CGameHandler.cpp 221 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/GameSettings.h"
  31. #include "../lib/battle/BattleInfo.h"
  32. #include "../lib/CondSh.h"
  33. #include "ServerNetPackVisitors.h"
  34. #include "../lib/VCMI_Lib.h"
  35. #include "../lib/mapping/CMap.h"
  36. #include "../lib/mapping/CMapService.h"
  37. #include "../lib/rmg/CMapGenOptions.h"
  38. #include "../lib/VCMIDirs.h"
  39. #include "../lib/ScopeGuard.h"
  40. #include "../lib/CSoundBase.h"
  41. #include "../lib/TerrainHandler.h"
  42. #include "CGameHandler.h"
  43. #include "CVCMIServer.h"
  44. #include "../lib/CCreatureSet.h"
  45. #include "../lib/CThreadHelper.h"
  46. #include "../lib/GameConstants.h"
  47. #include "../lib/registerTypes/RegisterTypes.h"
  48. #include "../lib/serializer/CTypeList.h"
  49. #include "../lib/serializer/Connection.h"
  50. #include "../lib/serializer/Cast.h"
  51. #include "../lib/serializer/JsonSerializer.h"
  52. #include "../lib/ScriptHandler.h"
  53. #include <vcmi/events/EventBus.h>
  54. #include <vcmi/events/GenericEvents.h>
  55. #include <vcmi/events/AdventureEvents.h>
  56. #ifndef _MSC_VER
  57. #include <boost/thread/xtime.hpp>
  58. #endif
  59. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  60. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  61. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  62. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  63. class ServerSpellCastEnvironment : public SpellCastEnvironment
  64. {
  65. public:
  66. ServerSpellCastEnvironment(CGameHandler * gh);
  67. ~ServerSpellCastEnvironment() = default;
  68. void complain(const std::string & problem) override;
  69. bool describeChanges() const override;
  70. vstd::RNG * getRNG() override;
  71. void apply(CPackForClient * pack) override;
  72. void apply(BattleLogMessage * pack) override;
  73. void apply(BattleStackMoved * pack) override;
  74. void apply(BattleUnitsChanged * pack) override;
  75. void apply(SetStackEffect * pack) override;
  76. void apply(StacksInjured * pack) override;
  77. void apply(BattleObstaclesChanged * pack) override;
  78. void apply(CatapultAttack * pack) override;
  79. const CMap * getMap() const override;
  80. const CGameInfoCallback * getCb() const override;
  81. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  82. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  83. private:
  84. CGameHandler * gh;
  85. };
  86. VCMI_LIB_NAMESPACE_BEGIN
  87. namespace spells
  88. {
  89. class ObstacleCasterProxy : public Caster
  90. {
  91. public:
  92. ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  93. : owner(owner_),
  94. hero(hero_),
  95. obs(obs_)
  96. {
  97. };
  98. ~ObstacleCasterProxy() = default;
  99. int32_t getCasterUnitId() const override
  100. {
  101. if(hero)
  102. return hero->getCasterUnitId();
  103. else
  104. return -1;
  105. }
  106. int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
  107. {
  108. return obs->spellLevel;
  109. }
  110. int32_t getEffectLevel(const Spell * spell) const override
  111. {
  112. return obs->spellLevel;
  113. }
  114. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  115. {
  116. if(hero)
  117. return hero->getSpellBonus(spell, base, affectedStack);
  118. else
  119. return base;
  120. }
  121. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  122. {
  123. if(hero)
  124. return hero->getSpecificSpellBonus(spell, base);
  125. else
  126. return base;
  127. }
  128. int32_t getEffectPower(const Spell * spell) const override
  129. {
  130. return obs->casterSpellPower;
  131. }
  132. int32_t getEnchantPower(const Spell * spell) const override
  133. {
  134. return obs->casterSpellPower;
  135. }
  136. int64_t getEffectValue(const Spell * spell) const override
  137. {
  138. if(hero)
  139. return hero->getEffectValue(spell);
  140. else
  141. return 0;
  142. }
  143. PlayerColor getCasterOwner() const override
  144. {
  145. return owner;
  146. }
  147. void getCasterName(MetaString & text) const override
  148. {
  149. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  150. }
  151. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  152. {
  153. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  154. }
  155. void spendMana(ServerCallback * server, const int spellCost) const override
  156. {
  157. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  158. }
  159. private:
  160. const CGHeroInstance * hero;
  161. const PlayerColor owner;
  162. const SpellCreatedObstacle * obs;
  163. };
  164. }//
  165. VCMI_LIB_NAMESPACE_END
  166. CondSh<bool> battleMadeAction(false);
  167. CondSh<BattleResult *> battleResult(nullptr);
  168. template <typename T> class CApplyOnGH;
  169. class CBaseForGHApply
  170. {
  171. public:
  172. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  173. virtual ~CBaseForGHApply(){}
  174. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  175. {
  176. return new CApplyOnGH<U>();
  177. }
  178. };
  179. template <typename T> class CApplyOnGH : public CBaseForGHApply
  180. {
  181. public:
  182. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  183. {
  184. T *ptr = static_cast<T*>(pack);
  185. try
  186. {
  187. ApplyGhNetPackVisitor applier(*gh, *gs);
  188. ptr->visit(applier);
  189. return applier.getResult();
  190. }
  191. catch(ExceptionNotAllowedAction & e)
  192. {
  193. (void)e;
  194. return false;
  195. }
  196. catch(...)
  197. {
  198. throw;
  199. }
  200. }
  201. };
  202. template <>
  203. class CApplyOnGH<CPack> : public CBaseForGHApply
  204. {
  205. public:
  206. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  207. {
  208. logGlobal->error("Cannot apply on GH plain CPack!");
  209. assert(0);
  210. return false;
  211. }
  212. };
  213. static inline double distance(int3 a, int3 b)
  214. {
  215. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  216. }
  217. static void giveExp(BattleResult &r)
  218. {
  219. if (r.winner > 1)
  220. {
  221. // draw
  222. return;
  223. }
  224. r.exp[0] = 0;
  225. r.exp[1] = 0;
  226. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  227. {
  228. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  229. }
  230. }
  231. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  232. {
  233. int x = targetPosition.getX();
  234. int y = targetPosition.getY();
  235. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  236. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  237. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  238. else
  239. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  240. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  241. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  242. {
  243. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  244. {
  245. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  246. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  247. }
  248. else
  249. { //add back-side guardians for two-hex target, side guardians for one-hex
  250. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  251. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  252. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  254. else if (targetIsTwoHex)//front-side guardians for two-hex target
  255. {
  256. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  257. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  258. if (x > 3) //back guard for two-hex
  259. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  260. }
  261. }
  262. }
  263. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  264. {
  265. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  266. {
  267. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  268. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  269. }
  270. else
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  274. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  275. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  276. else if (targetIsTwoHex)
  277. {
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  279. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  280. if (x < GameConstants::BFIELD_WIDTH - 4)
  281. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  282. }
  283. }
  284. }
  285. else if (!targetIsAttacker && y % 2 == 0)
  286. {
  287. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  288. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  289. }
  290. else if (targetIsAttacker && y % 2 == 1)
  291. {
  292. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  293. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  294. }
  295. }
  296. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  297. {
  298. boost::unique_lock<boost::mutex> l(mx);
  299. if (players.find(player) != players.end())
  300. {
  301. return players.at(player);
  302. }
  303. else
  304. {
  305. throw std::runtime_error("No such player!");
  306. }
  307. }
  308. void PlayerStatuses::addPlayer(PlayerColor player)
  309. {
  310. boost::unique_lock<boost::mutex> l(mx);
  311. players[player];
  312. }
  313. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  314. {
  315. boost::unique_lock<boost::mutex> l(mx);
  316. if (players.find(player) != players.end())
  317. {
  318. return players[player].*flag;
  319. }
  320. else
  321. {
  322. throw std::runtime_error("No such player!");
  323. }
  324. }
  325. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  326. {
  327. boost::unique_lock<boost::mutex> l(mx);
  328. if (players.find(player) != players.end())
  329. {
  330. players[player].*flag = val;
  331. }
  332. else
  333. {
  334. throw std::runtime_error("No such player!");
  335. }
  336. cv.notify_all();
  337. }
  338. template <typename T>
  339. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  340. {
  341. fun(args[which]);
  342. }
  343. const Services * CGameHandler::services() const
  344. {
  345. return VLC;
  346. }
  347. const CGameHandler::BattleCb * CGameHandler::battle() const
  348. {
  349. return this;
  350. }
  351. const CGameHandler::GameCb * CGameHandler::game() const
  352. {
  353. return this;
  354. }
  355. vstd::CLoggerBase * CGameHandler::logger() const
  356. {
  357. return logGlobal;
  358. }
  359. events::EventBus * CGameHandler::eventBus() const
  360. {
  361. return serverEventBus.get();
  362. }
  363. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  364. {
  365. changeSecSkill(hero, skill, 1, 0);
  366. expGiven(hero);
  367. }
  368. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  369. {
  370. // required exp for at least 1 lvl-up hasn't been reached
  371. if (!hero->gainsLevel())
  372. {
  373. return;
  374. }
  375. // give primary skill
  376. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  377. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  378. SetPrimSkill sps;
  379. sps.id = hero->id;
  380. sps.which = primarySkill;
  381. sps.abs = false;
  382. sps.val = 1;
  383. sendAndApply(&sps);
  384. PrepareHeroLevelUp pre;
  385. pre.heroId = hero->id;
  386. sendAndApply(&pre);
  387. HeroLevelUp hlu;
  388. hlu.player = hero->tempOwner;
  389. hlu.heroId = hero->id;
  390. hlu.primskill = primarySkill;
  391. hlu.skills = pre.skills;
  392. if (hlu.skills.size() == 0)
  393. {
  394. sendAndApply(&hlu);
  395. levelUpHero(hero);
  396. }
  397. else if (hlu.skills.size() == 1)
  398. {
  399. sendAndApply(&hlu);
  400. levelUpHero(hero, pre.skills.front());
  401. }
  402. else if (hlu.skills.size() > 1)
  403. {
  404. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  405. hlu.queryID = levelUpQuery->queryID;
  406. queries.addQuery(levelUpQuery);
  407. sendAndApply(&hlu);
  408. //level up will be called on query reply
  409. }
  410. }
  411. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  412. {
  413. SetCommanderProperty scp;
  414. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  415. if (hero)
  416. scp.heroid = hero->id;
  417. else
  418. {
  419. complain ("Commander is not led by hero!");
  420. return;
  421. }
  422. scp.accumulatedBonus.subtype = 0;
  423. scp.accumulatedBonus.additionalInfo = 0;
  424. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  425. scp.accumulatedBonus.turnsRemain = 0;
  426. scp.accumulatedBonus.source = Bonus::COMMANDER;
  427. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  428. if (skill <= ECommander::SPELL_POWER)
  429. {
  430. scp.which = SetCommanderProperty::BONUS;
  431. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  432. {
  433. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  434. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  435. };
  436. switch (skill)
  437. {
  438. case ECommander::ATTACK:
  439. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  440. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  441. break;
  442. case ECommander::DEFENSE:
  443. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  444. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  445. break;
  446. case ECommander::HEALTH:
  447. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  448. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  449. break;
  450. case ECommander::DAMAGE:
  451. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  452. scp.accumulatedBonus.subtype = 0;
  453. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  454. break;
  455. case ECommander::SPEED:
  456. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  457. break;
  458. case ECommander::SPELL_POWER:
  459. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  460. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  461. sendAndApply (&scp); //additional pack
  462. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  463. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  464. sendAndApply (&scp); //additional pack
  465. scp.accumulatedBonus.type = Bonus::CASTS;
  466. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  467. sendAndApply (&scp); //additional pack
  468. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  469. break;
  470. }
  471. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  472. sendAndApply (&scp);
  473. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  474. scp.additionalInfo = skill;
  475. scp.amount = c->secondarySkills.at(skill) + 1;
  476. sendAndApply (&scp);
  477. }
  478. else if (skill >= 100)
  479. {
  480. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  481. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  482. scp.additionalInfo = skill; //unnormalized
  483. sendAndApply (&scp);
  484. }
  485. expGiven(hero);
  486. }
  487. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  488. {
  489. if (!c->gainsLevel())
  490. {
  491. return;
  492. }
  493. CommanderLevelUp clu;
  494. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  495. if(hero)
  496. {
  497. clu.heroId = hero->id;
  498. clu.player = hero->tempOwner;
  499. }
  500. else
  501. {
  502. complain ("Commander is not led by hero!");
  503. return;
  504. }
  505. //picking sec. skills for choice
  506. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  507. {
  508. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  509. clu.skills.push_back(i);
  510. }
  511. int i = 100;
  512. for (auto specialSkill : VLC->creh->skillRequirements)
  513. {
  514. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  515. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  516. && !vstd::contains (c->specialSKills, i))
  517. clu.skills.push_back (i);
  518. ++i;
  519. }
  520. int skillAmount = static_cast<int>(clu.skills.size());
  521. if (!skillAmount)
  522. {
  523. sendAndApply(&clu);
  524. levelUpCommander(c);
  525. }
  526. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  527. {
  528. sendAndApply(&clu);
  529. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  530. }
  531. else if (skillAmount > 1) //apply and ask for secondary skill
  532. {
  533. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  534. clu.queryID = commanderLevelUp->queryID;
  535. queries.addQuery(commanderLevelUp);
  536. sendAndApply(&clu);
  537. }
  538. }
  539. void CGameHandler::expGiven(const CGHeroInstance *hero)
  540. {
  541. if (hero->gainsLevel())
  542. levelUpHero(hero);
  543. else if (hero->commander && hero->commander->gainsLevel())
  544. levelUpCommander(hero->commander);
  545. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  546. // levelUpCommander(hero->commander);
  547. // else
  548. // levelUpHero(hero);
  549. }
  550. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  551. {
  552. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  553. {
  554. if (gs->map->levelLimit != 0)
  555. {
  556. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  557. TExpType resultingExp = abs ? val : hero->exp + val;
  558. if (resultingExp > expLimit)
  559. {
  560. // set given experience to max possible, but don't decrease if hero already over top
  561. abs = true;
  562. val = std::max(expLimit, hero->exp);
  563. InfoWindow iw;
  564. iw.player = hero->tempOwner;
  565. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  566. iw.text.addReplacement(hero->getNameTranslated());
  567. sendAndApply(&iw);
  568. }
  569. }
  570. }
  571. SetPrimSkill sps;
  572. sps.id = hero->id;
  573. sps.which = which;
  574. sps.abs = abs;
  575. sps.val = val;
  576. sendAndApply(&sps);
  577. //only for exp - hero may level up
  578. if (which == PrimarySkill::EXPERIENCE)
  579. {
  580. if (hero->commander && hero->commander->alive)
  581. {
  582. //FIXME: trim experience according to map limit?
