
  3245. {
  3246. //try to merge two other stacks to make place
  3247. std::pair<SlotID, SlotID> toMerge;
  3248. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3249. {
  3250. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3251. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3252. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3253. }
  3254. else
  3255. {
  3256. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3257. return;
  3258. }
  3259. }
  3260. else
  3261. {
  3262. moveStack(sl, StackLocation(dst, pos));
  3263. }
  3264. }
  3265. }
  3266. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3267. {
  3268. const CGTownInstance * town = getTown(tid);
  3269. if(!town->garrisonHero == !town->visitingHero)
  3270. return false;
  3271. SetHeroesInTown intown;
  3272. intown.tid = tid;
  3273. if(town->garrisonHero) //garrison -> vising
  3274. {
  3275. intown.garrison = ObjectInstanceID();
  3276. intown.visiting = town->garrisonHero->id;
  3277. }
  3278. else //visiting -> garrison
  3279. {
  3280. if(town->armedGarrison())
  3281. town->mergeGarrisonOnSiege();
  3282. intown.visiting = ObjectInstanceID();
  3283. intown.garrison = town->visitingHero->id;
  3284. }
  3285. sendAndApply(&intown);
  3286. return true;
  3287. }
  3288. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3289. {
  3290. const CGTownInstance * town = getTown(tid);
  3291. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3292. {
  3293. if (!town->visitingHero->canBeMergedWith(*town))
  3294. {
  3295. complain("Cannot make garrison swap, not enough free slots!");
  3296. return false;
  3297. }
  3298. moveArmy(town, town->visitingHero, true);
  3299. SetHeroesInTown intown;
  3300. intown.tid = tid;
  3301. intown.visiting = ObjectInstanceID();
  3302. intown.garrison = town->visitingHero->id;
  3303. sendAndApply(&intown);
  3304. return true;
  3305. }
  3306. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3307. {
  3308. //check if moving hero out of town will break 8 wandering heroes limit
  3309. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3310. {
  3311. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3312. return false;
  3313. }
  3314. SetHeroesInTown intown;
  3315. intown.tid = tid;
  3316. intown.garrison = ObjectInstanceID();
  3317. intown.visiting = town->garrisonHero->id;
  3318. sendAndApply(&intown);
  3319. return true;
  3320. }
  3321. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3322. {
  3323. SetHeroesInTown intown;
  3324. intown.tid = tid;
  3325. intown.garrison = town->visitingHero->id;
  3326. intown.visiting = town->garrisonHero->id;
  3327. sendAndApply(&intown);
  3328. return true;
  3329. }
  3330. else
  3331. {
  3332. complain("Cannot swap garrison hero!");
  3333. return false;
  3334. }
  3335. }
  3336. // With the amount of changes done to the function, it's more like transferArtifacts.
  3337. // 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.
  3338. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3339. {
  3340. ArtifactLocation src = al1, dst = al2;
  3341. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3342. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3343. // Make sure exchange is even possible between the two heroes.
  3344. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3345. COMPLAIN_RET("That heroes cannot make any exchange!");
  3346. const CArtifactInstance *srcArtifact = src.getArt();
  3347. const CArtifactInstance *destArtifact = dst.getArt();
  3348. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3349. if(srcArtifact == nullptr)
  3350. COMPLAIN_RET("No artifact to move!");
  3351. if(destArtifact && srcPlayer != dstPlayer)
  3352. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3353. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3354. // Moving to the backpack is always allowed.
  3355. if((!srcArtifact || !isDstSlotBackpack)
  3356. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3357. COMPLAIN_RET("Cannot move artifact!");
  3358. auto srcSlot = src.getSlot();
  3359. auto dstSlot = dst.getSlot();
  3360. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3361. COMPLAIN_RET("Cannot move artifact locks.");
  3362. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3363. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3364. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3365. COMPLAIN_RET("Cannot move catapult!");
  3366. if(isDstSlotBackpack)
  3367. {
  3368. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3369. COMPLAIN_RET("Backpack is full!");
  3370. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3371. }
  3372. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3373. {
  3374. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3375. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3376. // Check if dst slot is occupied
  3377. if(!isDstSlotBackpack && destArtifact)
  3378. {
  3379. // Previous artifact must be removed first
  3380. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3381. }
  3382. try
  3383. {
  3384. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3385. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3386. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3387. }
  3388. catch(const boost::bad_get &)
  3389. {
  3390. // object other than hero received an art - ignore
  3391. }
  3392. MoveArtifact ma(&src, &dst);
  3393. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3394. ma.askAssemble = false;
  3395. sendAndApply(&ma);
  3396. }
  3397. return true;
  3398. }
  3399. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3400. {
  3401. // Make sure exchange is even possible between the two heroes.
  3402. if(!isAllowedExchange(srcHero, dstHero))
  3403. COMPLAIN_RET("That heroes cannot make any exchange!");
  3404. auto psrcHero = getHero(srcHero);
  3405. auto pdstHero = getHero(dstHero);
  3406. if((!psrcHero) || (!pdstHero))
  3407. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3408. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3409. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3410. auto & slotsSrcDst = ma.artsPack0;
  3411. auto & slotsDstSrc = ma.artsPack1;
  3412. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3413. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3414. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3415. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3416. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3417. {
  3418. assert(artifact);
  3419. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3420. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3421. {
  3422. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3423. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3424. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3425. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3426. }
  3427. };
  3428. if(swap)
  3429. {
  3430. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3431. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3432. {
  3433. for(auto & artifact : srcHero->artifactsWorn)
  3434. {
  3435. if(ArtifactUtils::isArtRemovable(artifact))
  3436. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3437. }
  3438. };
  3439. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3440. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3441. {
  3442. for(auto & slotInfo : artSet->artifactsInBackpack)
  3443. {
  3444. auto slot = artSet->getArtPos(slotInfo.artifact);
  3445. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3446. }
  3447. };
  3448. // Move over artifacts that are worn srcHero -> dstHero
  3449. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3450. artFittingSet.artifactsWorn.clear();
  3451. // Move over artifacts that are worn dstHero -> srcHero
  3452. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3453. // Move over artifacts that are in backpack srcHero -> dstHero
  3454. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3455. // Move over artifacts that are in backpack dstHero -> srcHero
  3456. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3457. }
  3458. else
  3459. {
  3460. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3461. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3462. // Move over artifacts that are worn
  3463. for(auto & artInfo : psrcHero->artifactsWorn)
  3464. {
  3465. if(ArtifactUtils::isArtRemovable(artInfo))
  3466. {
  3467. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3468. }
  3469. }
  3470. // Move over artifacts that are in backpack
  3471. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3472. {
  3473. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3474. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3475. }
  3476. }
  3477. sendAndApply(&ma);
  3478. return true;
  3479. }
  3480. /**
  3481. * Assembles or disassembles a combination artifact.
  3482. * @param heroID ID of hero holding the artifact(s).
  3483. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3484. * @param assemble True for assembly operation, false for disassembly.
  3485. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3486. * artifact to assemble to. Otherwise it's not used.
  3487. */
  3488. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3489. {
  3490. const CGHeroInstance * hero = getHero(heroID);
  3491. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3492. if(!destArtifact)
  3493. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3494. if(assemble)
  3495. {
  3496. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3497. if(!combinedArt->constituents)
  3498. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3499. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3500. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3501. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3502. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3503. AssembledArtifact aa;
  3504. aa.al = ArtifactLocation(hero, artifactSlot);
  3505. aa.builtArt = combinedArt;
  3506. sendAndApply(&aa);
  3507. }
  3508. else
  3509. {
  3510. if(!destArtifact->canBeDisassembled())
  3511. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3512. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3513. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3514. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3515. DisassembledArtifact da;
  3516. da.al = ArtifactLocation(hero, artifactSlot);
  3517. sendAndApply(&da);
  3518. }
  3519. return true;
  3520. }
  3521. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3522. {
  3523. const CGHeroInstance * hero = getHero(hid);
  3524. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3525. const CGTownInstance * town = hero->visitedTown;
  3526. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3527. if (aid==ArtifactID::SPELLBOOK)
  3528. {
  3529. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3530. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3531. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3532. )
  3533. return false;
  3534. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3535. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3536. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3537. giveSpells(town,hero);
  3538. return true;
  3539. }
  3540. else
  3541. {
  3542. const CArtifact * art = aid.toArtifact();
  3543. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3544. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3545. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3546. const int price = art->price;
  3547. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[Res::GOLD] < price, "Not enough gold!");
  3548. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3549. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3550. {
  3551. giveResource(hero->getOwner(),Res::GOLD,-price);
  3552. return giveHeroNewArtifact(hero, art);
  3553. }
  3554. else
  3555. COMPLAIN_RET("This machine is unavailable here!");
  3556. }
  3557. }
  3558. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3559. {
  3560. if(!h)
  3561. COMPLAIN_RET("Only hero can buy artifacts!");
  3562. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3563. COMPLAIN_RET("That artifact is unavailable!");
  3564. int b1, b2;
  3565. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3566. if (getResource(h->tempOwner, rid) < b1)
  3567. COMPLAIN_RET("You can't afford to buy this artifact!");
  3568. giveResource(h->tempOwner, rid, -b1);
  3569. SetAvailableArtifacts saa;
  3570. if (m->o->ID == Obj::TOWN)
  3571. {
  3572. saa.id = -1;
  3573. saa.arts = CGTownInstance::merchantArtifacts;
  3574. }
  3575. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3576. {
  3577. saa.id = bm->id.getNum();
  3578. saa.arts = bm->artifacts;
  3579. }
  3580. else
  3581. COMPLAIN_RET("Wrong marktet...");
  3582. bool found = false;
  3583. for (const CArtifact *&art : saa.arts)
  3584. {
  3585. if (art && art->getId() == aid)
  3586. {
  3587. art = nullptr;
  3588. found = true;
  3589. break;
  3590. }
  3591. }
  3592. if (!found)
  3593. COMPLAIN_RET("Cannot find selected artifact on the list");
  3594. sendAndApply(&saa);
  3595. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3596. return true;
  3597. }
  3598. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3599. {
  3600. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3601. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3602. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3603. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3604. int resVal = 0, dump = 1;
  3605. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3606. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3607. giveResource(h->tempOwner, rid, resVal);
  3608. return true;
  3609. }
  3610. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3611. {
  3612. if (!h)
  3613. COMPLAIN_RET("You need hero to buy a skill!");
  3614. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3615. COMPLAIN_RET("Hero already know this skill");
  3616. if (!h->canLearnSkill())
  3617. COMPLAIN_RET("Hero can't learn any more skills");
  3618. if (!h->canLearnSkill(skill))
  3619. COMPLAIN_RET("The hero can't learn this skill!");
  3620. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3621. COMPLAIN_RET("That skill is unavailable!");
  3622. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3623. COMPLAIN_RET("You can't afford to buy this skill");
  3624. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3625. changeSecSkill(h, skill, 1, true);
  3626. return true;
  3627. }
  3628. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3629. {
  3630. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3631. vstd::amin(val, r1); //can't trade more resources than have
  3632. int b1, b2; //base quantities for trade
  3633. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3634. int units = val / b1; //how many base quantities we trade
  3635. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3636. {
  3637. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3638. }
  3639. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3640. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3641. return true;
  3642. }
  3643. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3644. {
  3645. if(!hero)
  3646. COMPLAIN_RET("Only hero can sell creatures!");
  3647. if (!vstd::contains(hero->Slots(), slot))
  3648. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3649. const CStackInstance &s = hero->getStack(slot);
  3650. if (s.count < (TQuantity)count //can't sell more creatures than have
  3651. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3652. {
  3653. COMPLAIN_RET("Not enough creatures in army!");
  3654. }
  3655. int b1, b2; //base quantities for trade
  3656. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3657. int units = count / b1; //how many base quantities we trade
  3658. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3659. {
  3660. //TODO: complain?