  583. SetCommanderProperty scp;
  584. scp.heroid = hero->id;
  585. scp.which = SetCommanderProperty::EXPERIENCE;
  586. scp.amount = val;
  587. sendAndApply (&scp);
  588. CBonusSystemNode::treeHasChanged();
  589. }
  590. expGiven(hero);
  591. }
  592. }
  593. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  594. {
  595. if(!hero)
  596. {
  597. logGlobal->error("changeSecSkill provided no hero");
  598. return;
  599. }
  600. SetSecSkill sss;
  601. sss.id = hero->id;
  602. sss.which = which;
  603. sss.val = val;
  604. sss.abs = abs;
  605. sendAndApply(&sss);
  606. if (hero->visitedTown)
  607. giveSpells(hero->visitedTown, hero);
  608. }
  609. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  610. {
  611. LOG_TRACE(logGlobal);
  612. //Fill BattleResult structure with exp info
  613. giveExp(*battleResult.data);
  614. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  615. {
  616. if(heroAttacker)
  617. battleResult.data->exp[1] += 500;
  618. if(heroDefender)
  619. battleResult.data->exp[0] += 500;
  620. }
  621. if(heroAttacker)
  622. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  623. if(heroDefender)
  624. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  625. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  626. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  627. const BattleResult::EResult result = battleResult.get()->result;
  628. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  629. {
  630. for (auto &q : queries.allQueries())
  631. {
  632. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  633. if (bq->bi == gs->curB)
  634. return bq;
  635. }
  636. return std::shared_ptr<CBattleQuery>();
  637. };
  638. auto battleQuery = findBattleQuery();
  639. if (!battleQuery)
  640. {
  641. logGlobal->error("Cannot find battle query!");
  642. }
  643. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  644. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  645. battleQuery->result = boost::make_optional(*battleResult.data);
  646. //Check how many battle queries were created (number of players blocked by battle)
  647. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  648. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  649. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  650. ChangeSpells cs; //for Eagle Eye
  651. if (finishingBattle->winnerHero)
  652. {
  653. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  654. {
  655. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  656. for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  657. {
  658. auto spell = spellId.toSpell(VLC->spells());
  659. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  660. cs.spells.insert(spell->getId());
  661. }
  662. }
  663. }
  664. std::vector<const CArtifactInstance *> arts; //display them in window
  665. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  666. {
  667. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  668. {
  669. arts.push_back(art);
  670. auto slot = art->firstAvailableSlot(finishingBattle->winnerHero);
  671. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  672. if(ArtifactUtils::isSlotBackpack(slot))
  673. ma->askAssemble = false;
  674. sendAndApply(ma);
  675. };
  676. if (finishingBattle->loserHero)
  677. {
  678. //TODO: wrap it into a function, somehow (boost::variant -_-)
  679. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  680. for (auto artSlot : artifactsWorn)
  681. {
  682. MoveArtifact ma;
  683. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  684. const CArtifactInstance * art = ma.src.getArt();
  685. if (art && !art->artType->isBig() &&
  686. art->artType->getId() != ArtifactID::SPELLBOOK)
  687. // don't move war machines or locked arts (spellbook)
  688. {
  689. sendMoveArtifact(art, &ma);
  690. }
  691. }
  692. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  693. {
  694. //we assume that no big artifacts can be found
  695. MoveArtifact ma;
  696. ma.src = ArtifactLocation(finishingBattle->loserHero,
  697. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  698. const CArtifactInstance * art = ma.src.getArt();
  699. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  700. {
  701. sendMoveArtifact(art, &ma);
  702. }
  703. }
  704. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  705. {
  706. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  707. for (auto artSlot : artifactsWorn)
  708. {
  709. MoveArtifact ma;
  710. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  711. const CArtifactInstance * art = ma.src.getArt();
  712. if (art && !art->artType->isBig())
  713. {
  714. sendMoveArtifact(art, &ma);
  715. }
  716. }
  717. }
  718. }
  719. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  720. {
  721. auto artifactsWorn = armySlot.second->artifactsWorn;
  722. for (auto artSlot : artifactsWorn)
  723. {
  724. MoveArtifact ma;
  725. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  726. const CArtifactInstance * art = ma.src.getArt();
  727. if (art && !art->artType->isBig())
  728. {
  729. sendMoveArtifact(art, &ma);
  730. }
  731. }
  732. }
  733. }
  734. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  735. if (arts.size()) //display loot
  736. {
  737. InfoWindow iw;
  738. iw.player = finishingBattle->winnerHero->tempOwner;
  739. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  740. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  741. {
  742. iw.components.emplace_back(
  743. Component::EComponentType::ARTIFACT, art->artType->getId(),
  744. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  745. if (iw.components.size() >= 14)
  746. {
  747. sendAndApply(&iw);
  748. iw.components.clear();
  749. }
  750. }
  751. if (iw.components.size())
  752. {
  753. sendAndApply(&iw);
  754. }
  755. }
  756. //Eagle Eye secondary skill handling
  757. if (!cs.spells.empty())
  758. {
  759. cs.learn = 1;
  760. cs.hid = finishingBattle->winnerHero->id;
  761. InfoWindow iw;
  762. iw.player = finishingBattle->winnerHero->tempOwner;
  763. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  764. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  765. std::ostringstream names;
  766. for (int i = 0; i < cs.spells.size(); i++)
  767. {
  768. names << "%s";
  769. if (i < cs.spells.size() - 2)
  770. names << ", ";
  771. else if (i < cs.spells.size() - 1)
  772. names << "%s";
  773. }
  774. names << ".";
  775. iw.text.addReplacement(names.str());
  776. auto it = cs.spells.begin();
  777. for (int i = 0; i < cs.spells.size(); i++, it++)
  778. {
  779. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  780. if (i == cs.spells.size() - 2) //we just added pre-last name
  781. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  782. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  783. }
  784. sendAndApply(&iw);
  785. sendAndApply(&cs);
  786. }
  787. cab1.updateArmy(this);
  788. cab2.updateArmy(this); //take casualties after battle is deleted
  789. if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
  790. {
  791. RemoveObject ro(heroAttacker->id);
  792. sendAndApply(&ro);
  793. }
  794. if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
  795. {
  796. RemoveObject ro(heroDefender->id);
  797. sendAndApply(&ro);
  798. }
  799. if(battleResult.data->winner == BattleSide::DEFENDER
  800. && heroDefender
  801. && heroDefender->visitedTown
  802. && !heroDefender->inTownGarrison
  803. && heroDefender->visitedTown->garrisonHero == heroDefender)
  804. {
  805. swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
  806. }
  807. //give exp
  808. if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
  809. changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  810. else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
  811. changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  812. queries.popIfTop(battleQuery);
  813. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  814. }
  815. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  816. {
  817. LOG_TRACE(logGlobal);
  818. finishingBattle->remainingBattleQueriesCount--;
  819. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  820. if (finishingBattle->remainingBattleQueriesCount > 0)
  821. //Battle results will be handled when all battle queries are closed
  822. return;
  823. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  824. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  825. // Still, it looks like a hole.
  826. // Necromancy if applicable.
  827. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  828. // Give raised units to winner and show dialog, if any were raised,
  829. // units will be given after casualties are taken
  830. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  831. if (necroSlot != SlotID())
  832. {
  833. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  834. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  835. }
  836. BattleResultsApplied resultsApplied;
  837. resultsApplied.player1 = finishingBattle->victor;
  838. resultsApplied.player2 = finishingBattle->loser;
  839. sendAndApply(&resultsApplied);
  840. setBattle(nullptr);
  841. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  842. {
  843. logGlobal->trace("post-victory visit");
  844. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  845. }
  846. visitObjectAfterVictory = false;
  847. //handle victory/loss of engaged players
  848. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  849. checkVictoryLossConditions(playerColors);
  850. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  851. {
  852. SetAvailableHeroes sah;
  853. sah.player = finishingBattle->loser;
  854. sah.hid[0] = finishingBattle->loserHero->subID;
  855. if (result.result == BattleResult::ESCAPE) //retreat
  856. {
  857. sah.army[0].clear();
  858. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  859. }
  860. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  861. sah.hid[1] = another->subID;
  862. else
  863. sah.hid[1] = -1;
  864. sendAndApply(&sah);
  865. }
  866. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  867. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  868. {
  869. RemoveObject ro(finishingBattle->winnerHero->id);
  870. sendAndApply(&ro);
  871. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  872. {
  873. SetAvailableHeroes sah;
  874. sah.player = finishingBattle->victor;
  875. sah.hid[0] = finishingBattle->winnerHero->subID;
  876. sah.army[0].clear();
  877. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  878. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  879. sah.hid[1] = another->subID;
  880. else
  881. sah.hid[1] = -1;
  882. sendAndApply(&sah);
  883. }
  884. }
  885. }
  886. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  887. {
  888. if(first && !counter)
  889. handleAttackBeforeCasting(ranged, attacker, defender);
  890. FireShieldInfo fireShield;
  891. BattleAttack bat;
  892. BattleLogMessage blm;
  893. bat.stackAttacking = attacker->unitId();
  894. bat.tile = targetHex;
  895. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  896. if(ranged)
  897. bat.flags |= BattleAttack::SHOT;
  898. if(counter)
  899. bat.flags |= BattleAttack::COUNTER;
  900. const int attackerLuck = attacker->LuckVal();
  901. if(attackerLuck > 0)
  902. {
  903. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  904. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  905. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  906. bat.flags |= BattleAttack::LUCKY;
  907. }
  908. if(attackerLuck < 0)
  909. {
  910. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  911. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  912. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  913. bat.flags |= BattleAttack::UNLUCKY;
  914. }
  915. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  916. {
  917. bat.flags |= BattleAttack::DEATH_BLOW;
  918. }
  919. const auto * owner = gs->curB->getHero(attacker->owner);
  920. if(owner)
  921. {
  922. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  923. if (chance > getRandomGenerator().nextInt(99))
  924. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  925. }
  926. int64_t drainedLife = 0;
  927. // only primary target
  928. if(defender->alive())
  929. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  930. //multiple-hex normal attack
  931. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  932. for(const CStack * stack : attackedCreatures)
  933. {
  934. if(stack != defender && stack->alive()) //do not hit same stack twice
  935. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  936. }
  937. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  938. if(bonus && ranged) //TODO: make it work in melee?
  939. {
  940. //this is need for displaying hit animation
  941. bat.flags |= BattleAttack::SPELL_LIKE;
  942. bat.spellID = SpellID(bonus->subtype);
  943. //TODO: should spell override creature`s projectile?
  944. auto spell = bat.spellID.toSpell();
  945. battle::Target target;
  946. target.emplace_back(defender);
  947. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  948. event.setSpellLevel(bonus->val);
  949. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  950. //TODO: get exact attacked hex for defender
  951. for(const CStack * stack : attackedCreatures)
  952. {
  953. if(stack != defender && stack->alive()) //do not hit same stack twice
  954. {
  955. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  956. }
  957. }
  958. //now add effect info for all attacked stacks
  959. for (BattleStackAttacked & bsa : bat.bsa)
  960. {
  961. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  962. {
  963. //this is need for displaying affect animation
  964. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  965. bsa.spellID = SpellID(bonus->subtype);
  966. }
  967. }
  968. }
  969. attackerState->afterAttack(ranged, counter);
  970. {
  971. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  972. attackerState->save(info.data);
  973. bat.attackerChanges.changedStacks.push_back(info);
  974. }
  975. if (drainedLife > 0)
  976. bat.flags |= BattleAttack::LIFE_DRAIN;
  977. sendAndApply(&bat);
  978. {
  979. const bool multipleTargets = bat.bsa.size() > 1;
  980. int64_t totalDamage = 0;
  981. int32_t totalKills = 0;
  982. for(const BattleStackAttacked & bsa : bat.bsa)
  983. {
  984. totalDamage += bsa.damageAmount;
  985. totalKills += bsa.killedAmount;
  986. }
  987. {
  988. MetaString text;
  989. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  990. attacker->addNameReplacement(text);
  991. text.addReplacement(totalDamage);
  992. blm.lines.push_back(text);
  993. }
  994. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  995. }
  996. // drain life effect (as well as log entry) must be applied after the attack
  997. if(drainedLife > 0)
  998. {
  999. MetaString text;
  1000. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  1001. attackerState->addNameReplacement(text, false);
  1002. text.addReplacement(drainedLife);
  1003. defender->addNameReplacement(text, true);
  1004. blm.lines.push_back(std::move(text));
  1005. }
  1006. if(!fireShield.empty())
  1007. {
  1008. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  1009. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  1010. int64_t totalDamage = 0;
  1011. for(const auto & item : fireShield)
  1012. {
  1013. const CStack * actor = item.first;
  1014. int64_t rawDamage = item.second;
  1015. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  1016. if(actorOwner)
  1017. {
  1018. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  1019. }
  1020. else
  1021. {
  1022. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  1023. }
  1024. totalDamage+=rawDamage;
  1025. //FIXME: add custom effect on actor
  1026. }
  1027. if (totalDamage > 0)
  1028. {
  1029. BattleStackAttacked bsa;
  1030. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  1031. bsa.stackAttacked = attacker->ID; //invert
  1032. bsa.attackerID = defender->ID;
  1033. bsa.damageAmount = totalDamage;
  1034. attacker->prepareAttacked(bsa, getRandomGenerator());
  1035. StacksInjured pack;
  1036. pack.stacks.push_back(bsa);
  1037. sendAndApply(&pack);
  1038. // TODO: this is already implemented in Damage::describeEffect()
  1039. {
  1040. MetaString text;
  1041. text.addTxt(MetaString::GENERAL_TXT, 376);
  1042. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  1043. text.addReplacement(totalDamage);
  1044. blm.lines.push_back(std::move(text));
  1045. }
  1046. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  1047. }
  1048. }
  1049. sendAndApply(&blm);
  1050. handleAfterAttackCasting(ranged, attacker, defender);
  1051. }
  1052. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  1053. {
  1054. BattleStackAttacked bsa;
  1055. if(secondary)
  1056. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1057. bsa.attackerID = attackerState->unitId();
  1058. bsa.stackAttacked = def->unitId();
  1059. {
  1060. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1061. bai.deathBlow = bat.deathBlow();
  1062. bai.doubleDamage = bat.ballistaDoubleDmg();
  1063. bai.luckyStrike = bat.lucky();
  1064. bai.unluckyStrike = bat.unlucky();
  1065. auto range = gs->curB->calculateDmgRange(bai);
  1066. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  1067. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1068. }
  1069. int64_t drainedLife = 0;
  1070. //life drain handling
  1071. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1072. {
  1073. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1074. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1075. drainedLife += toHeal;
  1076. }
  1077. //soul steal handling
  1078. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1079. {
  1080. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1081. //try to use permanent first, use only one of two
  1082. for(si32 subtype = 1; subtype >= 0; subtype--)
  1083. {
  1084. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1085. {
  1086. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1087. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1088. drainedLife += toHeal;
  1089. break;
  1090. }
  1091. }
  1092. }
  1093. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1094. //fire shield handling
  1095. if(!bat.shot() &&
  1096. !def->isClone() &&
  1097. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1098. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1099. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1100. )
  1101. {
  1102. //TODO: use damage with bonus but without penalties
  1103. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1104. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1105. }
  1106. return drainedLife;
  1107. }
  1108. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1109. {
  1110. if(killed > 0)
  1111. {
  1112. BattleLogMessage blm;
  1113. addGenericKilledLog(blm, defender, killed, multiple);
  1114. sendAndApply(&blm);
  1115. }
  1116. }
  1117. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1118. {
  1119. if(killed > 0)
  1120. {
  1121. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1122. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1123. // 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)
  1124. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1125. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1126. boost::algorithm::trim(formatString);
  1127. boost::format txt(formatString);
  1128. if(killed > 1)
  1129. {
  1130. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1131. }
  1132. else //killed == 1
  1133. {
  1134. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1135. }
  1136. MetaString line;
  1137. line << txt.str();
  1138. blm.lines.push_back(std::move(line));
  1139. }
  1140. }
  1141. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1142. {
  1143. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1144. return;
  1145. for(auto & playerConnections : connections)
  1146. {
  1147. PlayerColor playerId = playerConnections.first;
  1148. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1149. if(!playerSettings)
  1150. continue;
  1151. auto playerConnection = vstd::find(playerConnections.second, c);
  1152. if(playerConnection != playerConnections.second.end())
  1153. {
  1154. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1155. playerMessage(playerId, messageText, ObjectInstanceID{});
  1156. }
  1157. }
  1158. }
  1159. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1160. {
  1161. //prepare struct informing that action was applied
  1162. auto sendPackageResponse = [&](bool succesfullyApplied)
  1163. {
  1164. PackageApplied applied;
  1165. applied.player = pack->player;
  1166. applied.result = succesfullyApplied;
  1167. applied.packType = typeList.getTypeID(pack);
  1168. applied.requestID = pack->requestID;
  1169. pack->c->sendPack(&applied);
  1170. };
  1171. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1172. if(isBlockedByQueries(pack, pack->player))
  1173. {
  1174. sendPackageResponse(false);
  1175. }
  1176. else if(apply)
  1177. {
  1178. const bool result = apply->applyOnGH(this, this->gs, pack);
  1179. if(result)
  1180. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1181. else
  1182. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1183. % typeid(*pack).name()).str());
  1184. sendPackageResponse(true);
  1185. }
  1186. else
  1187. {
  1188. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1189. sendPackageResponse(false);
  1190. }
  1191. vstd::clear_pointer(pack);
  1192. }
  1193. int CGameHandler::moveStack(int stack, BattleHex dest)
  1194. {
  1195. int ret = 0;
  1196. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1197. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1198. assert(curStack);
  1199. assert(dest < GameConstants::BFIELD_SIZE);
  1200. if (gs->curB->tacticDistance)
  1201. {
  1202. assert(gs->curB->isInTacticRange(dest));
  1203. }
  1204. auto start = curStack->getPosition();
  1205. if (start == dest)
  1206. return 0;
  1207. //initing necessary tables
  1208. auto accessibility = getAccesibility(curStack);
  1209. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1210. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1211. {
  1212. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1213. if(accessibility.accessible(shifted, curStack))
  1214. dest = shifted;
  1215. }
  1216. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1217. {
  1218. complain("Given destination is not accessible!");
  1219. return 0;
  1220. }
  1221. bool canUseGate = false;
  1222. auto dbState = gs->curB->si.gateState;
  1223. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1224. dbState != EGateState::DESTROYED &&
  1225. dbState != EGateState::BLOCKED)
  1226. {
  1227. canUseGate = true;
  1228. }
  1229. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1230. ret = path.second;
  1231. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1232. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1233. {
  1234. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1235. return true;
  1236. if (hex == ESiegeHex::GATE_OUTER)
  1237. return true;
  1238. if (hex == ESiegeHex::GATE_INNER)
  1239. return true;
  1240. return false;
  1241. };
  1242. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1243. {
  1244. if (isGateDrawbridgeHex(hex))
  1245. return true;
  1246. if (curStack->doubleWide())
  1247. {
  1248. BattleHex otherHex = curStack->occupiedHex(hex);
  1249. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1250. return true;
  1251. }
  1252. return false;
  1253. };
  1254. if (curStack->hasBonusOfType(Bonus::FLYING))
  1255. {
  1256. if (path.second <= creSpeed && path.first.size() > 0)
  1257. {
  1258. if (canUseGate && dbState != EGateState::OPENED &&
  1259. occupyGateDrawbridgeHex(dest))
  1260. {
  1261. BattleUpdateGateState db;
  1262. db.state = EGateState::OPENED;
  1263. sendAndApply(&db);
  1264. }
  1265. //inform clients about move
  1266. BattleStackMoved sm;
  1267. sm.stack = curStack->ID;
  1268. std::vector<BattleHex> tiles;
  1269. tiles.push_back(path.first[0]);
  1270. sm.tilesToMove = tiles;
  1271. sm.distance = path.second;
  1272. sm.teleporting = false;
  1273. sendAndApply(&sm);
  1274. }
  1275. }
  1276. else //for non-flying creatures
  1277. {
  1278. std::vector<BattleHex> tiles;
  1279. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1280. int v = (int)path.first.size()-1;
  1281. path.first.push_back(start);
  1282. // check if gate need to be open or closed at some point
  1283. BattleHex openGateAtHex, gateMayCloseAtHex;
  1284. if (canUseGate)
  1285. {
  1286. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1287. {
  1288. auto needOpenGates = [&](BattleHex hex) -> bool
  1289. {
  1290. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1291. return true;
  1292. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1293. return true;
  1294. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1295. return true;
  1296. return false;
  1297. };
  1298. auto hex = path.first[i];
  1299. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1300. {
  1301. if (needOpenGates(hex))
  1302. openGateAtHex = path.first[i+1];
  1303. //TODO we need find batter way to handle double-wide stacks
  1304. //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.
  1305. if (curStack->doubleWide())
  1306. {
  1307. BattleHex otherHex = curStack->occupiedHex(hex);
  1308. if (otherHex.isValid() && needOpenGates(otherHex))
  1309. openGateAtHex = path.first[i+2];
  1310. }
  1311. //gate may be opened and then closed during stack movement, but not other way around
  1312. if (openGateAtHex.isValid())
  1313. dbState = EGateState::OPENED;
  1314. }
  1315. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1316. {
  1317. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1318. {
  1319. gateMayCloseAtHex = path.first[i-1];
  1320. }
  1321. if (gs->curB->town->subID == ETownType::FORTRESS)
  1322. {
  1323. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1324. {
  1325. gateMayCloseAtHex = path.first[i-1];
  1326. }
  1327. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1328. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1329. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1330. {
  1331. gateMayCloseAtHex = path.first[i-1];
  1332. }
  1333. }
  1334. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1335. {
  1336. gateMayCloseAtHex = path.first[i-1];
  1337. }
  1338. }
  1339. }
  1340. }
  1341. bool stackIsMoving = true;
  1342. while(stackIsMoving)
  1343. {
  1344. if (v<tilesToMove)
  1345. {
  1346. logGlobal->error("Movement terminated abnormally");
  1347. break;
  1348. }
  1349. bool gateStateChanging = false;
  1350. //special handling for opening gate on from starting hex
  1351. if (openGateAtHex.isValid() && openGateAtHex == start)
  1352. gateStateChanging = true;
  1353. else
  1354. {
  1355. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1356. {
  1357. BattleHex hex = path.first[v];
  1358. tiles.push_back(hex);
  1359. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1360. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1361. {
  1362. gateStateChanging = true;
  1363. }
  1364. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1365. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1366. obstacleHit = true;
  1367. if (curStack->doubleWide())
  1368. {
  1369. BattleHex otherHex = curStack->occupiedHex(hex);
  1370. //two hex creature hit obstacle by backside
  1371. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1372. if(otherHex.isValid() && !obstacle2.empty())
  1373. obstacleHit = true;
  1374. }
  1375. }
  1376. }
  1377. if (tiles.size() > 0)
  1378. {
  1379. //commit movement
  1380. BattleStackMoved sm;
  1381. sm.stack = curStack->ID;
  1382. sm.distance = path.second;
  1383. sm.teleporting = false;
  1384. sm.tilesToMove = tiles;
  1385. sendAndApply(&sm);
  1386. tiles.clear();
  1387. }
  1388. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1389. if (curStack->getPosition() != dest)
  1390. {
  1391. if(stackIsMoving && start != curStack->getPosition())
  1392. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1393. if (gateStateChanging)
  1394. {
  1395. if (curStack->getPosition() == openGateAtHex)
  1396. {
  1397. openGateAtHex = BattleHex();
  1398. //only open gate if stack is still alive
  1399. if (curStack->alive())
  1400. {
  1401. BattleUpdateGateState db;
  1402. db.state = EGateState::OPENED;
  1403. sendAndApply(&db);
  1404. }
  1405. }
  1406. else if (curStack->getPosition() == gateMayCloseAtHex)
  1407. {
  1408. gateMayCloseAtHex = BattleHex();
  1409. updateGateState();
  1410. }
  1411. }
  1412. }
  1413. else
  1414. //movement finished normally: we reached destination
  1415. stackIsMoving = false;
  1416. }
  1417. }
  1418. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1419. handleDamageFromObstacle(curStack);
  1420. return ret;
  1421. }
  1422. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1423. : lobby(lobby)
  1424. , complainNoCreatures("No creatures to split")
  1425. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1426. , complainInvalidSlot("Invalid slot accessed!")
  1427. {
  1428. QID = 1;
  1429. IObjectInterface::cb = this;
  1430. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1431. registerTypesServerPacks(*applier);
  1432. visitObjectAfterVictory = false;
  1433. spellEnv = new ServerSpellCastEnvironment(this);
  1434. }
  1435. CGameHandler::~CGameHandler()
  1436. {
  1437. delete spellEnv;
  1438. delete gs;
  1439. }
  1440. void CGameHandler::reinitScripting()
  1441. {
  1442. serverEventBus = std::make_unique<events::EventBus>();
  1443. #if SCRIPTING_ENABLED
  1444. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1445. #endif
  1446. }
  1447. void CGameHandler::init(StartInfo *si)
  1448. {
  1449. if (si->seedToBeUsed == 0)
  1450. {
  1451. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1452. }
  1453. CMapService mapService;
  1454. gs = new CGameState();
  1455. gs->preInit(VLC);
  1456. logGlobal->info("Gamestate created!");
  1457. gs->init(&mapService, si);
  1458. logGlobal->info("Gamestate initialized!");
  1459. // reset seed, so that clients can't predict any following random values
  1460. getRandomGenerator().resetSeed();
  1461. for (auto & elem : gs->players)
  1462. {
  1463. states.addPlayer(elem.first);
  1464. }
  1465. reinitScripting();
  1466. }
  1467. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1468. {
  1469. return a.earlierThan(b);
  1470. }
  1471. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1472. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1473. const PlayerState * p = getPlayerState(town->tempOwner);
  1474. if (!p)
  1475. {
  1476. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1477. return;
  1478. }
  1479. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1480. {
  1481. SetAvailableCreatures ssi;
  1482. ssi.tid = town->id;
  1483. ssi.creatures = town->creatures;
  1484. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1485. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1486. if (dwellings.empty())//no dwellings - just remove
  1487. {
  1488. sendAndApply(&ssi);
  1489. return;
  1490. }
  1491. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1492. // for multi-creature dwellings like Golem Factory
  1493. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1494. if (clear)
  1495. {
  1496. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1497. }
  1498. else
  1499. {
  1500. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1501. }
  1502. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1503. sendAndApply(&ssi);
  1504. }
  1505. }
  1506. void CGameHandler::newTurn()
  1507. {
  1508. logGlobal->trace("Turn %d", gs->day+1);
  1509. NewTurn n;
  1510. n.specialWeek = NewTurn::NO_ACTION;
  1511. n.creatureid = CreatureID::NONE;
  1512. n.day = gs->day + 1;
  1513. bool firstTurn = !getDate(Date::DAY);
  1514. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1515. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1516. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1517. if (firstTurn)
  1518. {
  1519. for (auto obj : gs->map->objects)
  1520. {
  1521. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1522. {
  1523. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1524. }
  1525. }
  1526. }
  1527. if (newWeek && !firstTurn)
  1528. {
  1529. n.specialWeek = NewTurn::NORMAL;
  1530. bool deityOfFireBuilt = false;
  1531. for (const CGTownInstance *t : gs->map->towns)
  1532. {
  1533. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1534. {
  1535. deityOfFireBuilt = true;
  1536. break;
  1537. }
  1538. }
  1539. if (deityOfFireBuilt)
  1540. {
  1541. n.specialWeek = NewTurn::DEITYOFFIRE;
  1542. n.creatureid = CreatureID::IMP;
  1543. }
  1544. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1545. {
  1546. int monthType = getRandomGenerator().nextInt(99);
  1547. if (newMonth) //new month
  1548. {
  1549. if (monthType < 40) //double growth
  1550. {
  1551. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1552. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1553. {
  1554. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1555. }
  1556. else if (VLC->creh->doubledCreatures.size())
  1557. {
  1558. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1559. }
  1560. else
  1561. {
  1562. complain("Cannot find creature that can be spawned!");
  1563. n.specialWeek = NewTurn::NORMAL;
  1564. }
  1565. }
  1566. else if (monthType < 50)
  1567. n.specialWeek = NewTurn::PLAGUE;
  1568. }
  1569. else //it's a week, but not full month
  1570. {
  1571. if (monthType < 25)
  1572. {
  1573. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1574. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1575. do
  1576. {
  1577. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1578. } while (VLC->creh->objects[newMonster.second] &&
  1579. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1580. n.creatureid = newMonster.second;
  1581. }
  1582. }
  1583. }
  1584. }
  1585. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1586. for (auto& hp : pool)
  1587. {
  1588. auto hero = hp.second;
  1589. if (hero->isInitialized() && hero->stacks.size())
  1590. {
  1591. // reset retreated or surrendered heroes
  1592. auto maxmove = hero->maxMovePoints(true);
  1593. // if movement is greater than maxmove, we should decrease it
  1594. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1595. {
  1596. NewTurn::Hero hth;
  1597. hth.id = hero->id;
  1598. hth.move = maxmove;
  1599. hth.mana = hero->getManaNewTurn();
  1600. n.heroes.insert(hth);
  1601. }
  1602. }
  1603. }
  1604. for (auto & elem : gs->players)
  1605. {
  1606. if (elem.first == PlayerColor::NEUTRAL)
  1607. continue;
  1608. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1609. assert(0); //illegal player number!