  3661. assert(0);
  3662. }
  3663. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3664. giveResource(hero->tempOwner, resourceID, b2 * units);
  3665. return true;
  3666. }
  3667. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3668. {
  3669. const CArmedInstance *army = nullptr;
  3670. if (hero)
  3671. army = hero;
  3672. else
  3673. army = dynamic_cast<const CGTownInstance *>(market->o);
  3674. if (!army)
  3675. COMPLAIN_RET("Incorrect call to transform in undead!");
  3676. if (!army->hasStackAtSlot(slot))
  3677. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3678. const CStackInstance &s = army->getStack(slot);
  3679. //resulting creature - bone dragons or skeletons
  3680. CreatureID resCreature = CreatureID::SKELETON;
  3681. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3682. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3683. || (s.getCreatureID() == CreatureID::HYDRA)
  3684. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3685. resCreature = CreatureID::BONE_DRAGON;
  3686. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3687. return true;
  3688. }
  3689. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3690. {
  3691. const PlayerState *p2 = getPlayerState(r2, false);
  3692. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3693. {
  3694. complain("Dest player must be in game!");
  3695. return false;
  3696. }
  3697. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3698. vstd::amin(val, curRes1);
  3699. giveResource(player, r1, -(int)val);
  3700. giveResource(r2, r1, val);
  3701. return true;
  3702. }
  3703. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3704. {
  3705. const CGHeroInstance *h = getHero(hid);
  3706. if (!h)
  3707. {
  3708. logGlobal->error("Hero doesn't exist!");
  3709. return false;
  3710. }
  3711. ChangeFormation cf;
  3712. cf.hid = hid;
  3713. cf.formation = formation;
  3714. sendAndApply(&cf);
  3715. return true;
  3716. }
  3717. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3718. {
  3719. const PlayerState * p = getPlayerState(player);
  3720. const CGTownInstance * t = getTown(obj->id);
  3721. //common preconditions
  3722. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3723. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3724. if ((p->resources[Res::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3725. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3726. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3727. {
  3728. return false;
  3729. }
  3730. if (t) //tavern in town
  3731. {
  3732. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3733. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3734. {
  3735. return false;
  3736. }
  3737. }
  3738. else if (obj->ID == Obj::TAVERN)
  3739. {
  3740. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3741. {
  3742. return false;
  3743. }
  3744. }
  3745. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3746. if (!nh)
  3747. {
  3748. complain ("Hero is not available for hiring!");
  3749. return false;
  3750. }
  3751. HeroRecruited hr;
  3752. hr.tid = obj->id;
  3753. hr.hid = nh->subID;
  3754. hr.player = player;
  3755. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3756. sendAndApply(&hr);
  3757. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3758. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3759. const CGHeroInstance *newHero = nullptr;
  3760. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3761. {
  3762. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3763. }
  3764. SetAvailableHeroes sah;
  3765. sah.player = player;
  3766. if (newHero)
  3767. {
  3768. sah.hid[hid] = newHero->subID;
  3769. sah.army[hid].clear();
  3770. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3771. }
  3772. else
  3773. {
  3774. sah.hid[hid] = -1;
  3775. }
  3776. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3777. sendAndApply(&sah);
  3778. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3779. if (t)
  3780. {
  3781. visitCastleObjects(t, nh);
  3782. giveSpells (t,nh);
  3783. }
  3784. return true;
  3785. }
  3786. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3787. {
  3788. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3789. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3790. logGlobal->trace(answer.toJson());
  3791. auto topQuery = queries.topQuery(player);
  3792. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3793. if(topQuery->queryID != qid)
  3794. {
  3795. auto currentQuery = queries.getQuery(qid);
  3796. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3797. currentQuery->setReply(answer);
  3798. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3799. }
  3800. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3801. topQuery->setReply(answer);
  3802. queries.popQuery(topQuery);
  3803. return true;
  3804. }
  3805. static EndAction end_action;
  3806. void CGameHandler::updateGateState()
  3807. {
  3808. // GATE_BRIDGE - leftmost tile, located over moat
  3809. // GATE_OUTER - central tile, mostly covered by gate image
  3810. // GATE_INNER - rightmost tile, inside the walls
  3811. // GATE_OUTER or GATE_INNER:
  3812. // - if defender moves unit on these tiles, bridge will open
  3813. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3814. // - blocked to attacker if bridge is closed
  3815. // GATE_BRIDGE
  3816. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3817. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3818. // - deals moat damage to attacker if bridge is closed (fortress only)
  3819. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3820. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3821. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3822. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3823. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3824. {
  3825. return obst->obstacleType == CObstacleInstance::MOAT;
  3826. });
  3827. BattleUpdateGateState db;
  3828. db.state = gs->curB->si.gateState;
  3829. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3830. {
  3831. db.state = EGateState::DESTROYED;
  3832. }
  3833. else if (db.state == EGateState::OPENED)
  3834. {
  3835. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3836. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3837. if (gateCanClose)
  3838. db.state = EGateState::CLOSED;
  3839. else
  3840. db.state = EGateState::OPENED;
  3841. }
  3842. else // CLOSED or BLOCKED
  3843. {
  3844. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3845. if (gateBlocked)
  3846. db.state = EGateState::BLOCKED;
  3847. else
  3848. db.state = EGateState::CLOSED;
  3849. }
  3850. if (db.state != gs->curB->si.gateState)
  3851. sendAndApply(&db);
  3852. }
  3853. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3854. {
  3855. bool ok = true;
  3856. battle::Target target = ba.getTarget(gs->curB);
  3857. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3858. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3859. logGlobal->trace("Making action: %s", ba.toString());
  3860. switch(ba.actionType)
  3861. {
  3862. case EActionType::WALK: //walk
  3863. case EActionType::DEFEND: //defend
  3864. case EActionType::WAIT: //wait
  3865. case EActionType::WALK_AND_ATTACK: //walk or attack
  3866. case EActionType::SHOOT: //shoot
  3867. case EActionType::CATAPULT: //catapult
  3868. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3869. case EActionType::MONSTER_SPELL:
  3870. if (!stack)
  3871. {
  3872. complain("No such stack!");
  3873. return false;
  3874. }
  3875. if (!stack->alive())
  3876. {
  3877. complain("This stack is dead: " + stack->nodeName());
  3878. return false;
  3879. }
  3880. if (battleTacticDist())
  3881. {
  3882. if (stack && stack->side != battleGetTacticsSide())
  3883. {
  3884. complain("This is not a stack of side that has tactics!");
  3885. return false;
  3886. }
  3887. }
  3888. else if (!isAboutActiveStack)
  3889. {
  3890. complain("Action has to be about active stack!");
  3891. return false;
  3892. }
  3893. }
  3894. auto wrapAction = [this](BattleAction &ba)
  3895. {
  3896. StartAction startAction(ba);
  3897. sendAndApply(&startAction);
  3898. return vstd::makeScopeGuard([&]()
  3899. {
  3900. sendAndApply(&end_action);
  3901. });
  3902. };
  3903. switch(ba.actionType)
  3904. {
  3905. case EActionType::END_TACTIC_PHASE: //wait
  3906. case EActionType::BAD_MORALE:
  3907. case EActionType::NO_ACTION:
  3908. {
  3909. auto wrapper = wrapAction(ba);
  3910. break;
  3911. }
  3912. case EActionType::WALK:
  3913. {
  3914. auto wrapper = wrapAction(ba);
  3915. if(target.size() < 1)
  3916. {
  3917. complain("Destination required for move action.");
  3918. ok = false;
  3919. break;
  3920. }
  3921. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3922. if (!walkedTiles)
  3923. complain("Stack failed movement!");
  3924. break;
  3925. }
  3926. case EActionType::DEFEND:
  3927. {
  3928. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3929. SetStackEffect sse;
  3930. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3931. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3932. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3933. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3934. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3935. int oldDefenceValue = defence.totalValue();
  3936. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3937. defence.push_back(std::make_shared<Bonus>(bonus2));
  3938. int difference = defence.totalValue() - oldDefenceValue;
  3939. std::vector<Bonus> buffer;
  3940. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3941. {
  3942. difference = 1;
  3943. buffer.push_back(alternativeWeakCreatureBonus);
  3944. }
  3945. else
  3946. {
  3947. buffer.push_back(defenseBonusToAdd);
  3948. }
  3949. buffer.push_back(bonus2);
  3950. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3951. sendAndApply(&sse);
  3952. BattleLogMessage message;
  3953. MetaString text;
  3954. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3955. stack->addNameReplacement(text);
  3956. text.addReplacement(difference);
  3957. message.lines.push_back(text);
  3958. sendAndApply(&message);
  3959. //don't break - we share code with next case
  3960. }
  3961. FALLTHROUGH
  3962. case EActionType::WAIT:
  3963. {
  3964. auto wrapper = wrapAction(ba);
  3965. break;
  3966. }
  3967. case EActionType::RETREAT: //retreat/flee
  3968. {
  3969. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3970. complain("Cannot retreat!");
  3971. else
  3972. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3973. break;
  3974. }
  3975. case EActionType::SURRENDER:
  3976. {
  3977. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3978. int cost = gs->curB->battleGetSurrenderCost(player);
  3979. if (cost < 0)
  3980. complain("Cannot surrender!");
  3981. else if (getResource(player, Res::GOLD) < cost)
  3982. complain("Not enough gold to surrender!");
  3983. else
  3984. {
  3985. giveResource(player, Res::GOLD, -cost);
  3986. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3987. }
  3988. break;
  3989. }
  3990. case EActionType::WALK_AND_ATTACK: //walk or attack
  3991. {
  3992. auto wrapper = wrapAction(ba);
  3993. if(!stack)
  3994. {
  3995. complain("No attacker");
  3996. ok = false;
  3997. break;
  3998. }
  3999. if(target.size() < 2)
  4000. {
  4001. complain("Two destinations required for attack action.");
  4002. ok = false;
  4003. break;
  4004. }
  4005. BattleHex attackPos = target.at(0).hexValue;
  4006. BattleHex destinationTile = target.at(1).hexValue;
  4007. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4008. if(!destinationStack)
  4009. {
  4010. complain("Invalid target to attack");
  4011. ok = false;
  4012. break;
  4013. }
  4014. BattleHex startingPos = stack->getPosition();
  4015. int distance = moveStack(ba.stackNumber, attackPos);
  4016. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4017. if(stack->getPosition() != attackPos
  4018. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4019. )
  4020. {
  4021. // we were not able to reach destination tile, nor occupy specified hex
  4022. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4023. break;
  4024. }
  4025. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4026. {
  4027. destinationStack = nullptr;
  4028. }
  4029. if(!destinationStack)
  4030. {
  4031. complain("Unit can not attack itself");
  4032. ok = false;
  4033. break;
  4034. }
  4035. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4036. {
  4037. complain("Attack cannot be performed!");
  4038. ok = false;
  4039. break;
  4040. }
  4041. //attack
  4042. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4043. //TODO: move to CUnitState
  4044. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4045. if(attackingHero)
  4046. {
  4047. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4048. }
  4049. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4050. const bool retaliation = destinationStack->ableToRetaliate();