  1610. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1611. hadGold.insert(playerGold);
  1612. if (newWeek) //new heroes in tavern
  1613. {
  1614. SetAvailableHeroes sah;
  1615. sah.player = elem.first;
  1616. //pick heroes and their armies
  1617. CHeroClass *banned = nullptr;
  1618. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1619. {
  1620. //first hero - native if possible, second hero -> any other class
  1621. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1622. {
  1623. sah.hid[j] = h->subID;
  1624. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1625. banned = h->type->heroClass;
  1626. }
  1627. else
  1628. {
  1629. sah.hid[j] = -1;
  1630. }
  1631. }
  1632. sendAndApply(&sah);
  1633. }
  1634. n.res[elem.first] = elem.second.resources;
  1635. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1636. {
  1637. bool hasCrystalGenCreature = false;
  1638. for(CGHeroInstance * hero : elem.second.heroes)
  1639. {
  1640. for(auto stack : hero->stacks)
  1641. {
  1642. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1643. {
  1644. hasCrystalGenCreature = true;
  1645. break;
  1646. }
  1647. }
  1648. }
  1649. if(!hasCrystalGenCreature) //not found in armies, check towns
  1650. {
  1651. for(CGTownInstance * town : elem.second.towns)
  1652. {
  1653. for(auto stack : town->stacks)
  1654. {
  1655. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1656. {
  1657. hasCrystalGenCreature = true;
  1658. break;
  1659. }
  1660. }
  1661. }
  1662. }
  1663. if(hasCrystalGenCreature)
  1664. n.res[elem.first][Res::CRYSTAL] += 3;
  1665. }
  1666. for (CGHeroInstance *h : (elem).second.heroes)
  1667. {
  1668. if (h->visitedTown)
  1669. giveSpells(h->visitedTown, h);
  1670. NewTurn::Hero hth;
  1671. hth.id = h->id;
  1672. auto ti = std::make_unique<TurnInfo>(h, 1);
  1673. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1674. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1675. hth.mana = h->getManaNewTurn();
  1676. n.heroes.insert(hth);
  1677. if (!firstTurn) //not first day
  1678. {
  1679. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1680. {
  1681. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1682. }
  1683. }
  1684. }
  1685. }
  1686. for (CGTownInstance *t : gs->map->towns)
  1687. {
  1688. PlayerColor player = t->tempOwner;
  1689. handleTownEvents(t, n);
  1690. if (newWeek) //first day of week
  1691. {
  1692. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1693. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1694. if (!firstTurn)
  1695. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1696. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1697. if (!vstd::contains(n.cres, t->id))
  1698. {
  1699. n.cres[t->id].tid = t->id;
  1700. n.cres[t->id].creatures = t->creatures;
  1701. }
  1702. auto & sac = n.cres.at(t->id);
  1703. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1704. {
  1705. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1706. {
  1707. ui32 &availableCount = sac.creatures.at(k).first;
  1708. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1709. if (n.specialWeek == NewTurn::PLAGUE)
  1710. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1711. else
  1712. {
  1713. if (firstTurn) //first day of game: use only basic growths
  1714. availableCount = cre->growth;
  1715. else
  1716. availableCount += t->creatureGrowth(k);
  1717. //Deity of fire week - upgrade both imps and upgrades
  1718. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1719. availableCount += 15;
  1720. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1721. {
  1722. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1723. availableCount *= 2;
  1724. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1725. availableCount += 5;
  1726. }
  1727. }
  1728. }
  1729. }
  1730. }
  1731. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1732. {
  1733. n.res[player] = n.res[player] + t->dailyIncome();
  1734. }
  1735. if(t->hasBuilt(BuildingID::GRAIL)
  1736. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1737. {
  1738. // Skyship, probably easier to handle same as Veil of darkness
  1739. //do it every new day after veils apply
  1740. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1741. {
  1742. FoWChange fw;
  1743. fw.mode = 1;
  1744. fw.player = player;
  1745. // find all hidden tiles
  1746. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1747. auto shape = fow->shape();
  1748. for(size_t z = 0; z < shape[0]; z++)
  1749. for(size_t x = 0; x < shape[1]; x++)
  1750. for(size_t y = 0; y < shape[2]; y++)
  1751. if (!(*fow)[z][x][y])
  1752. fw.tiles.insert(int3(x, y, z));
  1753. sendAndApply (&fw);
  1754. }
  1755. }
  1756. if (t->hasBonusOfType (Bonus::DARKNESS))
  1757. {
  1758. for (auto & player : gs->players)
  1759. {
  1760. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1761. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1762. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1763. }
  1764. }
  1765. }
  1766. if (newMonth)
  1767. {
  1768. SetAvailableArtifacts saa;
  1769. saa.id = -1;
  1770. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1771. sendAndApply(&saa);
  1772. }
  1773. sendAndApply(&n);
  1774. if (newWeek)
  1775. {
  1776. //spawn wandering monsters
  1777. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1778. {
  1779. spawnWanderingMonsters(n.creatureid);
  1780. }
  1781. //new week info popup
  1782. if (!firstTurn)
  1783. {
  1784. InfoWindow iw;
  1785. switch (n.specialWeek)
  1786. {
  1787. case NewTurn::DOUBLE_GROWTH:
  1788. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1789. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1790. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1791. break;
  1792. case NewTurn::PLAGUE:
  1793. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1794. break;
  1795. case NewTurn::BONUS_GROWTH:
  1796. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1797. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1798. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1799. break;
  1800. case NewTurn::DEITYOFFIRE:
  1801. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1802. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1803. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1804. iw.text.addReplacement2(15); //%+d 15
  1805. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1806. iw.text.addReplacement2(15); //%+d 15
  1807. break;
  1808. default:
  1809. if (newMonth)
  1810. {
  1811. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1812. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1813. }
  1814. else
  1815. {
  1816. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1817. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1818. }
  1819. }
  1820. for (auto & elem : gs->players)
  1821. {
  1822. iw.player = elem.first;
  1823. sendAndApply(&iw);
  1824. }
  1825. }
  1826. }
  1827. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1828. handleTimeEvents();
  1829. //call objects
  1830. for (auto & elem : gs->map->objects)
  1831. {
  1832. if (elem)
  1833. elem->newTurn(getRandomGenerator());
  1834. }
  1835. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1836. }
  1837. void CGameHandler::run(bool resume)
  1838. {
  1839. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1840. using namespace boost::posix_time;
  1841. for (auto cc : lobby->connections)
  1842. {
  1843. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1844. std::stringstream sbuffer;
  1845. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1846. for (PlayerColor color : players)
  1847. {
  1848. sbuffer << color << " ";
  1849. {
  1850. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1851. connections[color].insert(cc);
  1852. }
  1853. }
  1854. logGlobal->info(sbuffer.str());
  1855. }
  1856. #if SCRIPTING_ENABLED
  1857. services()->scripts()->run(serverScripts);
  1858. #endif
  1859. if(resume)
  1860. events::GameResumed::defaultExecute(serverEventBus.get());
  1861. auto playerTurnOrder = generatePlayerTurnOrder();
  1862. while(lobby->state == EServerState::GAMEPLAY)
  1863. {
  1864. if(!resume)
  1865. {
  1866. newTurn();
  1867. events::TurnStarted::defaultExecute(serverEventBus.get());
  1868. }
  1869. std::list<PlayerColor>::iterator it;
  1870. if (resume)
  1871. {
  1872. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1873. }
  1874. else
  1875. {
  1876. it = playerTurnOrder.begin();
  1877. }
  1878. resume = false;
  1879. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1880. {
  1881. auto playerColor = *it;
  1882. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1883. {
  1884. //if player runs out of time, he shouldn't get the turn (especially AI)
  1885. //pre-trigger may change anything, should check before each player
  1886. //TODO: is it enough to check only one player?
  1887. checkVictoryLossConditionsForAll();
  1888. auto player = event.getPlayer();
  1889. const PlayerState * playerState = &gs->players[player];
  1890. if(playerState->status != EPlayerStatus::INGAME)
  1891. {
  1892. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1893. }
  1894. else
  1895. {
  1896. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1897. YourTurn yt;
  1898. yt.player = player;
  1899. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1900. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1901. applyAndSend(&yt);
  1902. }
  1903. };
  1904. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1905. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1906. {
  1907. //wait till turn is done
  1908. boost::unique_lock<boost::mutex> lock(states.mx);
  1909. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1910. {
  1911. static time_duration p = milliseconds(100);
  1912. states.cv.timed_wait(lock, p);
  1913. }
  1914. }
  1915. }
  1916. //additional check that game is not finished
  1917. bool activePlayer = false;
  1918. for (auto player : playerTurnOrder)
  1919. {
  1920. if (gs->players[player].status == EPlayerStatus::INGAME)
  1921. activePlayer = true;
  1922. }
  1923. if(!activePlayer)
  1924. lobby->state = EServerState::GAMEPLAY_ENDED;
  1925. }
  1926. }
  1927. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1928. {
  1929. // Generate player turn order
  1930. std::list<PlayerColor> playerTurnOrder;
  1931. for (const auto & player : gs->players) // add human players first
  1932. {
  1933. if (player.second.human)
  1934. playerTurnOrder.push_back(player.first);
  1935. }
  1936. for (const auto & player : gs->players) // then add non-human players
  1937. {
  1938. if (!player.second.human)
  1939. playerTurnOrder.push_back(player.first);
  1940. }
  1941. return playerTurnOrder;
  1942. }
  1943. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1944. {
  1945. battleResult.set(nullptr);
  1946. const auto & t = *getTile(tile);
  1947. TerrainId terrain = t.terType->getId();
  1948. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1949. terrain = ETerrainId::SAND;
  1950. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1951. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1952. terType = BattleField::fromString("ship_to_ship");
  1953. //send info about battles
  1954. BattleStart bs;
  1955. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1956. sendAndApply(&bs);
  1957. }
  1958. void CGameHandler::checkBattleStateChanges()
  1959. {
  1960. //check if drawbridge state need to be changes
  1961. if (battleGetSiegeLevel() > 0)
  1962. updateGateState();
  1963. //check if battle ended
  1964. if (auto result = battleIsFinished())
  1965. {
  1966. setBattleResult(BattleResult::NORMAL, *result);
  1967. }
  1968. }
  1969. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1970. {
  1971. if (!h->hasSpellbook())
  1972. return; //hero hasn't spellbook
  1973. ChangeSpells cs;
  1974. cs.hid = h->id;
  1975. cs.learn = true;
  1976. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1977. {
  1978. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1979. for (int i = 0; i < h->maxSpellLevel(); i++)
  1980. {
  1981. std::vector<SpellID> spells;
  1982. getAllowedSpells(spells, i+1);
  1983. for (auto & spell : spells)
  1984. cs.spells.insert(spell);
  1985. }
  1986. }
  1987. else
  1988. {
  1989. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1990. {
  1991. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1992. {
  1993. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1994. cs.spells.insert(t->spells.at(i).at(j));
  1995. }
  1996. }
  1997. }
  1998. if (!cs.spells.empty())
  1999. sendAndApply(&cs);
  2000. }
  2001. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  2002. {
  2003. if (!obj || !getObj(obj->id))
  2004. {
  2005. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  2006. return false;
  2007. }
  2008. RemoveObject ro;
  2009. ro.id = obj->id;
  2010. sendAndApply(&ro);
  2011. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  2012. return true;
  2013. }
  2014. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  2015. {
  2016. const CGHeroInstance *h = getHero(hid);
  2017. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  2018. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  2019. {
  2020. logGlobal->error("Illegal call to move hero!");
  2021. return false;
  2022. }
  2023. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  2024. const int3 hmpos = h->convertToVisitablePos(dst);
  2025. if (!gs->map->isInTheMap(hmpos))
  2026. {
  2027. logGlobal->error("Destination tile is outside the map!");
  2028. return false;
  2029. }
  2030. const TerrainTile t = *getTile(hmpos);
  2031. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2032. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2033. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2034. //result structure for start - movement failed, no move points used
  2035. TryMoveHero tmh;
  2036. tmh.id = hid;
  2037. tmh.start = h->pos;
  2038. tmh.end = dst;
  2039. tmh.result = TryMoveHero::FAILED;
  2040. tmh.movePoints = h->movement;
  2041. //check if destination tile is available
  2042. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2043. auto ti = pathfinderHelper->getTurnInfo();
  2044. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2045. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2046. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2047. //it's a rock or blocked and not visitable tile
  2048. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2049. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2050. && complain("Cannot move hero, destination tile is blocked!"))
  2051. || ((!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)
  2052. && complain("Cannot move hero, destination tile is on water!"))
  2053. || ((h->boat && t.terType->isLand() && t.blocked)
  2054. && complain("Cannot disembark hero, tile is blocked!"))
  2055. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2056. && complain("Tiles are not neighboring!"))
  2057. || ((h->inTownGarrison)
  2058. && complain("Can not move garrisoned hero!"))
  2059. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2060. && complain("Hero doesn't have any movement points left!"))
  2061. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2062. && complain("Hero cannot transit over this tile!"))
  2063. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2064. && complain("Cannot move hero during the battle"))*/)
  2065. {
  2066. //send info about movement failure
  2067. sendAndApply(&tmh);
  2068. return false;
  2069. }
  2070. //several generic blocks of code
  2071. // should be called if hero changes tile but before applying TryMoveHero package
  2072. auto leaveTile = [&]()
  2073. {
  2074. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2075. {
  2076. obj->onHeroLeave(h);
  2077. }
  2078. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2079. };
  2080. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2081. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2082. {
  2083. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2084. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2085. queries.addQuery(moveQuery);
  2086. if (leavingTile == LEAVING_TILE)
  2087. leaveTile();
  2088. tmh.result = result;
  2089. sendAndApply(&tmh);
  2090. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2091. { // Hero should be always able to visit any object he staying on even if there guards around
  2092. visitObjectOnTile(t, h);
  2093. }
  2094. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2095. {
  2096. tmh.attackedFrom = boost::make_optional(guardPos);
  2097. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2098. objectVisited(guardTile.visitableObjects.back(), h);
  2099. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2100. }
  2101. else if (visitDest == VISIT_DEST)
  2102. {
  2103. visitObjectOnTile(t, h);
  2104. }
  2105. queries.popIfTop(moveQuery);
  2106. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2107. return result != TryMoveHero::FAILED;
  2108. };
  2109. //interaction with blocking object (like resources)
  2110. auto blockingVisit = [&]() -> bool
  2111. {
  2112. for (CGObjectInstance *obj : t.visitableObjects)
  2113. {
  2114. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2115. {
  2116. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2117. //this-> is needed for MVS2010 to recognize scope (?)
  2118. }
  2119. }
  2120. return false;
  2121. };
  2122. if (!transit && embarking)
  2123. {
  2124. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2125. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2126. // In H3 embark ignore guards
  2127. }
  2128. if (disembarking)
  2129. {
  2130. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2131. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2132. }
  2133. if (teleporting)
  2134. {
  2135. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2136. return true;
  2137. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2138. // visit town for town portal \ castle gates
  2139. // do not use generic visitObjectOnTile to avoid double-teleporting
  2140. // if this moveHero call was triggered by teleporter
  2141. if (!t.visitableObjects.empty())
  2142. {
  2143. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2144. town->onHeroVisit(h);
  2145. }
  2146. return true;
  2147. }
  2148. //still here? it is standard movement!
  2149. {
  2150. tmh.movePoints = (int)h->movement >= cost
  2151. ? h->movement - cost
  2152. : 0;
  2153. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2154. EVisitDest visitDest = VISIT_DEST;
  2155. if (transit)
  2156. {
  2157. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2158. visitDest = DONT_VISIT_DEST;
  2159. if (canFly)
  2160. {
  2161. lookForGuards = IGNORE_GUARDS;
  2162. visitDest = DONT_VISIT_DEST;
  2163. }
  2164. }
  2165. else if (blockingVisit())
  2166. return true;
  2167. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2168. return true;
  2169. }
  2170. }
  2171. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2172. {
  2173. const CGHeroInstance *h = getHero(hid);
  2174. const CGTownInstance *t = getTown(dstid);
  2175. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2176. COMPLAIN_RET("Invalid call to teleportHero!");
  2177. const CGTownInstance *from = h->visitedTown;
  2178. if (((h->getOwner() != t->getOwner())
  2179. && complain("Cannot teleport hero to another player"))
  2180. || (from->town->faction->getId() != t->town->faction->getId()
  2181. && complain("Source town and destination town should belong to the same faction"))
  2182. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2183. && complain("Hero must be in town with Castle gate for teleporting"))
  2184. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2185. && complain("Cannot teleport hero to town without Castle gate in it")))
  2186. return false;
  2187. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2188. moveHero(hid,pos,1);
  2189. return true;
  2190. }
  2191. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2192. {
  2193. PlayerColor oldOwner = getOwner(obj->id);
  2194. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2195. sendAndApply(&sop);
  2196. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2197. checkVictoryLossConditions(playerColors);
  2198. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2199. if (town) //town captured
  2200. {
  2201. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2202. {
  2203. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2204. setPortalDwelling(town, true, false);
  2205. }
  2206. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2207. {
  2208. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2209. {
  2210. InfoWindow iw;
  2211. iw.player = oldOwner;
  2212. 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.