  4051. for (int i = 0; i < totalAttacks; ++i)
  4052. {
  4053. //first strike
  4054. if(i == 0 && firstStrike && retaliation)
  4055. {
  4056. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4057. }
  4058. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4059. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4060. {
  4061. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4062. }
  4063. //counterattack
  4064. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4065. if(stack->alive()
  4066. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4067. && (i == 0 && !firstStrike)
  4068. && retaliation && destinationStack->ableToRetaliate())
  4069. {
  4070. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4071. }
  4072. }
  4073. //return
  4074. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4075. && target.size() == 3
  4076. && startingPos != stack->getPosition()
  4077. && startingPos == target.at(2).hexValue
  4078. && stack->alive())
  4079. {
  4080. moveStack(ba.stackNumber, startingPos);
  4081. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4082. }
  4083. break;
  4084. }
  4085. case EActionType::SHOOT:
  4086. {
  4087. if(target.size() < 1)
  4088. {
  4089. complain("Destination required for shot action.");
  4090. ok = false;
  4091. break;
  4092. }
  4093. auto destination = target.at(0).hexValue;
  4094. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4095. if (!gs->curB->battleCanShoot(stack, destination))
  4096. {
  4097. complain("Cannot shoot!");
  4098. break;
  4099. }
  4100. if (!destinationStack)
  4101. {
  4102. complain("No target to shoot!");
  4103. break;
  4104. }
  4105. auto wrapper = wrapAction(ba);
  4106. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4107. //ranged counterattack
  4108. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4109. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4110. && destinationStack->ableToRetaliate()
  4111. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4112. && stack->alive()) //attacker may have died (fire shield)
  4113. {
  4114. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4115. }
  4116. //allow more than one additional attack
  4117. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4118. //TODO: move to CUnitState
  4119. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4120. if(attackingHero)
  4121. {
  4122. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4123. }
  4124. for(int i = 1; i < totalRangedAttacks; ++i)
  4125. {
  4126. if(
  4127. stack->alive()
  4128. && destinationStack->alive()
  4129. && stack->shots.canUse()
  4130. )
  4131. {
  4132. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4133. }
  4134. }
  4135. break;
  4136. }
  4137. case EActionType::CATAPULT:
  4138. {
  4139. auto wrapper = wrapAction(ba);
  4140. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4141. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4142. if(!catapultAbility || catapultAbility->subtype < 0)
  4143. {
  4144. complain("We do not know how to shoot :P");
  4145. }
  4146. else
  4147. {
  4148. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4149. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4150. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4151. parameters.setSpellLevel(shotLevel);
  4152. parameters.cast(spellEnv, target);
  4153. }
  4154. //finish by scope guard
  4155. break;
  4156. }
  4157. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4158. {
  4159. auto wrapper = wrapAction(ba);
  4160. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4161. if(target.size() < 1)
  4162. {
  4163. complain("Destination required for heal action.");
  4164. ok = false;
  4165. break;
  4166. }
  4167. const battle::Unit * destStack = nullptr;
  4168. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4169. if(target.at(0).unitValue)
  4170. destStack = target.at(0).unitValue;
  4171. else
  4172. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4173. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4174. {
  4175. complain("There is either no healer, no destination, or healer cannot heal :P");
  4176. }
  4177. else
  4178. {
  4179. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4180. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4181. parameters.setSpellLevel(0);
  4182. parameters.cast(spellEnv, target);
  4183. }
  4184. break;
  4185. }
  4186. case EActionType::MONSTER_SPELL:
  4187. {
  4188. auto wrapper = wrapAction(ba);
  4189. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4190. SpellID spellID = SpellID(ba.actionSubtype);
  4191. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4192. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4193. //TODO special bonus for genies ability
  4194. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4195. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4196. if (spellID < 0)
  4197. complain("That stack can't cast spells!");
  4198. else
  4199. {
  4200. const CSpell * spell = SpellID(spellID).toSpell();
  4201. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4202. int32_t spellLvl = 0;
  4203. if(spellcaster)
  4204. vstd::amax(spellLvl, spellcaster->val);
  4205. if(randSpellcaster)
  4206. vstd::amax(spellLvl, randSpellcaster->val);
  4207. parameters.setSpellLevel(spellLvl);
  4208. parameters.cast(spellEnv, target);
  4209. }
  4210. break;
  4211. }
  4212. }
  4213. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4214. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4215. handleDamageFromObstacle(stack);
  4216. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4217. battleMadeAction.setn(true);
  4218. return ok;
  4219. }
  4220. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4221. {
  4222. bool cheated = false;
  4223. if(!getPlayerSettings(player)->isControlledByAI())
  4224. {
  4225. PlayerMessageClient temp_message(player, message);
  4226. sendAndApply(&temp_message);
  4227. }
  4228. std::vector<std::string> words;
  4229. boost::split(words, message, boost::is_any_of(" "));
  4230. bool isHost = false;
  4231. for(auto & c : connections[player])
  4232. if(lobby->isClientHost(c->connectionID))
  4233. isHost = true;
  4234. if(isHost && words.size() >= 2 && words[0] == "game")
  4235. {
  4236. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4237. {
  4238. SystemMessage temp_message("game was terminated");
  4239. sendAndApply(&temp_message);
  4240. lobby->state = EServerState::SHUTDOWN;
  4241. return;
  4242. }
  4243. if(words.size() == 3 && words[1] == "save")
  4244. {
  4245. save("Saves/" + words[2]);
  4246. SystemMessage temp_message("game saved as " + words[2]);
  4247. sendAndApply(&temp_message);
  4248. return;
  4249. }
  4250. if(words.size() == 3 && words[1] == "kick")
  4251. {
  4252. auto playername = words[2];
  4253. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4254. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4255. playerToKick = PlayerColor(std::stoi(playername));
  4256. else
  4257. {
  4258. for(auto & c : connections)
  4259. {
  4260. if(c.first.getStr(false) == playername)
  4261. playerToKick = c.first;
  4262. }
  4263. }
  4264. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4265. {
  4266. PlayerCheated pc;
  4267. pc.player = playerToKick;
  4268. pc.losingCheatCode = true;
  4269. sendAndApply(&pc);
  4270. checkVictoryLossConditionsForPlayer(playerToKick);
  4271. }
  4272. return;
  4273. }
  4274. }
  4275. int obj = 0;
  4276. if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
  4277. {
  4278. obj = std::atoi(words[1].c_str());
  4279. if (obj)
  4280. currObj = ObjectInstanceID(obj);
  4281. }
  4282. const CGHeroInstance * hero = getHero(currObj);
  4283. const CGTownInstance * town = getTown(currObj);
  4284. if (!town && hero)
  4285. town = hero->visitedTown;
  4286. if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
  4287. {
  4288. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4289. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4290. }
  4291. else if (words.size() == 1 || obj)
  4292. {
  4293. handleCheatCode(words[0], player, hero, town, cheated);
  4294. }
  4295. else
  4296. {
  4297. for (const auto & i : gs->players)
  4298. {
  4299. if (i.first == PlayerColor::NEUTRAL)
  4300. continue;
  4301. if (words[1] == "ai")
  4302. {
  4303. if (i.second.human)
  4304. continue;
  4305. }
  4306. else if (words[1] != "all" && words[1] != i.first.getStr())
  4307. continue;
  4308. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4309. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4310. {
  4311. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4312. }
  4313. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4314. {
  4315. for (const auto & t : i.second.towns)
  4316. {
  4317. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4318. }
  4319. }
  4320. else
  4321. {
  4322. for (const auto & h : i.second.heroes)
  4323. {
  4324. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4325. }
  4326. }
  4327. }
  4328. }
  4329. if (cheated)
  4330. {
  4331. if(!getPlayerSettings(player)->isControlledByAI())
  4332. {
  4333. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4334. sendAndApply(&temp_message);
  4335. }
  4336. if(!player.isSpectator())
  4337. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4338. }
  4339. }
  4340. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4341. {
  4342. switch(ba.actionType)
  4343. {
  4344. case EActionType::HERO_SPELL:
  4345. {
  4346. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4347. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4348. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4349. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4350. if (!s)
  4351. {
  4352. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4353. return false;
  4354. }
  4355. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4356. spells::detail::ProblemImpl problem;
  4357. auto m = s->battleMechanics(&parameters);
  4358. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4359. {
  4360. logGlobal->warn("Spell cannot be cast!");
  4361. std::vector<std::string> texts;
  4362. problem.getAll(texts);
  4363. for(auto s : texts)
  4364. logGlobal->warn(s);
  4365. return false;
  4366. }
  4367. StartAction start_action(ba);
  4368. sendAndApply(&start_action); //start spell casting
  4369. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4370. sendAndApply(&end_action);
  4371. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4372. {
  4373. battleMadeAction.setn(true);
  4374. }
  4375. checkBattleStateChanges();
  4376. if (battleResult.get())
  4377. {
  4378. battleMadeAction.setn(true);
  4379. //battle will be ended by startBattle function
  4380. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4381. }
  4382. return true;
  4383. }
  4384. }
  4385. return false;
  4386. }
  4387. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4388. {
  4389. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4390. for(auto b : bl)
  4391. {
  4392. const CSpell * sp = SpellID(b->subtype).toSpell();
  4393. if(!sp)
  4394. continue;
  4395. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4396. const int32_t level = ((val > 3) ? (val - 3) : val);
  4397. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4398. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4399. battleCast.setEffectDuration(50);
  4400. battleCast.setSpellLevel(level);
  4401. spells::Target target;
  4402. if(val > 3)
  4403. {
  4404. for(auto s : gs->curB->battleGetAllStacks())
  4405. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4406. target.emplace_back(s);
  4407. }
  4408. else
  4409. {
  4410. target.emplace_back(st);
  4411. }
  4412. battleCast.applyEffects(spellEnv, target, false, true);
  4413. }
  4414. }
  4415. void CGameHandler::stackTurnTrigger(const CStack *st)
  4416. {
  4417. BattleTriggerEffect bte;
  4418. bte.stackID = st->ID;
  4419. bte.effect = -1;
  4420. bte.val = 0;
  4421. bte.additionalInfo = 0;
  4422. if (st->alive())
  4423. {
  4424. //unbind
  4425. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4426. {
  4427. bool unbind = true;
  4428. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4429. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4430. for (auto b : bl)
  4431. {
  4432. if(b->additionalInfo != CAddInfo::NONE)
  4433. {
  4434. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4435. if(stack)
  4436. {
  4437. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4438. unbind = false;
  4439. }
  4440. }
  4441. else
  4442. {
  4443. unbind = false;
  4444. }
  4445. }
  4446. if (unbind)
  4447. {
  4448. BattleSetStackProperty ssp;
  4449. ssp.which = BattleSetStackProperty::UNBIND;
  4450. ssp.stackID = st->ID;
  4451. sendAndApply(&ssp);
  4452. }
  4453. }
  4454. if (st->hasBonusOfType(Bonus::POISON))
  4455. {
  4456. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4457. if (b) //TODO: what if not?...
  4458. {
  4459. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4460. if (bte.val < b->val) //(negative) poison effect increases - update it
  4461. {
  4462. bte.effect = Bonus::POISON;
  4463. sendAndApply(&bte);
  4464. }
  4465. }
  4466. }
  4467. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4468. {
  4469. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4470. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4471. if(opponentHero)
  4472. {
  4473. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4474. vstd::amin(manaDrained, opponentHero->mana);
  4475. if(manaDrained)
  4476. {
  4477. bte.effect = Bonus::MANA_DRAIN;
  4478. bte.val = manaDrained;
  4479. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4480. sendAndApply(&bte);
  4481. }
  4482. }
  4483. }
  4484. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4485. {
  4486. bool fearsomeCreature = false;
  4487. for (CStack * stack : gs->curB->stacks)
  4488. {
  4489. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4490. {
  4491. fearsomeCreature = true;
  4492. break;
  4493. }
  4494. }
  4495. if (fearsomeCreature)
  4496. {
  4497. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4498. {
  4499. bte.effect = Bonus::FEAR;
  4500. sendAndApply(&bte);
  4501. }
  4502. }
  4503. }
  4504. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4505. int side = gs->curB->whatSide(st->owner);
  4506. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4507. {
  4508. bool cast = false;
  4509. while(!bl.empty() && !cast)
  4510. {
  4511. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4512. auto spellID = SpellID(bonus->subtype);
  4513. const CSpell * spell = SpellID(spellID).toSpell();
  4514. bl.remove_if([&bonus](const Bonus * b)
  4515. {
  4516. return b == bonus.get();
  4517. });
  4518. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4519. parameters.setSpellLevel(bonus->val);
  4520. parameters.massive = true;
  4521. parameters.smart = true;
  4522. //todo: recheck effect level
  4523. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4524. {
  4525. cast = true;
  4526. int cooldown = bonus->additionalInfo[0];
  4527. BattleSetStackProperty ssp;
  4528. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4529. ssp.absolute = false;
  4530. ssp.val = cooldown;
  4531. ssp.stackID = st->unitId();
  4532. sendAndApply(&ssp);
  4533. }
  4534. }
  4535. }
  4536. }
  4537. }
  4538. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving, const std::set<BattleHex> & passed)
  4539. {
  4540. if(!curStack->alive())
  4541. return false;
  4542. bool movementStopped = false;
  4543. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
  4544. {
  4545. //helper info
  4546. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4547. if(spellObstacle)
  4548. {
  4549. auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
  4550. {
  4551. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4552. auto operation = ObstacleChanges::EOperation::UPDATE;
  4553. if (spellObstacle.removeOnTrigger)
  4554. operation = ObstacleChanges::EOperation::REMOVE;
  4555. SpellCreatedObstacle changedObstacle;
  4556. changedObstacle.uniqueID = spellObstacle.uniqueID;
  4557. changedObstacle.revealed = true;
  4558. BattleObstaclesChanged bocp;
  4559. bocp.changes.emplace_back(spellObstacle.uniqueID, operation);
  4560. changedObstacle.toInfo(bocp.changes.back(), operation);
  4561. sendAndApply(&bocp);
  4562. };
  4563. const auto side = curStack->side;
  4564. auto shouldReveal = !spellObstacle->hidden || !gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
  4565. const auto * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4566. auto caster = spells::ObstacleCasterProxy(gs->curB->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
  4567. const auto * sp = obstacle->getTrigger().toSpell();
  4568. if(obstacle->triggersEffects() && sp)
  4569. {
  4570. auto cast = spells::BattleCast(gs->curB, &caster, spells::Mode::PASSIVE, sp);
  4571. spells::detail::ProblemImpl ignored;
  4572. auto target = spells::Target(1, spells::Destination(curStack));
  4573. if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
  4574. {
  4575. if(shouldReveal) { //hidden obstacle triggers effects after revealed
  4576. revealObstacles(*spellObstacle);
  4577. cast.cast(spellEnv, target);
  4578. }
  4579. }
  4580. }
  4581. else if(shouldReveal)
  4582. revealObstacles(*spellObstacle);
  4583. }
  4584. if(!curStack->alive())
  4585. return false;
  4586. if((obstacle->stopsMovement() && stackIsMoving))
  4587. movementStopped = true;
  4588. }
  4589. if(stackIsMoving)
  4590. return curStack->alive() && !movementStopped;
  4591. return curStack->alive();
  4592. }
  4593. void CGameHandler::handleTimeEvents()
  4594. {
  4595. gs->map->events.sort(evntCmp);
  4596. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4597. {
  4598. CMapEvent ev = gs->map->events.front();
  4599. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4600. {
  4601. auto color = PlayerColor(player);
  4602. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4603. if (pinfo //player exists
  4604. && (ev.players & 1<<player) //event is enabled to this player
  4605. && ((ev.computerAffected && !pinfo->human)
  4606. || (ev.humanAffected && pinfo->human)
  4607. )
  4608. )
  4609. {
  4610. //give resources
  4611. giveResources(color, ev.resources);
  4612. //prepare dialog
  4613. InfoWindow iw;
  4614. iw.player = color;
  4615. iw.text << ev.message;
  4616. for (int i=0; i<ev.resources.size(); i++)
  4617. {
  4618. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4619. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4620. }
  4621. sendAndApply(&iw); //show dialog
  4622. }
  4623. } //PLAYERS LOOP
  4624. if (ev.nextOccurence)
  4625. {
  4626. gs->map->events.pop_front();
  4627. ev.firstOccurence += ev.nextOccurence;
  4628. auto it = gs->map->events.begin();
  4629. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4630. it++;
  4631. gs->map->events.insert(it, ev);
  4632. }
  4633. else
  4634. {
  4635. gs->map->events.pop_front();
  4636. }
  4637. }
  4638. //TODO send only if changed
  4639. UpdateMapEvents ume;
  4640. ume.events = gs->map->events;
  4641. sendAndApply(&ume);
  4642. }
  4643. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4644. {
  4645. town->events.sort(evntCmp);
  4646. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4647. {
  4648. PlayerColor player = town->tempOwner;
  4649. CCastleEvent ev = town->events.front();
  4650. const PlayerState * pinfo = getPlayerState(player, false);
  4651. if (pinfo //player exists
  4652. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4653. && ((ev.computerAffected && !pinfo->human)
  4654. || (ev.humanAffected && pinfo->human)))
  4655. {
  4656. // dialog
  4657. InfoWindow iw;
  4658. iw.player = player;
  4659. iw.text << ev.message;
  4660. if (ev.resources.nonZero())
  4661. {
  4662. TResources was = n.res[player];
  4663. n.res[player] += ev.resources;
  4664. n.res[player].amax(0);
  4665. for (int i=0; i<ev.resources.size(); i++)
  4666. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4667. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4668. }
  4669. for (auto & i : ev.buildings)
  4670. {
  4671. if (!town->hasBuilt(i))
  4672. {
  4673. buildStructure(town->id, i, true);
  4674. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4675. }
  4676. }
  4677. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4678. {
  4679. n.cres[town->id].tid = town->id;
  4680. n.cres[town->id].creatures = town->creatures;
  4681. }
  4682. auto & sac = n.cres[town->id];
  4683. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4684. {
  4685. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4686. {
  4687. sac.creatures[i].first += ev.creatures.at(i);
  4688. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4689. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4690. }
  4691. }
  4692. sendAndApply(&iw); //show dialog
  4693. }
  4694. if (ev.nextOccurence)
  4695. {
  4696. town->events.pop_front();
  4697. ev.firstOccurence += ev.nextOccurence;
  4698. auto it = town->events.begin();
  4699. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4700. it++;
  4701. town->events.insert(it, ev);
  4702. }
  4703. else
  4704. {
  4705. town->events.pop_front();
  4706. }
  4707. }
  4708. //TODO send only if changed
  4709. UpdateCastleEvents uce;
  4710. uce.town = town->id;
  4711. uce.events = town->events;
  4712. sendAndApply(&uce);
  4713. }
  4714. bool CGameHandler::complain(const std::string &problem)
  4715. {
  4716. sendMessageToAll("Server encountered a problem: " + problem);
  4717. logGlobal->error(problem);
  4718. return true;
  4719. }
  4720. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4721. {
  4722. //PlayerColor player = getOwner(hid);
  4723. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4724. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4725. assert(lowerArmy);
  4726. assert(upperArmy);
  4727. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4728. queries.addQuery(garrisonQuery);
  4729. GarrisonDialog gd;
  4730. gd.hid = hid;
  4731. gd.objid = upobj;
  4732. gd.removableUnits = removableUnits;
  4733. gd.queryID = garrisonQuery->queryID;
  4734. sendAndApply(&gd);
  4735. }
  4736. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4737. {
  4738. OpenWindow ow;
  4739. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4740. ow.id1 = player.getNum();
  4741. ow.id2 = requestingObjId.getNum();
  4742. sendAndApply(&ow);
  4743. }
  4744. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4745. {
  4746. if (id1 == id2)
  4747. return true;
  4748. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4749. if (!o1 || !o2)
  4750. return true; //arranging stacks within an object should be always allowed
  4751. if (o1 && o2)
  4752. {
  4753. if (o1->ID == Obj::TOWN)
  4754. {
  4755. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4756. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4757. return true;
  4758. }
  4759. if (o2->ID == Obj::TOWN)
  4760. {
  4761. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4762. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4763. return true;
  4764. }
  4765. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4766. {
  4767. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4768. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4769. // two heroes in same town (garrisoned and visiting)
  4770. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4771. return true;
  4772. }
  4773. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4774. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4775. if (!dialog)
  4776. {
  4777. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4778. }
  4779. if (dialog)
  4780. {
  4781. auto topArmy = dialog->exchangingArmies.at(0);
  4782. auto bottomArmy = dialog->exchangingArmies.at(1);
  4783. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4784. return true;
  4785. }
  4786. }
  4787. return false;
  4788. }
  4789. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4790. {
  4791. using events::ObjectVisitStarted;
  4792. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4793. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4794. auto startVisit = [&](ObjectVisitStarted & event)
  4795. {
  4796. auto visitedObject = obj;
  4797. if(obj->ID == Obj::HERO)
  4798. {
  4799. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4800. const auto visitedTown = visitedHero->visitedTown;
  4801. if(visitedTown)
  4802. {
  4803. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4804. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4805. visitedObject = visitedTown;
  4806. }
  4807. }
  4808. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4809. queries.addQuery(visitQuery); //TODO real visit pos
  4810. HeroVisit hv;
  4811. hv.objId = obj->id;
  4812. hv.heroId = h->id;
  4813. hv.player = h->tempOwner;
  4814. hv.starting = true;
  4815. sendAndApply(&hv);
  4816. obj->onHeroVisit(h);
  4817. };
  4818. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4819. if(visitQuery)