  2213. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2214. sendAndApply(&iw);
  2215. }
  2216. }
  2217. }
  2218. const PlayerState * p = getPlayerState(owner);
  2219. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2220. {
  2221. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2222. {
  2223. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2224. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2225. }
  2226. }
  2227. }
  2228. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2229. {
  2230. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2231. queries.addQuery(dialogQuery);
  2232. iw->queryID = dialogQuery->queryID;
  2233. sendToAllClients(iw);
  2234. }
  2235. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2236. {
  2237. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2238. queries.addQuery(dialogQuery);
  2239. iw->queryID = dialogQuery->queryID;
  2240. sendToAllClients(iw);
  2241. }
  2242. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2243. {
  2244. if (!val) return; //don't waste time on empty call
  2245. TResources resources;
  2246. resources.at(which) = val;
  2247. giveResources(player, resources);
  2248. }
  2249. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2250. {
  2251. SetResources sr;
  2252. sr.abs = false;
  2253. sr.player = player;
  2254. sr.res = resources;
  2255. sendAndApply(&sr);
  2256. }
  2257. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2258. {
  2259. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2260. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2261. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2262. //first we move creatures to give to make them army of object-source
  2263. for (auto & elem : creatures.Slots())
  2264. {
  2265. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2266. }
  2267. tryJoiningArmy(obj, h, remove, true);
  2268. }
  2269. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2270. {
  2271. std::vector<CStackBasicDescriptor> cres = creatures;
  2272. if (cres.size() <= 0)
  2273. return;
  2274. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2275. for (CStackBasicDescriptor &sbd : cres)
  2276. {
  2277. TQuantity collected = 0;
  2278. while(collected < sbd.count)
  2279. {
  2280. bool foundSth = false;
  2281. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2282. {
  2283. if (i->second->type == sbd.type)
  2284. {
  2285. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2286. changeStackCount(StackLocation(obj, i->first), -take, false);
  2287. collected += take;
  2288. foundSth = true;
  2289. break;
  2290. }
  2291. }
  2292. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2293. {
  2294. complain("Unexpected failure during taking creatures!");
  2295. return;
  2296. }
  2297. }
  2298. }
  2299. }
  2300. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2301. {
  2302. HeroVisitCastle vc;
  2303. vc.hid = hero->id;
  2304. vc.tid = obj->id;
  2305. vc.flags |= 1;
  2306. sendAndApply(&vc);
  2307. visitCastleObjects(obj, hero);
  2308. giveSpells (obj, hero);
  2309. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2310. }
  2311. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2312. {
  2313. for (auto building : t->bonusingBuildings)
  2314. building->onHeroVisit(h);
  2315. }
  2316. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2317. {
  2318. HeroVisitCastle vc;
  2319. vc.hid = hero->id;
  2320. vc.tid = obj->id;
  2321. sendAndApply(&vc);
  2322. }
  2323. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2324. {
  2325. EraseArtifact ea;
  2326. ea.al = al;
  2327. sendAndApply(&ea);
  2328. }
  2329. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2330. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2331. const CGTownInstance *town) //use hero=nullptr for no hero
  2332. {
  2333. engageIntoBattle(army1->tempOwner);
  2334. engageIntoBattle(army2->tempOwner);
  2335. static const CArmedInstance *armies[2];
  2336. armies[0] = army1;
  2337. armies[1] = army2;
  2338. static const CGHeroInstance*heroes[2];
  2339. heroes[0] = hero1;
  2340. heroes[1] = hero2;
  2341. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2342. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2343. queries.addQuery(battleQuery);
  2344. boost::thread(&CGameHandler::runBattle, this);
  2345. }
  2346. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2347. {
  2348. startBattlePrimary(army1, army2, tile,
  2349. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2350. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2351. creatureBank);
  2352. }
  2353. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2354. {
  2355. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2356. }
  2357. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2358. {
  2359. ChangeSpells cs;
  2360. cs.hid = hero->id;
  2361. cs.spells = spells;
  2362. cs.learn = give;
  2363. sendAndApply(&cs);
  2364. }
  2365. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2366. {
  2367. SystemMessage sm;
  2368. sm.text = message;
  2369. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2370. *(c.get()) << &sm;
  2371. }
  2372. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2373. {
  2374. sendAndApply(bonus);
  2375. }
  2376. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2377. {
  2378. sendAndApply(smp);
  2379. }
  2380. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2381. {
  2382. SetMana sm;
  2383. sm.hid = hid;
  2384. sm.val = val;
  2385. sm.absolute = true;
  2386. sendAndApply(&sm);
  2387. }
  2388. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2389. {
  2390. GiveHero gh;
  2391. gh.id = id;
  2392. gh.player = player;
  2393. sendAndApply(&gh);
  2394. }
  2395. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2396. {
  2397. ChangeObjPos cop;
  2398. cop.objid = objid;
  2399. cop.nPos = newPos;
  2400. sendAndApply(&cop);
  2401. }
  2402. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2403. {
  2404. const CGHeroInstance * h1 = getHero(fromHero);
  2405. const CGHeroInstance * h2 = getHero(toHero);
  2406. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2407. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2408. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2409. {
  2410. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2411. std::swap(fromHero, toHero);
  2412. }
  2413. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2414. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2415. return;//no scholar skill or no spellbook
  2416. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2417. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2418. ChangeSpells cs1;
  2419. cs1.learn = true;
  2420. cs1.hid = toHero;//giving spells to first hero
  2421. for (auto it : h1->getSpellsInSpellbook())
  2422. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2423. cs1.spells.insert(it);//spell to learn
  2424. ChangeSpells cs2;
  2425. cs2.learn = true;
  2426. cs2.hid = fromHero;
  2427. for (auto it : h2->getSpellsInSpellbook())
  2428. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2429. cs2.spells.insert(it);
  2430. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2431. {
  2432. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2433. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2434. InfoWindow iw;
  2435. iw.player = h1->tempOwner;
  2436. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2437. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2438. iw.text.addReplacement(h1->getNameTranslated());
  2439. if (!cs2.spells.empty())//if found new spell - apply
  2440. {
  2441. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2442. int size = static_cast<int>(cs2.spells.size());
  2443. for (auto it : cs2.spells)
  2444. {
  2445. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2446. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2447. switch (size--)
  2448. {
  2449. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2450. case 1: break;
  2451. default: iw.text << ", ";
  2452. }
  2453. }
  2454. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2455. iw.text.addReplacement(h2->getNameTranslated());
  2456. sendAndApply(&cs2);
  2457. }
  2458. if (!cs1.spells.empty() && !cs2.spells.empty())
  2459. {
  2460. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2461. }
  2462. if (!cs1.spells.empty())
  2463. {
  2464. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2465. int size = static_cast<int>(cs1.spells.size());
  2466. for (auto it : cs1.spells)
  2467. {
  2468. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2469. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2470. switch (size--)
  2471. {
  2472. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2473. case 1: break;
  2474. default: iw.text << ", ";
  2475. }
  2476. }
  2477. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2478. iw.text.addReplacement(h2->getNameTranslated());
  2479. sendAndApply(&cs1);
  2480. }
  2481. sendAndApply(&iw);
  2482. }
  2483. }
  2484. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2485. {
  2486. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2487. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2488. {
  2489. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2490. ExchangeDialog hex;
  2491. hex.queryID = exchange->queryID;
  2492. hex.player = h1->getOwner();
  2493. hex.hero1 = hero1;
  2494. hex.hero2 = hero2;
  2495. sendAndApply(&hex);
  2496. useScholarSkill(hero1,hero2);
  2497. queries.addQuery(exchange);
  2498. }
  2499. }
  2500. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2501. {
  2502. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2503. for (auto c : lobby->connections)
  2504. {
  2505. if(!c->isOpen())
  2506. continue;
  2507. c->sendPack(pack);
  2508. }
  2509. }
  2510. void CGameHandler::sendAndApply(CPackForClient * pack)
  2511. {
  2512. sendToAllClients(pack);
  2513. gs->apply(pack);
  2514. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2515. }
  2516. void CGameHandler::applyAndSend(CPackForClient * pack)
  2517. {
  2518. gs->apply(pack);
  2519. sendToAllClients(pack);
  2520. }
  2521. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2522. {
  2523. sendAndApply(static_cast<CPackForClient *>(pack));
  2524. checkVictoryLossConditionsForAll();
  2525. }
  2526. void CGameHandler::sendAndApply(SetResources * pack)
  2527. {
  2528. sendAndApply(static_cast<CPackForClient *>(pack));
  2529. checkVictoryLossConditionsForPlayer(pack->player);
  2530. }
  2531. void CGameHandler::sendAndApply(NewStructures * pack)
  2532. {
  2533. sendAndApply(static_cast<CPackForClient *>(pack));
  2534. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2535. }
  2536. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2537. {
  2538. return getPlayerAt(pack->c) == getOwner(id);
  2539. }
  2540. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2541. {
  2542. if(pack->c)
  2543. {
  2544. SystemMessage temp_message("You are not allowed to perform this action!");
  2545. pack->c->sendPack(&temp_message);
  2546. }
  2547. logNetwork->error("Player is not allowed to perform this action!");
  2548. throw ExceptionNotAllowedAction();
  2549. }
  2550. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2551. {
  2552. std::ostringstream oss;
  2553. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2554. logNetwork->error(oss.str());
  2555. if(pack->c)
  2556. {
  2557. SystemMessage temp_message(oss.str());
  2558. pack->c->sendPack(&temp_message);
  2559. }
  2560. }
  2561. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2562. {
  2563. if(!isPlayerOwns(pack, id))
  2564. {
  2565. wrongPlayerMessage(pack, getOwner(id));
  2566. throwNotAllowedAction(pack);
  2567. }
  2568. }
  2569. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2570. {
  2571. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2572. {
  2573. wrongPlayerMessage(pack, player);
  2574. throwNotAllowedAction(pack);
  2575. }
  2576. }
  2577. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2578. {
  2579. complain(txt);
  2580. throwNotAllowedAction(pack);
  2581. }
  2582. void CGameHandler::save(const std::string & filename)
  2583. {
  2584. logGlobal->info("Saving to %s", filename);
  2585. const auto stem = FileInfo::GetPathStem(filename);
  2586. const auto savefname = stem.to_string() + ".vsgm1";
  2587. CResourceHandler::get("local")->createResource(savefname);
  2588. {
  2589. logGlobal->info("Ordering clients to serialize...");
  2590. SaveGameClient sg(savefname);
  2591. sendToAllClients(&sg);
  2592. }
  2593. try
  2594. {
  2595. {
  2596. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2597. saveCommonState(save);
  2598. logGlobal->info("Saving server state");
  2599. save << *this;
  2600. }
  2601. logGlobal->info("Game has been successfully saved!");
  2602. }
  2603. catch(std::exception &e)
  2604. {
  2605. logGlobal->error("Failed to save game: %s", e.what());
  2606. }
  2607. }
  2608. bool CGameHandler::load(const std::string & filename)
  2609. {
  2610. logGlobal->info("Loading from %s", filename);
  2611. const auto stem = FileInfo::GetPathStem(filename);
  2612. reinitScripting();
  2613. try
  2614. {
  2615. {
  2616. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2617. loadCommonState(lf);
  2618. logGlobal->info("Loading server state");
  2619. lf >> *this;
  2620. }
  2621. logGlobal->info("Game has been successfully loaded!");
  2622. }
  2623. catch(const CModHandler::Incompatibility & e)
  2624. {
  2625. logGlobal->error("Failed to load game: %s", e.what());
  2626. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2627. errorMsg += e.what();
  2628. lobby->announceMessage(errorMsg);
  2629. return false;
  2630. }
  2631. catch(const std::exception & e)
  2632. {
  2633. logGlobal->error("Failed to load game: %s", e.what());
  2634. return false;
  2635. }
  2636. gs->preInit(VLC);
  2637. gs->updateOnLoad(lobby->si.get());
  2638. return true;
  2639. }
  2640. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2641. {
  2642. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2643. return false;
  2644. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2645. const CCreatureSet & creatureSet = *army;
  2646. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2647. || (howMany < 1 && complain("Invalid split parameter!")))
  2648. {
  2649. return false;
  2650. }
  2651. auto actualAmount = army->getStackCount(slotSrc);
  2652. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2653. return false;
  2654. auto freeSlots = creatureSet.getFreeSlots();
  2655. if(freeSlots.empty() && complain("No empty stacks"))
  2656. return false;
  2657. BulkRebalanceStacks bulkRS;
  2658. for(auto slot : freeSlots)
  2659. {
  2660. RebalanceStacks rs;
  2661. rs.srcArmy = army->id;
  2662. rs.dstArmy = army->id;
  2663. rs.srcSlot = slotSrc;
  2664. rs.dstSlot = slot;
  2665. rs.count = howMany;
  2666. bulkRS.moves.push_back(rs);
  2667. actualAmount -= howMany;
  2668. if(actualAmount <= howMany)
  2669. break;
  2670. }
  2671. sendAndApply(&bulkRS);
  2672. return true;
  2673. }
  2674. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2675. {
  2676. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2677. return false;
  2678. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2679. const CCreatureSet & creatureSet = *army;
  2680. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2681. return false;
  2682. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2683. if(actualAmount < 1 && complain(complainNoCreatures))
  2684. return false;
  2685. auto currentCreature = creatureSet.getCreature(slotSrc);
  2686. if(!currentCreature && complain(complainNoCreatures))
  2687. return false;
  2688. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2689. if(!creatureSlots.size())
  2690. return false;
  2691. BulkRebalanceStacks bulkRS;
  2692. for(auto slot : creatureSlots)
  2693. {
  2694. RebalanceStacks rs;
  2695. rs.srcArmy = army->id;
  2696. rs.dstArmy = army->id;
  2697. rs.srcSlot = slot;
  2698. rs.dstSlot = slotSrc;
  2699. rs.count = creatureSet.getStackCount(slot);
  2700. bulkRS.moves.push_back(rs);
  2701. }
  2702. sendAndApply(&bulkRS);
  2703. return true;
  2704. }
  2705. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2706. {
  2707. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2708. return false;
  2709. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2710. const CCreatureSet & setSrc = *armySrc;
  2711. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2712. return false;
  2713. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2714. const CCreatureSet & setDest = *armyDest;
  2715. auto freeSlots = setDest.getFreeSlotsQueue();
  2716. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2717. TRebalanceMap moves;
  2718. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2719. auto slotsLeft = setSrc.stacksCount();
  2720. auto destMap = setDest.getCreatureMap();
  2721. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2722. while(!srcQueue.empty())
  2723. {
  2724. auto pair = srcQueue.top();
  2725. srcQueue.pop();
  2726. auto currCreature = pair.first;
  2727. auto currSlot = pair.second;
  2728. const auto quantity = setSrc.getStackCount(currSlot);
  2729. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2730. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2731. if(!alreadyExists)
  2732. {
  2733. if(freeSlots.empty())
  2734. continue;
  2735. auto currFreeSlot = freeSlots.front();
  2736. freeSlots.pop();
  2737. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2738. }
  2739. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2740. slotsLeft--;
  2741. }
  2742. if(slotsLeft == 1)
  2743. {
  2744. auto lastCreature = setSrc.getCreature(srcSlot);
  2745. auto slotToMove = SlotID();
  2746. // Try to find a slot for last creature
  2747. if(destMap.find(lastCreature) == destMap.end())
  2748. {
  2749. if(!freeSlots.empty())
  2750. slotToMove = freeSlots.front();
  2751. }
  2752. else
  2753. {
  2754. slotToMove = destMap[lastCreature];
  2755. }
  2756. if(slotToMove != SlotID())
  2757. {
  2758. const bool needsLastStack = armySrc->needsLastStack();
  2759. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2760. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2761. }
  2762. }
  2763. BulkRebalanceStacks bulkRS;
  2764. for(auto & move : moves)
  2765. {
  2766. RebalanceStacks rs;
  2767. rs.srcArmy = armySrc->id;
  2768. rs.dstArmy = armyDest->id;
  2769. rs.srcSlot = move.first;
  2770. rs.dstSlot = move.second.first;
  2771. rs.count = move.second.second;
  2772. bulkRS.moves.push_back(rs);
  2773. }
  2774. sendAndApply(&bulkRS);
  2775. return true;
  2776. }
  2777. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2778. {
  2779. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2780. return false;
  2781. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2782. const CCreatureSet & creatureSet = *army;
  2783. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2784. return false;
  2785. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2786. if(actualAmount <= 1 && complain(complainNoCreatures))
  2787. return false;
  2788. auto freeSlot = creatureSet.getFreeSlot();
  2789. auto currentCreature = creatureSet.getCreature(slotSrc);
  2790. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2791. return true;
  2792. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2793. TQuantity totalCreatures = 0;
  2794. for(auto slot : creatureSlots)
  2795. totalCreatures += creatureSet.getStackCount(slot);
  2796. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2797. return false;
  2798. if(freeSlot != SlotID())
  2799. creatureSlots.push_back(freeSlot);
  2800. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2801. return false;
  2802. const auto totalCreatureSlots = creatureSlots.size();
  2803. const auto rem = totalCreatures % totalCreatureSlots;
  2804. const auto quotient = totalCreatures / totalCreatureSlots;
  2805. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2806. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2807. BulkSmartRebalanceStacks bulkSRS;
  2808. if(freeSlot != SlotID())
  2809. {
  2810. RebalanceStacks rs;
  2811. rs.srcArmy = rs.dstArmy = army->id;
  2812. rs.srcSlot = slotSrc;
  2813. rs.dstSlot = freeSlot;
  2814. rs.count = 1;
  2815. bulkSRS.moves.push_back(rs);
  2816. }
  2817. auto currSlot = 0;
  2818. auto check = 0;
  2819. for(auto slot : creatureSlots)
  2820. {
  2821. ChangeStackCount csc;
  2822. csc.army = army->id;
  2823. csc.slot = slot;
  2824. csc.count = (currSlot < rem)
  2825. ? quotient + 1
  2826. : quotient;
  2827. csc.absoluteValue = true;
  2828. bulkSRS.changes.push_back(csc);
  2829. currSlot++;
  2830. check += csc.count;
  2831. }
  2832. if(check != totalCreatures)
  2833. {
  2834. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2835. return false;
  2836. }
  2837. sendAndApply(&bulkSRS);
  2838. return true;
  2839. }
  2840. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2841. {
  2842. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2843. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2844. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2845. StackLocation sl1(s1, p1), sl2(s2, p2);
  2846. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2847. {
  2848. complain(complainInvalidSlot);
  2849. return false;
  2850. }
  2851. if (!isAllowedExchange(id1,id2))
  2852. {
  2853. complain("Cannot exchange stacks between these two objects!\n");
  2854. return false;
  2855. }
  2856. // We can always put stacks into locked garrison, but not take them out of it
  2857. auto notRemovable = [&](const CArmedInstance * army)
  2858. {
  2859. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2860. {
  2861. auto g = dynamic_cast<const CGGarrison *>(army);
  2862. if (g && !g->removableUnits)
  2863. {
  2864. complain("Stacks in this garrison are not removable!\n");
  2865. return true;
  2866. }
  2867. }
  2868. return false;
  2869. };
  2870. if (what==1) //swap
  2871. {
  2872. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2873. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2874. {
  2875. complain("Can't take troops from another player!");
  2876. return false;
  2877. }
  2878. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2879. {
  2880. complain("Cannot swap stacks - slots are the same!");
  2881. return false;
  2882. }
  2883. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2884. {
  2885. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2886. return false;
  2887. }
  2888. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2889. return false;
  2890. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2891. return false;
  2892. swapStacks(sl1, sl2);
  2893. }
  2894. else if (what==2)//merge
  2895. {
  2896. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2897. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2898. return false;
  2899. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2900. {
  2901. complain("Cannot merge empty stack!");
  2902. return false;
  2903. }
  2904. else if (notRemovable(sl1.army))
  2905. return false;
  2906. moveStack(sl1, sl2);
  2907. }
  2908. else if (what==3) //split
  2909. {
  2910. const int countToMove = val - s2->getStackCount(p2);
  2911. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2912. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2913. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2914. {
  2915. complain("Can't move troops of another player!");
  2916. return false;
  2917. }
  2918. //general conditions checking
  2919. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2920. || (val<1 && complain(complainNoCreatures)) )
  2921. {
  2922. return false;
  2923. }
  2924. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2925. {
  2926. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2927. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2928. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2929. )
  2930. {
  2931. return false;
  2932. }
  2933. if (notRemovable(sl1.army))
  2934. {
  2935. if (s1->getStackCount(p1) > countLeftOnSrc)
  2936. return false;
  2937. }
  2938. else if (notRemovable(sl2.army))
  2939. {
  2940. if (s2->getStackCount(p1) < countLeftOnSrc)
  2941. return false;
  2942. }
  2943. moveStack(sl1, sl2, countToMove);
  2944. //S2.slots[p2]->count = val;
  2945. //S1.slots[p1]->count = total - val;
  2946. }
  2947. else //split one stack to the two
  2948. {
  2949. if (s1->getStackCount(p1) < val)//not enough creatures
  2950. {
  2951. complain(complainNotEnoughCreatures);
  2952. return false;
  2953. }
  2954. if (notRemovable(sl1.army))
  2955. return false;
  2956. moveStack(sl1, sl2, val);
  2957. }
  2958. }
  2959. return true;
  2960. }
  2961. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2962. {
  2963. return connections.at(player).count(c);
  2964. }
  2965. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2966. {
  2967. std::set<PlayerColor> all;
  2968. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2969. if(vstd::contains(i->second, c))
  2970. all.insert(i->first);
  2971. switch(all.size())
  2972. {
  2973. case 0:
  2974. return PlayerColor::NEUTRAL;
  2975. case 1:
  2976. return *all.begin();
  2977. default:
  2978. {
  2979. //if we have more than one player at this connection, try to pick active one
  2980. if (vstd::contains(all, gs->currentPlayer))
  2981. return gs->currentPlayer;
  2982. else
  2983. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2984. }
  2985. }
  2986. }
  2987. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2988. {
  2989. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2990. if (!vstd::contains(s1->stacks,pos))
  2991. {
  2992. complain("Illegal call to disbandCreature - no such stack in army!");
  2993. return false;
  2994. }
  2995. eraseStack(StackLocation(s1, pos));
  2996. return true;
  2997. }
  2998. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2999. {
  3000. const CGTownInstance * t = getTown(tid);
  3001. if(!t)
  3002. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3003. if(!t->town->buildings.count(requestedID))
  3004. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3005. if(t->hasBuilt(requestedID))
  3006. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3007. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3008. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3009. std::vector<const CBuilding*> remainingAutoBuildings;
  3010. std::set<BuildingID> buildingsThatWillBe;
  3011. //Check validity of request
  3012. if(!force)
  3013. {
  3014. switch(requestedBuilding->mode)
  3015. {
  3016. case CBuilding::BUILD_NORMAL :
  3017. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3018. COMPLAIN_RET("Cannot build that building!");
  3019. break;
  3020. case CBuilding::BUILD_AUTO :
  3021. case CBuilding::BUILD_SPECIAL:
  3022. COMPLAIN_RET("This building can not be constructed normally!");
  3023. case CBuilding::BUILD_GRAIL :
  3024. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3025. {
  3026. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3027. COMPLAIN_RET("Cannot build this without grail!")
  3028. else
  3029. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3030. }
  3031. break;
  3032. }
  3033. }
  3034. //Performs stuff that has to be done before new building is built
  3035. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3036. {
  3037. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3038. {
  3039. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3040. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3041. if(upgradeNumber >= t->town->creatures.at(level).size())
  3042. {
  3043. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3044. "no creature found (upgrade number %d, level %d!")
  3045. % buildingID % upgradeNumber % level));
  3046. return;
  3047. }
  3048. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3049. SetAvailableCreatures ssi;
  3050. ssi.tid = t->id;
  3051. ssi.creatures = t->creatures;
  3052. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3053. ssi.creatures[level].first = crea->growth;
  3054. ssi.creatures[level].second.push_back(crea->idNumber);
  3055. sendAndApply(&ssi);
  3056. }
  3057. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3058. {
  3059. setPortalDwelling(t);
  3060. }
  3061. };
  3062. //Performs stuff that has to be done after new building is built
  3063. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3064. {
  3065. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3066. auto isLibrary = isMageGuild ? false
  3067. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3068. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3069. {
  3070. if(t->visitingHero)
  3071. giveSpells(t,t->visitingHero);
  3072. if(t->garrisonHero)
  3073. giveSpells(t,t->garrisonHero);
  3074. }
  3075. };
  3076. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3077. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3078. {
  3079. return buildingsThatWillBe.count(buildID);
  3080. };
  3081. //Init the vectors
  3082. for(auto & build : t->town->buildings)
  3083. {
  3084. if(t->hasBuilt(build.first))
  3085. {
  3086. buildingsThatWillBe.insert(build.first);
  3087. }
  3088. else
  3089. {
  3090. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3091. remainingAutoBuildings.push_back(build.second);
  3092. }
  3093. }
  3094. //Prepare structure (list of building ids will be filled later)
  3095. NewStructures ns;
  3096. ns.tid = tid;
  3097. ns.builded = force ? t->builded : (t->builded+1);
  3098. std::queue<const CBuilding*> buildingsToAdd;
  3099. buildingsToAdd.push(requestedBuilding);
  3100. while(!buildingsToAdd.empty())
  3101. {
  3102. auto b = buildingsToAdd.front();
  3103. buildingsToAdd.pop();
  3104. ns.bid.insert(b->bid);
  3105. buildingsThatWillBe.insert(b->bid);
  3106. remainingAutoBuildings -= b;
  3107. for(auto autoBuilding : remainingAutoBuildings)
  3108. {
  3109. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3110. if(actualRequirements.test(areRequirementsFullfilled))
  3111. buildingsToAdd.push(autoBuilding);
  3112. }
  3113. }
  3114. // 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.
  3115. for(auto builtID : ns.bid)
  3116. processBeforeBuiltStructure(builtID);
  3117. //Take cost
  3118. if(!force)
  3119. giveResources(t->tempOwner, -requestedBuilding->resources);
  3120. //We know what has been built, apply changes. Do this as final step to properly update town window
  3121. sendAndApply(&ns);
  3122. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3123. for(auto builtID : ns.bid)
  3124. processAfterBuiltStructure(builtID);
  3125. // now when everything is built - reveal tiles for lookout tower
  3126. FoWChange fw;
  3127. fw.player = t->tempOwner;
  3128. fw.mode = 1;
  3129. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3130. sendAndApply(&fw);
  3131. if(t->visitingHero)
  3132. visitCastleObjects(t, t->visitingHero);
  3133. if(t->garrisonHero)
  3134. visitCastleObjects(t, t->garrisonHero);
  3135. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3136. return true;
  3137. }
  3138. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3139. {
  3140. ///incomplete, simply erases target building
  3141. const CGTownInstance * t = getTown(tid);
  3142. if (!vstd::contains(t->builtBuildings, bid))
  3143. return false;
  3144. RazeStructures rs;
  3145. rs.tid = tid;
  3146. rs.bid.insert(bid);
  3147. rs.destroyed = t->destroyed + 1;
  3148. sendAndApply(&rs);
  3149. //TODO: Remove dwellers
  3150. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3151. // {
  3152. // RemoveBonus rb(RemoveBonus::TOWN);
  3153. // rb.whoID = t->id;
  3154. // rb.source = Bonus::TOWN_STRUCTURE;
  3155. // rb.id = 17;
  3156. // sendAndApply(&rb);
  3157. // }
  3158. return true;
  3159. }
  3160. void CGameHandler::sendMessageToAll(const std::string &message)
  3161. {
  3162. SystemMessage sm;
  3163. sm.text = message;
  3164. sendToAllClients(&sm);
  3165. }
  3166. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3167. {
  3168. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3169. const CArmedInstance *dst = nullptr;
  3170. const CCreature *c = VLC->creh->objects.at(crid);
  3171. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3172. //TODO: test for owning
  3173. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3174. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3175. assert(dw && dst);
  3176. //verify
  3177. bool found = false;
  3178. int level = 0;
  3179. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3180. {
  3181. if ((fromLvl != -1) && (level !=fromLvl))
  3182. continue;
  3183. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3184. int i = 0;
  3185. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3186. if (cur.second.at(i) == crid)
  3187. break;
  3188. if (i < cur.second.size())
  3189. {
  3190. found = true;
  3191. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3192. break;
  3193. }
  3194. }
  3195. SlotID slot = dst->getSlotFor(crid);
  3196. if ((!found && complain("Cannot recruit: no such creatures!"))
  3197. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3198. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3199. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3200. {
  3201. return false;
  3202. }
  3203. //recruit
  3204. giveResources(dst->tempOwner, -(c->cost * cram));
  3205. SetAvailableCreatures sac;
  3206. sac.tid = objid;
  3207. sac.creatures = dw->creatures;
  3208. sac.creatures[level].first -= cram;
  3209. sendAndApply(&sac);
  3210. if (warMachine)
  3211. {
  3212. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3213. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3214. ArtifactID artId = c->warMachine;
  3215. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3216. const CArtifact * art = artId.toArtifact();
  3217. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3218. return giveHeroNewArtifact(h, art);
  3219. }
  3220. else
  3221. {
  3222. addToSlot(StackLocation(dst, slot), c, cram);
  3223. }
  3224. return true;
  3225. }
  3226. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3227. {
  3228. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3229. if (!obj->hasStackAtSlot(pos))
  3230. {
  3231. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3232. }
  3233. UpgradeInfo ui;
  3234. fillUpgradeInfo(obj, pos, ui);
  3235. PlayerColor player = obj->tempOwner;
  3236. const PlayerState *p = getPlayerState(player);
  3237. int crQuantity = obj->stacks.at(pos)->count;
  3238. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3239. //check if upgrade is possible
  3240. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3241. {
  3242. return false;
  3243. }
  3244. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3245. //check if player has enough resources
  3246. if (!p->resources.canAfford(totalCost))
  3247. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3248. //take resources
  3249. giveResources(player, -totalCost);
  3250. //upgrade creature
  3251. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3252. return true;
  3253. }
  3254. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3255. {
  3256. if (!sl.army->hasStackAtSlot(sl.slot))
  3257. COMPLAIN_RET("Cannot find a stack to change type");
  3258. SetStackType sst;
  3259. sst.army = sl.army->id;
  3260. sst.slot = sl.slot;
  3261. sst.type = c->idNumber;
  3262. sendAndApply(&sst);
  3263. return true;
  3264. }
  3265. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3266. {
  3267. assert(src->canBeMergedWith(*dst, allowMerging));
  3268. while(src->stacksCount())//while there are unmoved creatures
  3269. {
  3270. auto i = src->Slots().begin(); //iterator to stack to move
  3271. StackLocation sl(src, i->first); //location of stack to move
  3272. SlotID pos = dst->getSlotFor(i->second->type);
  3273. if (!pos.validSlot())
  3274. {
  3275. //try to merge two other stacks to make place
  3276. std::pair<SlotID, SlotID> toMerge;
  3277. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3278. {
  3279. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3280. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3281. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3282. }
  3283. else
  3284. {
  3285. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3286. return;
  3287. }
  3288. }
  3289. else
  3290. {
  3291. moveStack(sl, StackLocation(dst, pos));
  3292. }
  3293. }
  3294. }
  3295. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3296. {
  3297. const CGTownInstance * town = getTown(tid);
  3298. if(!town->garrisonHero == !town->visitingHero)
  3299. return false;
  3300. SetHeroesInTown intown;
  3301. intown.tid = tid;
  3302. if(town->garrisonHero) //garrison -> vising
  3303. {
  3304. intown.garrison = ObjectInstanceID();
  3305. intown.visiting = town->garrisonHero->id;
  3306. }
  3307. else //visiting -> garrison
  3308. {
  3309. if(town->armedGarrison())
  3310. town->mergeGarrisonOnSiege();
  3311. intown.visiting = ObjectInstanceID();
  3312. intown.garrison = town->visitingHero->id;
  3313. }
  3314. sendAndApply(&intown);
  3315. return true;
  3316. }
  3317. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3318. {
  3319. const CGTownInstance * town = getTown(tid);
  3320. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3321. {
  3322. if (!town->visitingHero->canBeMergedWith(*town))
  3323. {
  3324. complain("Cannot make garrison swap, not enough free slots!");
  3325. return false;
  3326. }
  3327. moveArmy(town, town->visitingHero, true);
  3328. SetHeroesInTown intown;
  3329. intown.tid = tid;
  3330. intown.visiting = ObjectInstanceID();
  3331. intown.garrison = town->visitingHero->id;
  3332. sendAndApply(&intown);
  3333. return true;
  3334. }
  3335. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3336. {
  3337. //check if moving hero out of town will break 8 wandering heroes limit
  3338. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3339. {
  3340. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3341. return false;
  3342. }
  3343. SetHeroesInTown intown;
  3344. intown.tid = tid;
  3345. intown.garrison = ObjectInstanceID();
  3346. intown.visiting = town->garrisonHero->id;
  3347. sendAndApply(&intown);
  3348. return true;
  3349. }
  3350. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3351. {
  3352. SetHeroesInTown intown;
  3353. intown.tid = tid;
  3354. intown.garrison = town->visitingHero->id;
  3355. intown.visiting = town->garrisonHero->id;
  3356. sendAndApply(&intown);
  3357. return true;
  3358. }
  3359. else
  3360. {
  3361. complain("Cannot swap garrison hero!");
  3362. return false;
  3363. }
  3364. }
  3365. // With the amount of changes done to the function, it's more like transferArtifacts.
  3366. // 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.
  3367. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3368. {
  3369. ArtifactLocation src = al1, dst = al2;
  3370. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3371. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3372. // Make sure exchange is even possible between the two heroes.
  3373. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3374. COMPLAIN_RET("That heroes cannot make any exchange!");
  3375. const CArtifactInstance *srcArtifact = src.getArt();
  3376. const CArtifactInstance *destArtifact = dst.getArt();
  3377. if (srcArtifact == nullptr)
  3378. COMPLAIN_RET("No artifact to move!");
  3379. if (destArtifact && srcPlayer != dstPlayer)
  3380. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3381. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3382. // Moving to the backpack is always allowed.