  4820. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4821. }
  4822. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4823. {
  4824. using events::ObjectVisitEnded;
  4825. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4826. auto endVisit = [&](ObjectVisitEnded & event)
  4827. {
  4828. HeroVisit hv;
  4829. hv.player = event.getPlayer();
  4830. hv.heroId = event.getHero();
  4831. hv.starting = false;
  4832. sendAndApply(&hv);
  4833. };
  4834. //TODO: ObjectVisitEnded should also have id of visited object,
  4835. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4836. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4837. }
  4838. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4839. {
  4840. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4841. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4842. {
  4843. complain("Cannot build boat in this shipyard!");
  4844. return false;
  4845. }
  4846. else if (obj->o->ID == Obj::TOWN
  4847. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4848. {
  4849. complain("Cannot build boat in the town - no shipyard!");
  4850. return false;
  4851. }
  4852. TResources boatCost;
  4853. obj->getBoatCost(boatCost);
  4854. TResources aviable = getPlayerState(playerID)->resources;
  4855. if (!aviable.canAfford(boatCost))
  4856. {
  4857. complain("Not enough resources to build a boat!");
  4858. return false;
  4859. }
  4860. int3 tile = obj->bestLocation();
  4861. if (!gs->map->isInTheMap(tile))
  4862. {
  4863. complain("Cannot find appropriate tile for a boat!");
  4864. return false;
  4865. }
  4866. //take boat cost
  4867. giveResources(playerID, -boatCost);
  4868. //create boat
  4869. NewObject no;
  4870. no.ID = Obj::BOAT;
  4871. no.subID = obj->getBoatType();
  4872. no.pos = tile + int3(1,0,0);
  4873. sendAndApply(&no);
  4874. return true;
  4875. }
  4876. void CGameHandler::engageIntoBattle(PlayerColor player)
  4877. {
  4878. //notify interfaces
  4879. PlayerBlocked pb;
  4880. pb.player = player;
  4881. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4882. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4883. sendAndApply(&pb);
  4884. }
  4885. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4886. {
  4887. for (auto playerColor : playerColors)
  4888. {
  4889. if (getPlayerState(playerColor, false))
  4890. checkVictoryLossConditionsForPlayer(playerColor);
  4891. }
  4892. }
  4893. void CGameHandler::checkVictoryLossConditionsForAll()
  4894. {
  4895. std::set<PlayerColor> playerColors;
  4896. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4897. {
  4898. playerColors.insert(PlayerColor(i));
  4899. }
  4900. checkVictoryLossConditions(playerColors);
  4901. }
  4902. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4903. {
  4904. const PlayerState * p = getPlayerState(player);
  4905. if(!p || p->status != EPlayerStatus::INGAME) return;
  4906. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4907. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4908. {
  4909. InfoWindow iw;
  4910. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4911. sendAndApply(&iw);
  4912. PlayerEndsGame peg;
  4913. peg.player = player;
  4914. peg.victoryLossCheckResult = victoryLossCheckResult;
  4915. sendAndApply(&peg);
  4916. if (victoryLossCheckResult.victory())
  4917. {
  4918. //one player won -> all enemies lost
  4919. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4920. {
  4921. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4922. {
  4923. peg.player = i->first;
  4924. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4925. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4926. InfoWindow iw;
  4927. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4928. iw.player = i->first;
  4929. sendAndApply(&iw);
  4930. sendAndApply(&peg);
  4931. }
  4932. }
  4933. if(p->human)
  4934. {
  4935. lobby->state = EServerState::GAMEPLAY_ENDED;
  4936. }
  4937. }
  4938. else
  4939. {
  4940. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4941. auto hlp = p->heroes;
  4942. for (auto h : hlp) //eliminate heroes
  4943. {
  4944. if (h.get())
  4945. removeObject(h);
  4946. }
  4947. //player lost -> all his objects become unflagged (neutral)
  4948. for (auto obj : gs->map->objects) //unflag objs
  4949. {
  4950. if (obj.get() && obj->tempOwner == player)
  4951. setOwner(obj, PlayerColor::NEUTRAL);
  4952. }
  4953. //eliminating one player may cause victory of another:
  4954. std::set<PlayerColor> playerColors;
  4955. //do not copy player state (CBonusSystemNode) by value
  4956. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4957. {
  4958. if (p.first != player)
  4959. playerColors.insert(p.first);
  4960. }
  4961. //notify all players
  4962. for (auto pc : playerColors)
  4963. {
  4964. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4965. {
  4966. InfoWindow iw;
  4967. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4968. iw.player = pc;
  4969. sendAndApply(&iw);
  4970. }
  4971. }
  4972. checkVictoryLossConditions(playerColors);
  4973. }
  4974. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4975. // If we are called before the actual game start, there might be no current player
  4976. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4977. {
  4978. // If player making turn has lost his turn must be over as well
  4979. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4980. }
  4981. }
  4982. }
  4983. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4984. {
  4985. out.player = player;
  4986. out.text.clear();
  4987. out.text << victoryLossCheckResult.messageToSelf;
  4988. // hackish, insert one player-specific string, if applicable
  4989. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4990. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4991. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4992. }
  4993. bool CGameHandler::dig(const CGHeroInstance *h)
  4994. {
  4995. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4996. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4997. //create a hole
  4998. NewObject no;
  4999. no.ID = Obj::HOLE;
  5000. no.pos = h->visitablePos();
  5001. no.subID = 0;
  5002. sendAndApply(&no);
  5003. //take MPs
  5004. SetMovePoints smp;
  5005. smp.hid = h->id;
  5006. smp.val = 0;
  5007. sendAndApply(&smp);
  5008. InfoWindow iw;
  5009. iw.type = EInfoWindowMode::AUTO;
  5010. iw.player = h->tempOwner;
  5011. if (gs->map->grailPos == h->visitablePos())
  5012. {
  5013. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5014. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5015. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5016. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5017. sendAndApply(&iw);
  5018. iw.soundID = soundBase::invalid;
  5019. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5020. iw.text.clear();
  5021. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5022. sendAndApply(&iw);
  5023. }
  5024. else
  5025. {
  5026. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5027. iw.soundID = soundBase::Dig;
  5028. sendAndApply(&iw);
  5029. }
  5030. return true;
  5031. }
  5032. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5033. {
  5034. if(attacker->hasBonusOfType(attackMode))
  5035. {
  5036. std::set<SpellID> spellsToCast;
  5037. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5038. for(const auto & sf : *spells)
  5039. {
  5040. spellsToCast.insert(SpellID(sf->subtype));
  5041. }
  5042. for(SpellID spellID : spellsToCast)
  5043. {
  5044. bool castMe = false;
  5045. if(!defender->alive())
  5046. {
  5047. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5048. return;
  5049. }
  5050. int32_t spellLevel = 0;
  5051. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5052. for(const auto & sf : *spellsByType)
  5053. {
  5054. int meleeRanged;
  5055. if(sf->additionalInfo.size() < 2)
  5056. {
  5057. // legacy format
  5058. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5059. meleeRanged = sf->additionalInfo[0] / 1000;
  5060. }
  5061. else
  5062. {
  5063. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5064. meleeRanged = sf->additionalInfo[1];
  5065. }
  5066. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5067. castMe = true;
  5068. }
  5069. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5070. vstd::amin(chance, 100);
  5071. const CSpell * spell = SpellID(spellID).toSpell();
  5072. spells::AbilityCaster caster(attacker, spellLevel);
  5073. spells::Target target;
  5074. target.emplace_back(defender);
  5075. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5076. auto m = spell->battleMechanics(&parameters);
  5077. spells::detail::ProblemImpl ignored;
  5078. if(!m->canBeCastAt(target, ignored))
  5079. continue;
  5080. //check if spell should be cast (probability handling)
  5081. if(getRandomGenerator().nextInt(99) >= chance)
  5082. continue;
  5083. //casting
  5084. if(castMe)
  5085. {
  5086. parameters.cast(spellEnv, target);
  5087. }
  5088. }
  5089. }
  5090. }
  5091. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5092. {
  5093. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5094. }
  5095. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5096. {
  5097. if(!attacker->alive() || !defender->alive()) // can be already dead
  5098. return;
  5099. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5100. if(!defender->alive())
  5101. {
  5102. //don't try death stare or acid breath on dead stack (crash!)
  5103. return;
  5104. }
  5105. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5106. {
  5107. // mechanics of Death Stare as in H3:
  5108. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5109. //original formula x = min(x, (gorgons_count + 9)/10);
  5110. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5111. vstd::amin(chanceToKill, 1); //cap at 100%
  5112. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5113. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5114. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5115. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5116. vstd::amin(staredCreatures, maxToKill);
  5117. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5118. if(staredCreatures)
  5119. {
  5120. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5121. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5122. spells::AbilityCaster caster(attacker, 0);
  5123. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5124. spells::Target target;
  5125. target.emplace_back(defender);
  5126. parameters.setEffectValue(staredCreatures);
  5127. parameters.cast(spellEnv, target);
  5128. }
  5129. }
  5130. if(!defender->alive())
  5131. return;
  5132. int64_t acidDamage = 0;
  5133. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5134. for(const auto & b : *acidBreath)
  5135. {
  5136. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5137. acidDamage += b->val;
  5138. }
  5139. if(acidDamage > 0)
  5140. {
  5141. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5142. spells::AbilityCaster caster(attacker, 0);
  5143. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5144. spells::Target target;
  5145. target.emplace_back(defender);
  5146. parameters.setEffectValue(acidDamage * attacker->getCount());
  5147. parameters.cast(spellEnv, target);
  5148. }
  5149. if(!defender->alive())
  5150. return;
  5151. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5152. {
  5153. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5154. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5155. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5156. return;
  5157. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5158. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5159. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5160. return;
  5161. battle::UnitInfo resurrectInfo;
  5162. resurrectInfo.id = gs->curB->battleNextUnitId();
  5163. resurrectInfo.summoned = false;
  5164. resurrectInfo.position = defender->getPosition();
  5165. resurrectInfo.side = defender->unitSide();
  5166. if(bonusAdditionalInfo != CAddInfo::NONE)