  3383. if ((!srcArtifact || !ArtifactUtils::isSlotBackpack(dst.slot))
  3384. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3385. COMPLAIN_RET("Cannot move artifact!");
  3386. auto srcSlot = src.getSlot();
  3387. auto dstSlot = dst.getSlot();
  3388. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3389. COMPLAIN_RET("Cannot move artifact locks.");
  3390. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3391. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3392. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3393. COMPLAIN_RET("Cannot move catapult!");
  3394. if(ArtifactUtils::isSlotBackpack(dst.slot))
  3395. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
  3396. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3397. {
  3398. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3399. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3400. // Check if dst slot is occupied
  3401. if(!ArtifactUtils::isSlotBackpack(dst.slot) && destArtifact)
  3402. {
  3403. // Previous artifact must be removed first
  3404. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3405. }
  3406. try
  3407. {
  3408. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3409. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3410. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3411. }
  3412. catch(const boost::bad_get &)
  3413. {
  3414. // object other than hero received an art - ignore
  3415. }
  3416. MoveArtifact ma(&src, &dst);
  3417. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3418. ma.askAssemble = false;
  3419. sendAndApply(&ma);
  3420. }
  3421. return true;
  3422. }
  3423. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3424. {
  3425. // Make sure exchange is even possible between the two heroes.
  3426. if(!isAllowedExchange(srcHero, dstHero))
  3427. COMPLAIN_RET("That heroes cannot make any exchange!");
  3428. auto psrcHero = getHero(srcHero);
  3429. auto pdstHero = getHero(dstHero);
  3430. if((!psrcHero) || (!pdstHero))
  3431. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3432. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3433. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3434. auto & slotsSrcDst = ma.artsPack0;
  3435. auto & slotsDstSrc = ma.artsPack1;
  3436. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3437. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3438. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3439. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3440. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3441. {
  3442. assert(artifact);
  3443. auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
  3444. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3445. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3446. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
  3447. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3448. };
  3449. if(swap)
  3450. {
  3451. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3452. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3453. {
  3454. for(auto & artifact : srcHero->artifactsWorn)
  3455. {
  3456. if(ArtifactUtils::isArtRemovable(artifact))
  3457. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3458. }
  3459. };
  3460. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3461. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3462. {
  3463. for(auto & slotInfo : artSet->artifactsInBackpack)
  3464. {
  3465. auto slot = artSet->getArtPos(slotInfo.artifact);
  3466. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3467. }
  3468. };
  3469. // Move over artifacts that are worn srcHero -> dstHero
  3470. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3471. artFittingSet.artifactsWorn.clear();
  3472. // Move over artifacts that are worn dstHero -> srcHero
  3473. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3474. // Move over artifacts that are in backpack srcHero -> dstHero
  3475. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3476. // Move over artifacts that are in backpack dstHero -> srcHero
  3477. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3478. }
  3479. else
  3480. {
  3481. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3482. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3483. // Move over artifacts that are worn
  3484. for(auto & artInfo : psrcHero->artifactsWorn)
  3485. {
  3486. if(ArtifactUtils::isArtRemovable(artInfo))
  3487. {
  3488. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3489. }
  3490. }
  3491. // Move over artifacts that are in backpack
  3492. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3493. {
  3494. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3495. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3496. }
  3497. }
  3498. sendAndApply(&ma);
  3499. return true;
  3500. }
  3501. /**
  3502. * Assembles or disassembles a combination artifact.
  3503. * @param heroID ID of hero holding the artifact(s).
  3504. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3505. * @param assemble True for assembly operation, false for disassembly.
  3506. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3507. * artifact to assemble to. Otherwise it's not used.
  3508. */
  3509. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3510. {
  3511. const CGHeroInstance * hero = getHero(heroID);
  3512. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3513. if (!destArtifact)
  3514. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3515. if(assemble)
  3516. {
  3517. CArtifact *combinedArt = VLC->arth->objects[assembleTo];
  3518. if(!combinedArt->constituents)
  3519. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3520. bool combineEquipped = !ArtifactUtils::isSlotBackpack(artifactSlot);
  3521. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, combineEquipped), combinedArt))
  3522. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3523. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3524. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3525. AssembledArtifact aa;
  3526. aa.al = ArtifactLocation(hero, artifactSlot);
  3527. aa.builtArt = combinedArt;
  3528. sendAndApply(&aa);
  3529. }
  3530. else
  3531. {
  3532. if (!destArtifact->artType->constituents)
  3533. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3534. DisassembledArtifact da;
  3535. da.al = ArtifactLocation(hero, artifactSlot);
  3536. sendAndApply(&da);
  3537. }
  3538. return true;
  3539. }
  3540. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3541. {
  3542. const CGHeroInstance * hero = getHero(hid);
  3543. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3544. const CGTownInstance * town = hero->visitedTown;
  3545. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3546. if (aid==ArtifactID::SPELLBOOK)
  3547. {
  3548. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3549. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3550. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3551. )
  3552. return false;
  3553. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3554. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3555. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3556. giveSpells(town,hero);
  3557. return true;
  3558. }
  3559. else
  3560. {
  3561. const CArtifact * art = aid.toArtifact();
  3562. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3563. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3564. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3565. const int price = art->price;
  3566. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3567. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3568. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3569. {
  3570. giveResource(hero->getOwner(),Res::GOLD,-price);
  3571. return giveHeroNewArtifact(hero, art);
  3572. }
  3573. else
  3574. COMPLAIN_RET("This machine is unavailable here!");
  3575. }
  3576. }
  3577. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3578. {
  3579. if(!h)
  3580. COMPLAIN_RET("Only hero can buy artifacts!");
  3581. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3582. COMPLAIN_RET("That artifact is unavailable!");
  3583. int b1, b2;
  3584. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3585. if (getResource(h->tempOwner, rid) < b1)
  3586. COMPLAIN_RET("You can't afford to buy this artifact!");
  3587. giveResource(h->tempOwner, rid, -b1);
  3588. SetAvailableArtifacts saa;
  3589. if (m->o->ID == Obj::TOWN)
  3590. {
  3591. saa.id = -1;
  3592. saa.arts = CGTownInstance::merchantArtifacts;
  3593. }
  3594. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3595. {
  3596. saa.id = bm->id.getNum();
  3597. saa.arts = bm->artifacts;
  3598. }
  3599. else
  3600. COMPLAIN_RET("Wrong marktet...");
  3601. bool found = false;
  3602. for (const CArtifact *&art : saa.arts)
  3603. {
  3604. if (art && art->getId() == aid)
  3605. {
  3606. art = nullptr;
  3607. found = true;
  3608. break;
  3609. }
  3610. }
  3611. if (!found)
  3612. COMPLAIN_RET("Cannot find selected artifact on the list");
  3613. sendAndApply(&saa);
  3614. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3615. return true;
  3616. }
  3617. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3618. {
  3619. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3620. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3621. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3622. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3623. int resVal = 0, dump = 1;
  3624. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3625. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3626. giveResource(h->tempOwner, rid, resVal);
  3627. return true;
  3628. }
  3629. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3630. {
  3631. if (!h)
  3632. COMPLAIN_RET("You need hero to buy a skill!");
  3633. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3634. COMPLAIN_RET("Hero already know this skill");
  3635. if (!h->canLearnSkill())
  3636. COMPLAIN_RET("Hero can't learn any more skills");
  3637. if (!h->canLearnSkill(skill))
  3638. COMPLAIN_RET("The hero can't learn this skill!");
  3639. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3640. COMPLAIN_RET("That skill is unavailable!");
  3641. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3642. COMPLAIN_RET("You can't afford to buy this skill");
  3643. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3644. changeSecSkill(h, skill, 1, true);
  3645. return true;
  3646. }
  3647. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3648. {
  3649. TResourceCap r1 = getPlayerState(player)->resources.at(id1);
  3650. vstd::amin(val, r1); //can't trade more resources than have
  3651. int b1, b2; //base quantities for trade
  3652. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3653. int units = val / b1; //how many base quantities we trade
  3654. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3655. {
  3656. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3657. }
  3658. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3659. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3660. return true;
  3661. }
  3662. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3663. {
  3664. if(!hero)
  3665. COMPLAIN_RET("Only hero can sell creatures!");
  3666. if (!vstd::contains(hero->Slots(), slot))
  3667. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3668. const CStackInstance &s = hero->getStack(slot);
  3669. if (s.count < (TQuantity)count //can't sell more creatures than have
  3670. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3671. {
  3672. COMPLAIN_RET("Not enough creatures in army!");
  3673. }
  3674. int b1, b2; //base quantities for trade
  3675. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3676. int units = count / b1; //how many base quantities we trade
  3677. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3678. {
  3679. //TODO: complain?
  3680. assert(0);
  3681. }
  3682. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3683. giveResource(hero->tempOwner, resourceID, b2 * units);
  3684. return true;
  3685. }
  3686. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3687. {
  3688. const CArmedInstance *army = nullptr;
  3689. if (hero)
  3690. army = hero;
  3691. else
  3692. army = dynamic_cast<const CGTownInstance *>(market->o);
  3693. if (!army)
  3694. COMPLAIN_RET("Incorrect call to transform in undead!");
  3695. if (!army->hasStackAtSlot(slot))
  3696. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3697. const CStackInstance &s = army->getStack(slot);
  3698. //resulting creature - bone dragons or skeletons
  3699. CreatureID resCreature = CreatureID::SKELETON;
  3700. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3701. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3702. || (s.getCreatureID() == CreatureID::HYDRA)
  3703. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3704. resCreature = CreatureID::BONE_DRAGON;
  3705. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3706. return true;
  3707. }
  3708. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3709. {
  3710. const PlayerState *p2 = getPlayerState(r2, false);
  3711. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3712. {
  3713. complain("Dest player must be in game!");
  3714. return false;
  3715. }
  3716. TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
  3717. vstd::amin(val, curRes1);
  3718. giveResource(player, r1, -(int)val);
  3719. giveResource(r2, r1, val);
  3720. return true;
  3721. }
  3722. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3723. {
  3724. const CGHeroInstance *h = getHero(hid);
  3725. if (!h)
  3726. {
  3727. logGlobal->error("Hero doesn't exist!");
  3728. return false;
  3729. }
  3730. ChangeFormation cf;
  3731. cf.hid = hid;
  3732. cf.formation = formation;
  3733. sendAndApply(&cf);
  3734. return true;
  3735. }
  3736. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3737. {
  3738. const PlayerState * p = getPlayerState(player);
  3739. const CGTownInstance * t = getTown(obj->id);
  3740. //common preconditions
  3741. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3742. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3743. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3744. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3745. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3746. {
  3747. return false;
  3748. }
  3749. if (t) //tavern in town
  3750. {
  3751. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3752. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3753. {
  3754. return false;
  3755. }
  3756. }
  3757. else if (obj->ID == Obj::TAVERN)
  3758. {
  3759. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3760. {
  3761. return false;
  3762. }
  3763. }
  3764. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3765. if (!nh)
  3766. {
  3767. complain ("Hero is not available for hiring!");
  3768. return false;
  3769. }
  3770. HeroRecruited hr;
  3771. hr.tid = obj->id;
  3772. hr.hid = nh->subID;
  3773. hr.player = player;
  3774. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3775. sendAndApply(&hr);
  3776. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3777. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3778. const CGHeroInstance *newHero = nullptr;
  3779. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3780. {
  3781. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3782. }
  3783. SetAvailableHeroes sah;
  3784. sah.player = player;
  3785. if (newHero)
  3786. {
  3787. sah.hid[hid] = newHero->subID;
  3788. sah.army[hid].clear();
  3789. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3790. }
  3791. else
  3792. {
  3793. sah.hid[hid] = -1;
  3794. }
  3795. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3796. sendAndApply(&sah);
  3797. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3798. if (t)
  3799. {
  3800. visitCastleObjects(t, nh);
  3801. giveSpells (t,nh);
  3802. }
  3803. return true;
  3804. }
  3805. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3806. {
  3807. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3808. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3809. logGlobal->trace(answer.toJson());
  3810. auto topQuery = queries.topQuery(player);
  3811. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3812. if(topQuery->queryID != qid)
  3813. {
  3814. auto currentQuery = queries.getQuery(qid);
  3815. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3816. currentQuery->setReply(answer);
  3817. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3818. }
  3819. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3820. topQuery->setReply(answer);
  3821. queries.popQuery(topQuery);
  3822. return true;
  3823. }
  3824. static EndAction end_action;
  3825. void CGameHandler::updateGateState()
  3826. {
  3827. // GATE_BRIDGE - leftmost tile, located over moat
  3828. // GATE_OUTER - central tile, mostly covered by gate image
  3829. // GATE_INNER - rightmost tile, inside the walls
  3830. // GATE_OUTER or GATE_INNER:
  3831. // - if defender moves unit on these tiles, bridge will open
  3832. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3833. // - blocked to attacker if bridge is closed
  3834. // GATE_BRIDGE
  3835. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3836. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3837. // - deals moat damage to attacker if bridge is closed (fortress only)
  3838. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3839. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3840. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3841. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3842. bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
  3843. BattleUpdateGateState db;
  3844. db.state = gs->curB->si.gateState;
  3845. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3846. {
  3847. db.state = EGateState::DESTROYED;
  3848. }
  3849. else if (db.state == EGateState::OPENED)
  3850. {
  3851. bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
  3852. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3853. if (gateCanClose)
  3854. db.state = EGateState::CLOSED;
  3855. else
  3856. db.state = EGateState::OPENED;
  3857. }
  3858. else // CLOSED or BLOCKED
  3859. {
  3860. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3861. if (gateBlocked)
  3862. db.state = EGateState::BLOCKED;
  3863. else
  3864. db.state = EGateState::CLOSED;
  3865. }
  3866. if (db.state != gs->curB->si.gateState)
  3867. sendAndApply(&db);
  3868. }
  3869. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3870. {
  3871. bool ok = true;
  3872. battle::Target target = ba.getTarget(gs->curB);
  3873. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3874. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3875. logGlobal->trace("Making action: %s", ba.toString());
  3876. switch(ba.actionType)
  3877. {
  3878. case EActionType::WALK: //walk
  3879. case EActionType::DEFEND: //defend
  3880. case EActionType::WAIT: //wait
  3881. case EActionType::WALK_AND_ATTACK: //walk or attack
  3882. case EActionType::SHOOT: //shoot
  3883. case EActionType::CATAPULT: //catapult
  3884. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3885. case EActionType::MONSTER_SPELL:
  3886. if (!stack)
  3887. {
  3888. complain("No such stack!");
  3889. return false;
  3890. }
  3891. if (!stack->alive())
  3892. {
  3893. complain("This stack is dead: " + stack->nodeName());
  3894. return false;
  3895. }
  3896. if (battleTacticDist())
  3897. {
  3898. if (stack && stack->side != battleGetTacticsSide())
  3899. {
  3900. complain("This is not a stack of side that has tactics!");
  3901. return false;
  3902. }
  3903. }
  3904. else if (!isAboutActiveStack)
  3905. {
  3906. complain("Action has to be about active stack!");
  3907. return false;
  3908. }
  3909. }