  5167. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5168. else
  5169. resurrectInfo.type = attacker->creatureId();
  5170. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5171. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5172. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5173. resurrectInfo.count = defender->getCount();
  5174. else
  5175. return; //wrong subtype
  5176. BattleUnitsChanged addUnits;
  5177. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5178. resurrectInfo.save(addUnits.changedStacks.back().data);
  5179. BattleUnitsChanged removeUnits;
  5180. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5181. sendAndApply(&removeUnits);
  5182. sendAndApply(&addUnits);
  5183. }
  5184. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5185. {
  5186. double chanceToTrigger = 0;
  5187. int amountToDie = 0;
  5188. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5189. {
  5190. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5191. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5192. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5193. }
  5194. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5195. {
  5196. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5197. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5198. }
  5199. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5200. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5201. return;
  5202. BattleStackAttacked bsa;
  5203. bsa.attackerID = -1;
  5204. bsa.stackAttacked = defender->ID;
  5205. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5206. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5207. bsa.spellID = SpellID::SLAYER;
  5208. defender->prepareAttacked(bsa, getRandomGenerator());
  5209. StacksInjured si;
  5210. si.stacks.push_back(bsa);
  5211. sendAndApply(&si);
  5212. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5213. }
  5214. }
  5215. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5216. {
  5217. if (!t.visitableObjects.empty())
  5218. {
  5219. //to prevent self-visiting heroes on space press
  5220. if (t.visitableObjects.back() != h)
  5221. objectVisited(t.visitableObjects.back(), h);
  5222. else if (t.visitableObjects.size() > 1)
  5223. objectVisited(*(t.visitableObjects.end()-2),h);
  5224. }
  5225. }
  5226. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5227. {
  5228. if (!hero)
  5229. COMPLAIN_RET("You need hero to sacrifice creature!");
  5230. int expSum = 0;
  5231. auto finish = [this, &hero, &expSum]()
  5232. {
  5233. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5234. };
  5235. for(int i = 0; i < slot.size(); ++i)
  5236. {
  5237. int oldCount = hero->getStackCount(slot[i]);
  5238. if(oldCount < (int)count[i])
  5239. {
  5240. finish();
  5241. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5242. }
  5243. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5244. {
  5245. finish();
  5246. COMPLAIN_RET("Cannot sacrifice last creature!");
  5247. }
  5248. int crid = hero->getStack(slot[i]).type->idNumber;
  5249. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5250. int dump, exp;
  5251. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5252. exp *= count[i];
  5253. expSum += exp;
  5254. }
  5255. finish();
  5256. return true;
  5257. }
  5258. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5259. {
  5260. if (!hero)
  5261. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5262. int expSum = 0;
  5263. auto finish = [this, &hero, &expSum]()
  5264. {
  5265. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5266. };
  5267. for(int i = 0; i < slot.size(); ++i)
  5268. {
  5269. ArtifactLocation al(hero, slot[i]);
  5270. const CArtifactInstance * a = al.getArt();
  5271. if(!a)
  5272. {
  5273. finish();
  5274. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5275. }
  5276. const CArtifactInstance * art = hero->getArt(slot[i]);
  5277. if(!art)
  5278. {
  5279. finish();
  5280. COMPLAIN_RET("No artifact at position to sacrifice!");
  5281. }
  5282. si32 typId = art->artType->getId();
  5283. int dmp, expToGive;
  5284. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5285. expSum += expToGive;
  5286. removeArtifact(al);
  5287. }
  5288. finish();
  5289. return true;
  5290. }
  5291. void CGameHandler::makeStackDoNothing(const CStack * next)
  5292. {
  5293. BattleAction doNothing;
  5294. doNothing.actionType = EActionType::NO_ACTION;
  5295. doNothing.side = next->side;
  5296. doNothing.stackNumber = next->ID;
  5297. makeAutomaticAction(next, doNothing);
  5298. }
  5299. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5300. {
  5301. if (sl.army->hasStackAtSlot(sl.slot))
  5302. COMPLAIN_RET("Slot is already taken!");
  5303. if (!sl.slot.validSlot())
  5304. COMPLAIN_RET("Cannot insert stack to that slot!");
  5305. InsertNewStack ins;
  5306. ins.army = sl.army->id;
  5307. ins.slot = sl.slot;
  5308. ins.type = c->idNumber;
  5309. ins.count = count;
  5310. sendAndApply(&ins);
  5311. return true;
  5312. }
  5313. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5314. {
  5315. if (!sl.army->hasStackAtSlot(sl.slot))
  5316. COMPLAIN_RET("Cannot find a stack to erase");
  5317. if (sl.army->stacksCount() == 1 //from the last stack
  5318. && sl.army->needsLastStack() //that must be left
  5319. && !forceRemoval) //ignore above conditions if we are forcing removal
  5320. {
  5321. COMPLAIN_RET("Cannot erase the last stack!");
  5322. }
  5323. EraseStack es;
  5324. es.army = sl.army->id;
  5325. es.slot = sl.slot;
  5326. sendAndApply(&es);
  5327. return true;
  5328. }
  5329. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5330. {
  5331. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5332. if ((absoluteValue && count < 0)
  5333. || (!absoluteValue && -count > currentCount))
  5334. {
  5335. COMPLAIN_RET("Cannot take more stacks than present!");
  5336. }
  5337. if ((currentCount == -count && !absoluteValue)
  5338. || (!count && absoluteValue))
  5339. {
  5340. eraseStack(sl);
  5341. }
  5342. else
  5343. {
  5344. ChangeStackCount csc;
  5345. csc.army = sl.army->id;
  5346. csc.slot = sl.slot;
  5347. csc.count = count;
  5348. csc.absoluteValue = absoluteValue;
  5349. sendAndApply(&csc);
  5350. }
  5351. return true;
  5352. }
  5353. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5354. {
  5355. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5356. if (!slotC) //slot is empty
  5357. insertNewStack(sl, c, count);
  5358. else if (c == slotC)
  5359. changeStackCount(sl, count);
  5360. else
  5361. {
  5362. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5363. }
  5364. return true;
  5365. }
  5366. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5367. {
  5368. if (removeObjWhenFinished)
  5369. removeAfterVisit(src);
  5370. if (!src->canBeMergedWith(*dst, allowMerging))
  5371. {
  5372. if (allowMerging) //do that, add all matching creatures.
  5373. {
  5374. bool cont = true;
  5375. while (cont)
  5376. {
  5377. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5378. {
  5379. SlotID pos = dst->getSlotFor(i->second->type);
  5380. if (pos.validSlot())
  5381. {
  5382. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5383. cont = true;
  5384. break; //or iterator crashes
  5385. }
  5386. cont = false;
  5387. }
  5388. }
  5389. }
  5390. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5391. }
  5392. else //merge
  5393. {
  5394. moveArmy(src, dst, allowMerging);
  5395. }
  5396. }
  5397. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5398. {
  5399. if (!src.army->hasStackAtSlot(src.slot))
  5400. COMPLAIN_RET("No stack to move!");
  5401. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5402. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5403. if (!dst.slot.validSlot())
  5404. COMPLAIN_RET("Cannot move stack to that slot!");
  5405. if (count == -1)
  5406. {
  5407. count = src.army->getStackCount(src.slot);
  5408. }
  5409. if (src.army != dst.army //moving away
  5410. && count == src.army->getStackCount(src.slot) //all creatures
  5411. && src.army->stacksCount() == 1 //from the last stack
  5412. && src.army->needsLastStack()) //that must be left
  5413. {
  5414. COMPLAIN_RET("Cannot move away the last creature!");
  5415. }
  5416. RebalanceStacks rs;
  5417. rs.srcArmy = src.army->id;
  5418. rs.dstArmy = dst.army->id;
  5419. rs.srcSlot = src.slot;
  5420. rs.dstSlot = dst.slot;
  5421. rs.count = count;
  5422. sendAndApply(&rs);
  5423. return true;
  5424. }
  5425. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5426. {
  5427. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5428. {
  5429. return moveStack(sl2, sl1);
  5430. }
  5431. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5432. {
  5433. return moveStack(sl1, sl2);
  5434. }
  5435. else
  5436. {
  5437. SwapStacks ss;
  5438. ss.srcArmy = sl1.army->id;
  5439. ss.dstArmy = sl2.army->id;
  5440. ss.srcSlot = sl1.slot;
  5441. ss.dstSlot = sl2.slot;
  5442. sendAndApply(&ss);
  5443. return true;
  5444. }
  5445. }
  5446. void CGameHandler::runBattle()
  5447. {
  5448. setBattle(gs->curB);
  5449. assert(gs->curB);
  5450. //TODO: pre-tactic stuff, call scripts etc.
  5451. //Moat should be initialized here, because only here we can use spellcasting
  5452. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5453. {
  5454. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5455. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5456. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5457. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5458. auto target = spells::Target();
  5459. cast.cast(spellEnv, target);
  5460. }
  5461. //tactic round
  5462. {
  5463. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5464. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5465. }
  5466. //initial stacks appearance triggers, e.g. built-in bonus spells
  5467. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5468. for (CStack * stack : initialStacks)
  5469. {
  5470. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5471. {
  5472. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5473. auto accessibility = getAccesibility();
  5474. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5475. std::vector<BattleHex> targetHexes;
  5476. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5477. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5478. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5479. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5480. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5481. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5482. if (!guardianIsBig)
  5483. targetHexes = stack->getSurroundingHexes();
  5484. else
  5485. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5486. for(auto hex : targetHexes)
  5487. {
  5488. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5489. {
  5490. battle::UnitInfo info;
  5491. info.id = gs->curB->battleNextUnitId();
  5492. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5493. info.type = creatureData;
  5494. info.side = stack->side;
  5495. info.position = hex;
  5496. info.summoned = true;
  5497. BattleUnitsChanged pack;
  5498. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5499. info.save(pack.changedStacks.back().data);
  5500. sendAndApply(&pack);
  5501. }
  5502. }
  5503. }
  5504. stackEnchantedTrigger(stack);
  5505. }
  5506. //spells opening battle
  5507. for (int i = 0; i < 2; ++i)
  5508. {
  5509. auto h = gs->curB->battleGetFightingHero(i);
  5510. if (h)
  5511. {
  5512. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5513. for (auto b : *bl)
  5514. {
  5515. spells::BonusCaster caster(h, b);
  5516. const CSpell * spell = SpellID(b->subtype).toSpell();
  5517. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5518. parameters.setSpellLevel(3);
  5519. parameters.setEffectDuration(b->val);
  5520. parameters.massive = true;
  5521. parameters.castIfPossible(spellEnv, spells::Target());
  5522. }
  5523. }
  5524. }
  5525. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5526. checkBattleStateChanges();
  5527. bool firstRound = true;//FIXME: why first round is -1?
  5528. //main loop
  5529. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5530. {
  5531. BattleNextRound bnr;
  5532. bnr.round = gs->curB->round + 1;
  5533. logGlobal->debug("Round %d", bnr.round);
  5534. sendAndApply(&bnr);
  5535. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5536. for (auto &obstPtr : obstacles)
  5537. {
  5538. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5539. if (sco->turnsRemaining == 0)
  5540. removeObstacle(*obstPtr);
  5541. }
  5542. const BattleInfo & curB = *gs->curB;
  5543. for(auto stack : curB.stacks)
  5544. {
  5545. if(stack->alive() && !firstRound)
  5546. stackEnchantedTrigger(stack);
  5547. }
  5548. //stack loop
  5549. auto getNextStack = [this]() -> const CStack *
  5550. {
  5551. if(battleResult.get())
  5552. return nullptr;
  5553. std::vector<battle::Units> q;
  5554. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5555. if(!q.empty())
  5556. {
  5557. if(!q.front().empty())
  5558. {
  5559. auto next = q.front().front();
  5560. const auto stack = dynamic_cast<const CStack *>(next);
  5561. // regeneration takes place before everything else but only during first turn attempt in each round
  5562. // also works under blind and similar effects
  5563. if(stack && stack->alive() && !stack->waiting)
  5564. {
  5565. BattleTriggerEffect bte;
  5566. bte.stackID = stack->ID;
  5567. bte.effect = Bonus::HP_REGENERATION;
  5568. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5569. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5570. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5571. if(bte.val) // anything to heal
  5572. sendAndApply(&bte);
  5573. }
  5574. if(next->willMove())
  5575. return stack;
  5576. }
  5577. }
  5578. return nullptr;
  5579. };
  5580. const CStack * next = nullptr;
  5581. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5582. {
  5583. BattleUnitsChanged removeGhosts;
  5584. for(auto stack : curB.stacks)
  5585. {
  5586. if(stack->ghostPending)
  5587. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5588. }
  5589. if(!removeGhosts.changedStacks.empty())
  5590. sendAndApply(&removeGhosts);
  5591. //check for bad morale => freeze
  5592. int nextStackMorale = next->MoraleVal();
  5593. if (nextStackMorale < 0)
  5594. {
  5595. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5596. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5597. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5598. {
  5599. //unit loses its turn - empty freeze action
  5600. BattleAction ba;
  5601. ba.actionType = EActionType::BAD_MORALE;
  5602. ba.side = next->side;
  5603. ba.stackNumber = next->ID;
  5604. makeAutomaticAction(next, ba);
  5605. continue;
  5606. }
  5607. }
  5608. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5609. {
  5610. logGlobal->trace("Handle Berserk effect");
  5611. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5612. if (attackInfo.first != nullptr)
  5613. {
  5614. BattleAction attack;
  5615. attack.actionType = EActionType::WALK_AND_ATTACK;
  5616. attack.side = next->side;
  5617. attack.stackNumber = next->ID;
  5618. attack.aimToHex(attackInfo.second);
  5619. attack.aimToUnit(attackInfo.first);
  5620. makeAutomaticAction(next, attack);
  5621. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5622. }
  5623. else
  5624. {
  5625. makeStackDoNothing(next);
  5626. logGlobal->trace("No target found");
  5627. }
  5628. continue;
  5629. }
  5630. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5631. const int stackCreatureId = next->getCreature()->idNumber;
  5632. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5633. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5634. {
  5635. BattleAction attack;
  5636. attack.actionType = EActionType::SHOOT;
  5637. attack.side = next->side;
  5638. attack.stackNumber = next->ID;
  5639. //TODO: select target by priority
  5640. const battle::Unit * target = nullptr;
  5641. for(auto & elem : gs->curB->stacks)
  5642. {
  5643. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5644. && elem->owner != next->owner
  5645. && elem->isValidTarget()
  5646. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5647. {
  5648. target = elem;
  5649. break;
  5650. }
  5651. }
  5652. if(target == nullptr)
  5653. {
  5654. makeStackDoNothing(next);
  5655. }
  5656. else
  5657. {
  5658. attack.aimToUnit(target);
  5659. makeAutomaticAction(next, attack);
  5660. }
  5661. continue;
  5662. }
  5663. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5664. {
  5665. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5666. if (attackableBattleHexes.empty())
  5667. {
  5668. makeStackDoNothing(next);
  5669. continue;
  5670. }
  5671. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5672. {
  5673. BattleAction attack;
  5674. attack.actionType = EActionType::CATAPULT;
  5675. attack.side = next->side;
  5676. attack.stackNumber = next->ID;
  5677. makeAutomaticAction(next, attack);
  5678. continue;
  5679. }
  5680. }
  5681. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5682. {
  5683. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5684. {
  5685. return s->owner == next->owner && s->canBeHealed();
  5686. });
  5687. if (!possibleStacks.size())
  5688. {
  5689. makeStackDoNothing(next);
  5690. continue;
  5691. }
  5692. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5693. {
  5694. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5695. const CStack * toBeHealed = possibleStacks.front();
  5696. BattleAction heal;
  5697. heal.actionType = EActionType::STACK_HEAL;
  5698. heal.aimToUnit(toBeHealed);
  5699. heal.side = next->side;
  5700. heal.stackNumber = next->ID;
  5701. makeAutomaticAction(next, heal);
  5702. continue;
  5703. }
  5704. }
  5705. int numberOfAsks = 1;
  5706. bool breakOuter = false;
  5707. do
  5708. {//ask interface and wait for answer
  5709. if (!battleResult.get())
  5710. {
  5711. stackTurnTrigger(next); //various effects
  5712. if(next->fear)
  5713. {
  5714. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5715. }
  5716. else
  5717. {
  5718. logGlobal->trace("Activating %s", next->nodeName());
  5719. auto nextId = next->ID;
  5720. BattleSetActiveStack sas;
  5721. sas.stack = nextId;
  5722. sendAndApply(&sas);
  5723. auto actionWasMade = [&]() -> bool
  5724. {
  5725. if (battleMadeAction.data)//active stack has made its action
  5726. return true;
  5727. if (battleResult.get())// battle is finished
  5728. return true;
  5729. if (next == nullptr)//active stack was been removed
  5730. return true;
  5731. return !next->alive();//active stack is dead
  5732. };
  5733. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5734. battleMadeAction.data = false;
  5735. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5736. {
  5737. battleMadeAction.cond.wait(lock);
  5738. if (battleGetStackByID(nextId, false) != next)
  5739. next = nullptr; //it may be removed, while we wait
  5740. }
  5741. }
  5742. }
  5743. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5744. {
  5745. breakOuter = true;
  5746. break;
  5747. }
  5748. //we're after action, all results applied
  5749. checkBattleStateChanges(); //check if this action ended the battle
  5750. if(next != nullptr)
  5751. {
  5752. //check for good morale
  5753. nextStackMorale = next->MoraleVal();
  5754. if(!next->hadMorale //only one extra move per turn possible
  5755. && !next->defending
  5756. && !next->waited()
  5757. && !next->fear
  5758. && next->alive()
  5759. && nextStackMorale > 0)
  5760. {
  5761. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5762. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5763. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5764. {
  5765. BattleTriggerEffect bte;
  5766. bte.stackID = next->ID;
  5767. bte.effect = Bonus::MORALE;
  5768. bte.val = 1;
  5769. bte.additionalInfo = 0;
  5770. sendAndApply(&bte); //play animation
  5771. ++numberOfAsks; //move this stack once more
  5772. }
  5773. }
  5774. }
  5775. --numberOfAsks;
  5776. } while (numberOfAsks > 0);
  5777. if (breakOuter)
  5778. {
  5779. break;
  5780. }
  5781. }
  5782. firstRound = false;
  5783. }
  5784. if (lobby->state != EServerState::SHUTDOWN)
  5785. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5786. }
  5787. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5788. {
  5789. BattleSetActiveStack bsa;
  5790. bsa.stack = stack->ID;
  5791. bsa.askPlayerInterface = false;
  5792. sendAndApply(&bsa);
  5793. bool ret = makeBattleAction(ba);
  5794. checkBattleStateChanges();
  5795. return ret;
  5796. }
  5797. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5798. {
  5799. assert(a->artType);
  5800. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5801. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5802. {
  5803. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5804. }
  5805. else if(ArtifactUtils::isSlotBackpack(pos))
  5806. {
  5807. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5808. }
  5809. else
  5810. {
  5811. al.slot = pos;
  5812. }
  5813. if(a->canBePutAt(al))
  5814. putArtifact(al, a);
  5815. else
  5816. return false;
  5817. return true;
  5818. }
  5819. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5820. {
  5821. PutArtifact pa;
  5822. pa.art = a;
  5823. pa.al = al;
  5824. sendAndApply(&pa);
  5825. }
  5826. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5827. {
  5828. assert(artType);
  5829. if(pos != ArtifactPosition::FIRST_AVAILABLE && !ArtifactUtils::isSlotBackpack(pos))
  5830. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5831. CArtifactInstance * newArtInst = nullptr;
  5832. if(artType->canBeDisassembled())
  5833. newArtInst = new CCombinedArtifactInstance();
  5834. else
  5835. newArtInst = new CArtifactInstance();
  5836. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5837. if(giveHeroArtifact(h, newArtInst, pos))
  5838. {
  5839. NewArtifact na;
  5840. na.art = newArtInst;
  5841. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5842. return true;
  5843. }
  5844. else
  5845. {
  5846. delete newArtInst;
  5847. return false;
  5848. }
  5849. }
  5850. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5851. {
  5852. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5853. if (battleResult.data)
  5854. {
  5855. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5856. % battleResult.data->result % resultType).str());
  5857. return;
  5858. }
  5859. auto br = new BattleResult();
  5860. br->result = resultType;
  5861. br->winner = victoriusSide; //surrendering side loses
  5862. gs->curB->calculateCasualties(br->casualties);
  5863. battleResult.data = br;
  5864. }
  5865. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5866. {
  5867. std::vector<int3>::iterator tile;
  5868. std::vector<int3> tiles;
  5869. getFreeTiles(tiles);
  5870. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5871. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5872. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5873. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5874. for (int i = 0; i < (int)amount; ++i)
  5875. {
  5876. tile = tiles.begin();
  5877. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5878. {
  5879. auto count = cre->getRandomAmount(std::rand);
  5880. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5881. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5882. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5883. }
  5884. tiles.erase(tile); //not use it again
  5885. }
  5886. }
  5887. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5888. {
  5889. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5890. {
  5891. cheated = true;
  5892. if (!hero) return;
  5893. ///Give hero spellbook
  5894. if (!hero->hasSpellbook())
  5895. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5896. ///Give all spells with bonus (to allow banned spells)
  5897. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5898. giveBonus.id = hero->id.getNum();
  5899. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5900. //start with level 0 to skip abilities
  5901. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5902. {
  5903. giveBonus.bonus.subtype = level;
  5904. sendAndApply(&giveBonus);
  5905. }
  5906. ///Give mana
  5907. SetMana sm;
  5908. sm.hid = hero->id;
  5909. sm.val = 999;
  5910. sm.absolute = true;
  5911. sendAndApply(&sm);
  5912. }
  5913. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5914. {
  5915. cheated = true;
  5916. if (!town) return;
  5917. ///Build all buildings in selected town
  5918. for (auto & build : town->town->buildings)
  5919. {
  5920. if (!town->hasBuilt(build.first)
  5921. && !build.second->getNameTranslated().empty()
  5922. && build.first != BuildingID::SHIP)
  5923. {
  5924. buildStructure(town->id, build.first, true);
  5925. }
  5926. }
  5927. }
  5928. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5929. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5930. {
  5931. cheated = true;
  5932. if (!hero) return;
  5933. ///Gives N creatures into each slot
  5934. std::map<std::string, std::pair<std::string, int>> creatures;
  5935. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5936. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5937. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5938. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5939. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5940. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5941. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5942. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5943. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5944. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5945. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5946. if (!hero->hasStackAtSlot(SlotID(i)))
  5947. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5948. }
  5949. else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
  5950. {
  5951. cheated = true;
  5952. if (!hero) return;
  5953. std::vector<std::string> words;
  5954. boost::split(words, cheat, boost::is_any_of(" "));
  5955. if(words.size() < 2)
  5956. return;
  5957. std::string creatureIdentifier = words[1];
  5958. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5959. if(creatureId.is_initialized())
  5960. {
  5961. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  5962. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5963. if (!hero->hasStackAtSlot(SlotID(i)))
  5964. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5965. }
  5966. }
  5967. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5968. {
  5969. cheated = true;
  5970. if (!hero) return;
  5971. ///Give all war machines to hero
  5972. if (!hero->getArt(ArtifactPosition::MACH1))
  5973. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5974. if (!hero->getArt(ArtifactPosition::MACH2))
  5975. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5976. if (!hero->getArt(ArtifactPosition::MACH3))
  5977. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5978. }
  5979. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5980. {
  5981. cheated = true;
  5982. if (!hero) return;
  5983. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5984. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5985. {
  5986. if(VLC->arth->objects[g]->canBePutAt(hero))
  5987. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  5988. }
  5989. }
  5990. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  5991. {
  5992. cheated = true;
  5993. if (!hero) return;
  5994. ///selected hero gains a new level
  5995. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5996. }
  5997. else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
  5998. {
  5999. cheated = true;
  6000. if (!hero) return;
  6001. std::vector<std::string> words;
  6002. boost::split(words, cheat, boost::is_any_of(" "));
  6003. if(words.size() < 2)
  6004. return;
  6005. std::string expAmount = words[1];
  6006. long expAmountProcessed = 0;
  6007. try
  6008. {
  6009. expAmountProcessed = std::stol(expAmount);
  6010. }
  6011. catch(std::exception&)
  6012. {
  6013. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6014. }
  6015. if(expAmountProcessed > 1)
  6016. {
  6017. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6018. }
  6019. }
  6020. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6021. {
  6022. cheated = true;
  6023. if (!hero) return;
  6024. ///Give 1000000 movement points to hero
  6025. SetMovePoints smp;
  6026. smp.hid = hero->id;
  6027. smp.val = 1000000;
  6028. sendAndApply(&smp);
  6029. GiveBonus gb(GiveBonus::ETarget::HERO);
  6030. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6031. gb.bonus.duration = Bonus::ONE_DAY;
  6032. gb.bonus.source = Bonus::OTHER;
  6033. gb.id = hero->id.getNum();
  6034. giveHeroBonus(&gb);
  6035. }
  6036. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6037. {
  6038. cheated = true;
  6039. ///Give resources to player
  6040. TResources resources;
  6041. resources[Res::GOLD] = 100000;
  6042. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6043. resources[i] = 100;
  6044. giveResources(player, resources);
  6045. }
  6046. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6047. {
  6048. cheated = true;
  6049. ///Player wins
  6050. PlayerCheated pc;
  6051. pc.player = player;
  6052. pc.winningCheatCode = true;
  6053. sendAndApply(&pc);
  6054. }
  6055. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6056. {
  6057. cheated = true;
  6058. ///Player looses
  6059. PlayerCheated pc;
  6060. pc.player = player;
  6061. pc.losingCheatCode = true;
  6062. sendAndApply(&pc);
  6063. }
  6064. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6065. {
  6066. cheated = true;
  6067. ///Reveal or conceal FoW
  6068. FoWChange fc;
  6069. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6070. fc.player = player;
  6071. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6072. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6073. int lastUnc = 0;
  6074. for(int z = 0; z < gs->map->levels(); z++)
  6075. for(int x = 0; x < gs->map->width; x++)
  6076. for(int y = 0; y < gs->map->height; y++)
  6077. if(!(*fowMap)[z][x][y] || !fc.mode)
  6078. hlp_tab[lastUnc++] = int3(x, y, z);
  6079. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6080. delete [] hlp_tab;
  6081. sendAndApply(&fc);
  6082. }
  6083. }
  6084. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6085. {
  6086. BattleObstaclesChanged obsRem;
  6087. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6088. sendAndApply(&obsRem);
  6089. }
  6090. void CGameHandler::synchronizeArtifactHandlerLists()
  6091. {
  6092. UpdateArtHandlerLists uahl;
  6093. uahl.treasures = VLC->arth->treasures;
  6094. uahl.minors = VLC->arth->minors;
  6095. uahl.majors = VLC->arth->majors;
  6096. uahl.relics = VLC->arth->relics;
  6097. sendAndApply(&uahl);
  6098. }
  6099. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6100. {
  6101. return vstd::contains(gs->map->objects, obj);
  6102. }
  6103. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6104. {
  6105. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6106. return false;
  6107. auto query = queries.topQuery(player);
  6108. if (query && query->blocksPack(pack))
  6109. {
  6110. complain(boost::str(boost::format(
  6111. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6112. % boost::to_upper_copy<std::string>(player.getStr())
  6113. % query->toString()
  6114. ));
  6115. return true;
  6116. }
  6117. return false;
  6118. }
  6119. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6120. {
  6121. //If the object is being visited, there must be a matching query
  6122. for (const auto &query : queries.allQueries())
  6123. {
  6124. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6125. {
  6126. if (someVistQuery->visitedObject == object)
  6127. {
  6128. someVistQuery->removeObjectAfterVisit = true;
  6129. return;
  6130. }
  6131. }
  6132. }
  6133. //If we haven't returned so far, there is no query and no visit, call was wrong
  6134. assert("This function needs to be called during the object visit!");
  6135. }
  6136. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6137. {
  6138. std::unordered_set<int3, ShashInt3> tiles;
  6139. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6140. if (hide)
  6141. {
  6142. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6143. auto p = getPlayerState(player);
  6144. for (auto h : p->heroes)
  6145. {
  6146. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6147. }
  6148. for (auto t : p->towns)
  6149. {
  6150. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6151. }
  6152. for (auto tile : observedTiles)
  6153. vstd::erase_if_present (tiles, tile);
  6154. }
  6155. changeFogOfWar(tiles, player, hide);
  6156. }
  6157. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6158. {
  6159. FoWChange fow;
  6160. fow.tiles = tiles;
  6161. fow.player = player;
  6162. fow.mode = hide? 0 : 1;
  6163. sendAndApply(&fow);
  6164. }
  6165. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6166. {
  6167. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6168. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6169. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6170. return true;
  6171. }
  6172. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6173. {
  6174. SetObjectProperty sob;
  6175. sob.id = objid;
  6176. sob.what = prop;
  6177. sob.val = static_cast<ui32>(val);
  6178. sendAndApply(&sob);
  6179. }
  6180. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6181. {
  6182. sendAndApply(iw);
  6183. }
  6184. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6185. {
  6186. InfoWindow iw;
  6187. iw.player = player;
  6188. iw.text << msg;
  6189. showInfoDialog(&iw);
  6190. }
  6191. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6192. army(_army)
  6193. {
  6194. heroWithDeadCommander = ObjectInstanceID();
  6195. PlayerColor color = army->tempOwner;
  6196. if(color == PlayerColor::UNFLAGGABLE)
  6197. color = PlayerColor::NEUTRAL;
  6198. for(CStack * st : bat->stacks)
  6199. {
  6200. if(st->summoned) //don't take into account temporary summoned stacks
  6201. continue;
  6202. if(st->owner != color) //remove only our stacks
  6203. continue;
  6204. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6205. st->health.takeResurrected();
  6206. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6207. {
  6208. logGlobal->debug("Ignored arrow towers stack.");
  6209. }
  6210. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6211. {
  6212. auto warMachine = st->type->warMachine;
  6213. if(warMachine == ArtifactID::NONE)
  6214. {
  6215. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6216. }
  6217. //catapult artifact remain even if "creature" killed in siege
  6218. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6219. {
  6220. logGlobal->debug("War machine has been destroyed");
  6221. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6222. if (hero)
  6223. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6224. else
  6225. logGlobal->error("War machine in army without hero");
  6226. }
  6227. }
  6228. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6229. {
  6230. if(st->alive() && st->getCount() > 0)
  6231. {
  6232. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6233. const CreatureID summonedType = st->type->idNumber;
  6234. summoned[summonedType] += st->getCount();
  6235. }
  6236. }
  6237. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6238. {
  6239. if (nullptr == st->base)
  6240. {
  6241. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6242. }
  6243. else
  6244. {
  6245. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6246. if(c)
  6247. {
  6248. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6249. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6250. {
  6251. logGlobal->debug("Commander is dead.");
  6252. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6253. }
  6254. }
  6255. else
  6256. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6257. }
  6258. }
  6259. else if(st->base && !army->slotEmpty(st->slot))
  6260. {
  6261. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6262. if(st->getCount() == 0 || !st->alive())
  6263. {
  6264. logGlobal->debug("Stack has been destroyed.");
  6265. StackLocation sl(army, st->slot);
  6266. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6267. }
  6268. else if(st->getCount() < army->getStackCount(st->slot))
  6269. {
  6270. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6271. StackLocation sl(army, st->slot);
  6272. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6273. }
  6274. else if(st->getCount() > army->getStackCount(st->slot))
  6275. {
  6276. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6277. StackLocation sl(army, st->slot);
  6278. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6279. }
  6280. }
  6281. else
  6282. {
  6283. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6284. }
  6285. }
  6286. }
  6287. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6288. {
  6289. for (TStackAndItsNewCount &ncount : newStackCounts)
  6290. {
  6291. if (ncount.second > 0)
  6292. gh->changeStackCount(ncount.first, ncount.second, true);
  6293. else
  6294. gh->eraseStack(ncount.first, true);
  6295. }
  6296. for (auto summoned_iter : summoned)
  6297. {
  6298. SlotID slot = army->getSlotFor(summoned_iter.first);
  6299. if (slot.validSlot())
  6300. {
  6301. StackLocation location(army, slot);
  6302. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6303. }
  6304. else
  6305. {
  6306. //even if it will be possible to summon anything permanently it should be checked for free slot
  6307. //necromancy is handled separately
  6308. gh->complain("No free slot to put summoned creature");
  6309. }
  6310. }
  6311. for (auto al : removedWarMachines)
  6312. {
  6313. gh->removeArtifact(al);
  6314. }
  6315. if (heroWithDeadCommander != ObjectInstanceID())
  6316. {
  6317. SetCommanderProperty scp;
  6318. scp.heroid = heroWithDeadCommander;
  6319. scp.which = SetCommanderProperty::ALIVE;
  6320. scp.amount = 0;
  6321. gh->sendAndApply(&scp);
  6322. }
  6323. }
  6324. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6325. {
  6326. assert(Query->result);
  6327. assert(Query->bi);
  6328. auto &result = *Query->result;
  6329. auto &info = *Query->bi;
  6330. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6331. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6332. victor = info.sides[result.winner].color;
  6333. loser = info.sides[!result.winner].color;
  6334. winnerSide = result.winner;
  6335. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6336. }
  6337. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6338. {
  6339. winnerHero = loserHero = nullptr;
  6340. winnerSide = 0;
  6341. remainingBattleQueriesCount = 0;
  6342. }
  6343. CRandomGenerator & CGameHandler::getRandomGenerator()
  6344. {
  6345. return CRandomGenerator::getDefault();
  6346. }
  6347. #if SCRIPTING_ENABLED
  6348. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6349. {
  6350. return serverScripts.get();
  6351. }
  6352. scripting::Pool * CGameHandler::getContextPool() const
  6353. {
  6354. return serverScripts.get();
  6355. }
  6356. #endif
  6357. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6358. {
  6359. NewObject no;
  6360. no.ID = ID; //creature
  6361. no.subID= subID;
  6362. no.pos = pos;
  6363. sendAndApply(&no);
  6364. return no.id; //id field will be filled during applying on gs
  6365. }
  6366. ///ServerSpellCastEnvironment
  6367. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6368. : gh(gh)
  6369. {
  6370. }
  6371. bool ServerSpellCastEnvironment::describeChanges() const
  6372. {
  6373. return true;
  6374. }
  6375. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6376. {
  6377. gh->complain(problem);
  6378. }
  6379. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6380. {
  6381. return &gh->getRandomGenerator();
  6382. }
  6383. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6384. {
  6385. gh->sendAndApply(pack);
  6386. }
  6387. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6388. {
  6389. gh->sendAndApply(pack);
  6390. }
  6391. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6392. {
  6393. gh->sendAndApply(pack);
  6394. }
  6395. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6396. {
  6397. gh->sendAndApply(pack);
  6398. }
  6399. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6400. {
  6401. gh->sendAndApply(pack);
  6402. }
  6403. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6404. {
  6405. gh->sendAndApply(pack);
  6406. }
  6407. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6408. {
  6409. gh->sendAndApply(pack);
  6410. }
  6411. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6412. {
  6413. gh->sendAndApply(pack);
  6414. }
  6415. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6416. {
  6417. return gh;
  6418. }
  6419. const CMap * ServerSpellCastEnvironment::getMap() const
  6420. {
  6421. return gh->gameState()->map;
  6422. }
  6423. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6424. {
  6425. return gh->moveHero(hid, dst, teleporting, false);
  6426. }
  6427. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6428. {
  6429. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6430. request->queryID = query->queryID;
  6431. gh->queries.addQuery(query);
  6432. gh->sendAndApply(request);
  6433. }