  3910. auto wrapAction = [this](BattleAction &ba)
  3911. {
  3912. StartAction startAction(ba);
  3913. sendAndApply(&startAction);
  3914. return vstd::makeScopeGuard([&]()
  3915. {
  3916. sendAndApply(&end_action);
  3917. });
  3918. };
  3919. switch(ba.actionType)
  3920. {
  3921. case EActionType::END_TACTIC_PHASE: //wait
  3922. case EActionType::BAD_MORALE:
  3923. case EActionType::NO_ACTION:
  3924. {
  3925. auto wrapper = wrapAction(ba);
  3926. break;
  3927. }
  3928. case EActionType::WALK:
  3929. {
  3930. auto wrapper = wrapAction(ba);
  3931. if(target.size() < 1)
  3932. {
  3933. complain("Destination required for move action.");
  3934. ok = false;
  3935. break;
  3936. }
  3937. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3938. if (!walkedTiles)
  3939. complain("Stack failed movement!");
  3940. break;
  3941. }
  3942. case EActionType::DEFEND:
  3943. {
  3944. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3945. SetStackEffect sse;
  3946. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3947. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3948. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3949. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3950. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3951. int oldDefenceValue = defence.totalValue();
  3952. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3953. defence.push_back(std::make_shared<Bonus>(bonus2));
  3954. int difference = defence.totalValue() - oldDefenceValue;
  3955. std::vector<Bonus> buffer;
  3956. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3957. {
  3958. difference = 1;
  3959. buffer.push_back(alternativeWeakCreatureBonus);
  3960. }
  3961. else
  3962. {
  3963. buffer.push_back(defenseBonusToAdd);
  3964. }
  3965. buffer.push_back(bonus2);
  3966. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3967. sendAndApply(&sse);
  3968. BattleLogMessage message;
  3969. MetaString text;
  3970. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3971. stack->addNameReplacement(text);
  3972. text.addReplacement(difference);
  3973. message.lines.push_back(text);
  3974. sendAndApply(&message);
  3975. //don't break - we share code with next case
  3976. }
  3977. FALLTHROUGH
  3978. case EActionType::WAIT:
  3979. {
  3980. auto wrapper = wrapAction(ba);
  3981. break;
  3982. }
  3983. case EActionType::RETREAT: //retreat/flee
  3984. {
  3985. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3986. complain("Cannot retreat!");
  3987. else
  3988. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3989. break;
  3990. }
  3991. case EActionType::SURRENDER:
  3992. {
  3993. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3994. int cost = gs->curB->battleGetSurrenderCost(player);
  3995. if (cost < 0)
  3996. complain("Cannot surrender!");
  3997. else if (getResource(player, Res::GOLD) < cost)
  3998. complain("Not enough gold to surrender!");
  3999. else
  4000. {
  4001. giveResource(player, Res::GOLD, -cost);
  4002. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4003. }
  4004. break;
  4005. }
  4006. case EActionType::WALK_AND_ATTACK: //walk or attack
  4007. {
  4008. auto wrapper = wrapAction(ba);
  4009. if(!stack)
  4010. {
  4011. complain("No attacker");
  4012. ok = false;
  4013. break;
  4014. }
  4015. if(target.size() < 2)
  4016. {
  4017. complain("Two destinations required for attack action.");
  4018. ok = false;
  4019. break;
  4020. }
  4021. BattleHex attackPos = target.at(0).hexValue;
  4022. BattleHex destinationTile = target.at(1).hexValue;
  4023. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4024. if(!destinationStack)
  4025. {
  4026. complain("Invalid target to attack");
  4027. ok = false;
  4028. break;
  4029. }
  4030. BattleHex startingPos = stack->getPosition();
  4031. int distance = moveStack(ba.stackNumber, attackPos);
  4032. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4033. if(stack->getPosition() != attackPos
  4034. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4035. )
  4036. {
  4037. // we were not able to reach destination tile, nor occupy specified hex
  4038. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4039. break;
  4040. }
  4041. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4042. {
  4043. destinationStack = nullptr;
  4044. }
  4045. if(!destinationStack)
  4046. {
  4047. complain("Unit can not attack itself");
  4048. ok = false;
  4049. break;
  4050. }
  4051. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4052. {
  4053. complain("Attack cannot be performed!");
  4054. ok = false;
  4055. break;
  4056. }
  4057. //attack
  4058. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4059. //TODO: move to CUnitState
  4060. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4061. if(attackingHero)
  4062. {
  4063. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4064. }
  4065. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4066. const bool retaliation = destinationStack->ableToRetaliate();
  4067. for (int i = 0; i < totalAttacks; ++i)
  4068. {
  4069. //first strike
  4070. if(i == 0 && firstStrike && retaliation)
  4071. {
  4072. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4073. }
  4074. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4075. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4076. {
  4077. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4078. }
  4079. //counterattack
  4080. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4081. if(stack->alive()
  4082. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4083. && (i == 0 && !firstStrike)
  4084. && retaliation && destinationStack->ableToRetaliate())
  4085. {
  4086. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4087. }
  4088. }
  4089. //return
  4090. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4091. && target.size() == 3
  4092. && startingPos != stack->getPosition()
  4093. && startingPos == target.at(2).hexValue
  4094. && stack->alive())
  4095. {
  4096. moveStack(ba.stackNumber, startingPos);
  4097. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4098. }
  4099. break;
  4100. }
  4101. case EActionType::SHOOT:
  4102. {
  4103. if(target.size() < 1)
  4104. {
  4105. complain("Destination required for shot action.");
  4106. ok = false;
  4107. break;
  4108. }
  4109. auto destination = target.at(0).hexValue;
  4110. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4111. if (!gs->curB->battleCanShoot(stack, destination))
  4112. {
  4113. complain("Cannot shoot!");
  4114. break;
  4115. }
  4116. if (!destinationStack)
  4117. {
  4118. complain("No target to shoot!");
  4119. break;
  4120. }
  4121. auto wrapper = wrapAction(ba);
  4122. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4123. //ranged counterattack
  4124. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4125. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4126. && destinationStack->ableToRetaliate()
  4127. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4128. && stack->alive()) //attacker may have died (fire shield)
  4129. {
  4130. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4131. }
  4132. //allow more than one additional attack
  4133. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4134. //TODO: move to CUnitState
  4135. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4136. if(attackingHero)
  4137. {
  4138. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4139. }
  4140. for(int i = 1; i < totalRangedAttacks; ++i)
  4141. {
  4142. if(
  4143. stack->alive()
  4144. && destinationStack->alive()
  4145. && stack->shots.canUse()
  4146. )
  4147. {
  4148. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4149. }
  4150. }
  4151. break;
  4152. }
  4153. case EActionType::CATAPULT:
  4154. {
  4155. auto wrapper = wrapAction(ba);
  4156. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4157. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4158. if(!catapultAbility || catapultAbility->subtype < 0)
  4159. {
  4160. complain("We do not know how to shoot :P");
  4161. }
  4162. else
  4163. {
  4164. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4165. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4166. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4167. parameters.setSpellLevel(shotLevel);
  4168. parameters.cast(spellEnv, target);
  4169. }
  4170. //finish by scope guard
  4171. break;
  4172. }
  4173. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4174. {
  4175. auto wrapper = wrapAction(ba);
  4176. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4177. if(target.size() < 1)
  4178. {
  4179. complain("Destination required for heal action.");
  4180. ok = false;
  4181. break;
  4182. }
  4183. const battle::Unit * destStack = nullptr;
  4184. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4185. if(target.at(0).unitValue)
  4186. destStack = target.at(0).unitValue;
  4187. else
  4188. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4189. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4190. {
  4191. complain("There is either no healer, no destination, or healer cannot heal :P");
  4192. }
  4193. else
  4194. {
  4195. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4196. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4197. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4198. parameters.setSpellLevel(0);
  4199. parameters.cast(spellEnv, {dest});
  4200. }
  4201. break;
  4202. }
  4203. case EActionType::MONSTER_SPELL:
  4204. {
  4205. auto wrapper = wrapAction(ba);
  4206. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4207. SpellID spellID = SpellID(ba.actionSubtype);
  4208. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4209. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4210. //TODO special bonus for genies ability
  4211. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4212. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4213. if (spellID < 0)
  4214. complain("That stack can't cast spells!");
  4215. else
  4216. {
  4217. const CSpell * spell = SpellID(spellID).toSpell();
  4218. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4219. int32_t spellLvl = 0;
  4220. if(spellcaster)
  4221. vstd::amax(spellLvl, spellcaster->val);
  4222. if(randSpellcaster)
  4223. vstd::amax(spellLvl, randSpellcaster->val);
  4224. parameters.setSpellLevel(spellLvl);
  4225. parameters.cast(spellEnv, target);
  4226. }
  4227. break;
  4228. }
  4229. }
  4230. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4231. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4232. handleDamageFromObstacle(stack);
  4233. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4234. battleMadeAction.setn(true);
  4235. return ok;
  4236. }
  4237. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4238. {
  4239. bool cheated = false;
  4240. PlayerMessageClient temp_message(player, message);
  4241. sendAndApply(&temp_message);
  4242. std::vector<std::string> words;
  4243. boost::split(words, message, boost::is_any_of(" "));
  4244. bool isHost = false;
  4245. for(auto & c : connections[player])
  4246. if(lobby->isClientHost(c->connectionID))
  4247. isHost = true;
  4248. if(isHost && words.size() >= 2 && words[0] == "game")
  4249. {
  4250. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4251. {
  4252. SystemMessage temp_message("game was terminated");
  4253. sendAndApply(&temp_message);
  4254. lobby->state = EServerState::SHUTDOWN;
  4255. return;
  4256. }
  4257. if(words.size() == 3 && words[1] == "save")
  4258. {
  4259. save("Saves/" + words[2]);
  4260. SystemMessage temp_message("game saved as " + words[2]);
  4261. sendAndApply(&temp_message);
  4262. return;
  4263. }
  4264. if(words.size() == 3 && words[1] == "kick")
  4265. {
  4266. auto playername = words[2];
  4267. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4268. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4269. playerToKick = PlayerColor(std::stoi(playername));
  4270. else
  4271. {
  4272. for(auto & c : connections)
  4273. {
  4274. if(c.first.getStr(false) == playername)
  4275. playerToKick = c.first;
  4276. }
  4277. }
  4278. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4279. {
  4280. PlayerCheated pc;
  4281. pc.player = playerToKick;
  4282. pc.losingCheatCode = true;
  4283. sendAndApply(&pc);
  4284. checkVictoryLossConditionsForPlayer(playerToKick);
  4285. }
  4286. return;
  4287. }
  4288. }
  4289. int obj = 0;
  4290. if (words.size() == 2 && words[0] != "vcmiexp")
  4291. {
  4292. obj = std::atoi(words[1].c_str());
  4293. if (obj)
  4294. currObj = ObjectInstanceID(obj);
  4295. }
  4296. const CGHeroInstance * hero = getHero(currObj);
  4297. const CGTownInstance * town = getTown(currObj);
  4298. if (!town && hero)
  4299. town = hero->visitedTown;
  4300. if((words[0] == "vcmiarmy" || words[0] == "vcmiexp") && words.size() > 1)
  4301. {
  4302. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4303. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4304. }
  4305. else if (words.size() == 1 || obj)
  4306. {
  4307. handleCheatCode(words[0], player, hero, town, cheated);
  4308. }
  4309. else
  4310. {
  4311. for (const auto & i : gs->players)
  4312. {
  4313. if (i.first == PlayerColor::NEUTRAL)
  4314. continue;
  4315. if (words[1] == "ai")
  4316. {
  4317. if (i.second.human)
  4318. continue;
  4319. }
  4320. else if (words[1] != "all" && words[1] != i.first.getStr())
  4321. continue;
  4322. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4323. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4324. {
  4325. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4326. }
  4327. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4328. {
  4329. for (const auto & t : i.second.towns)
  4330. {
  4331. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4332. }
  4333. }
  4334. else
  4335. {
  4336. for (const auto & h : i.second.heroes)
  4337. {
  4338. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4339. }
  4340. }
  4341. }
  4342. }
  4343. if (cheated)
  4344. {
  4345. if(!getPlayerSettings(player)->isControlledByAI())
  4346. {
  4347. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4348. sendAndApply(&temp_message);
  4349. }
  4350. if(!player.isSpectator())
  4351. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4352. }
  4353. }
  4354. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4355. {
  4356. switch(ba.actionType)
  4357. {
  4358. case EActionType::HERO_SPELL:
  4359. {
  4360. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4361. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4362. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4363. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4364. if (!s)
  4365. {
  4366. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4367. return false;
  4368. }
  4369. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4370. spells::detail::ProblemImpl problem;
  4371. auto m = s->battleMechanics(&parameters);
  4372. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4373. {
  4374. logGlobal->warn("Spell cannot be cast!");
  4375. std::vector<std::string> texts;
  4376. problem.getAll(texts);
  4377. for(auto s : texts)
  4378. logGlobal->warn(s);
  4379. return false;
  4380. }
  4381. StartAction start_action(ba);
  4382. sendAndApply(&start_action); //start spell casting
  4383. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4384. sendAndApply(&end_action);
  4385. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4386. {
  4387. battleMadeAction.setn(true);
  4388. }
  4389. checkBattleStateChanges();
  4390. if (battleResult.get())
  4391. {
  4392. battleMadeAction.setn(true);
  4393. //battle will be ended by startBattle function
  4394. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4395. }
  4396. return true;
  4397. }
  4398. }
  4399. return false;
  4400. }
  4401. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4402. {
  4403. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4404. for(auto b : bl)
  4405. {
  4406. const CSpell * sp = SpellID(b->subtype).toSpell();
  4407. if(!sp)
  4408. continue;
  4409. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4410. const int32_t level = ((val > 3) ? (val - 3) : val);
  4411. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4412. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4413. battleCast.setEffectDuration(50);
  4414. battleCast.setSpellLevel(level);
  4415. spells::Target target;
  4416. if(val > 3)
  4417. {
  4418. for(auto s : gs->curB->battleGetAllStacks())
  4419. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4420. target.emplace_back(s);
  4421. }
  4422. else
  4423. {
  4424. target.emplace_back(st);
  4425. }
  4426. battleCast.applyEffects(spellEnv, target, false, true);
  4427. }
  4428. }
  4429. void CGameHandler::stackTurnTrigger(const CStack *st)
  4430. {
  4431. BattleTriggerEffect bte;
  4432. bte.stackID = st->ID;
  4433. bte.effect = -1;
  4434. bte.val = 0;
  4435. bte.additionalInfo = 0;
  4436. if (st->alive())
  4437. {
  4438. //unbind
  4439. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4440. {
  4441. bool unbind = true;
  4442. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4443. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4444. for (auto b : bl)
  4445. {
  4446. if(b->additionalInfo != CAddInfo::NONE)
  4447. {
  4448. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4449. if(stack)
  4450. {
  4451. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4452. unbind = false;
  4453. }
  4454. }
  4455. else
  4456. {
  4457. unbind = false;
  4458. }
  4459. }
  4460. if (unbind)
  4461. {
  4462. BattleSetStackProperty ssp;
  4463. ssp.which = BattleSetStackProperty::UNBIND;
  4464. ssp.stackID = st->ID;
  4465. sendAndApply(&ssp);
  4466. }
  4467. }
  4468. if (st->hasBonusOfType(Bonus::POISON))
  4469. {
  4470. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4471. if (b) //TODO: what if not?...
  4472. {
  4473. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4474. if (bte.val < b->val) //(negative) poison effect increases - update it
  4475. {
  4476. bte.effect = Bonus::POISON;
  4477. sendAndApply(&bte);
  4478. }
  4479. }
  4480. }
  4481. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4482. {
  4483. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4484. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4485. if(opponentHero)
  4486. {
  4487. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4488. vstd::amin(manaDrained, opponentHero->mana);
  4489. if(manaDrained)
  4490. {
  4491. bte.effect = Bonus::MANA_DRAIN;
  4492. bte.val = manaDrained;
  4493. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4494. sendAndApply(&bte);
  4495. }
  4496. }
  4497. }
  4498. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4499. {
  4500. bool fearsomeCreature = false;
  4501. for (CStack * stack : gs->curB->stacks)
  4502. {
  4503. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4504. {
  4505. fearsomeCreature = true;
  4506. break;
  4507. }
  4508. }
  4509. if (fearsomeCreature)
  4510. {
  4511. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4512. {
  4513. bte.effect = Bonus::FEAR;
  4514. sendAndApply(&bte);
  4515. }
  4516. }
  4517. }
  4518. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4519. int side = gs->curB->whatSide(st->owner);
  4520. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4521. {
  4522. bool cast = false;
  4523. while(!bl.empty() && !cast)
  4524. {
  4525. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4526. auto spellID = SpellID(bonus->subtype);
  4527. const CSpell * spell = SpellID(spellID).toSpell();
  4528. bl.remove_if([&bonus](const Bonus * b)
  4529. {
  4530. return b == bonus.get();
  4531. });
  4532. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4533. parameters.setSpellLevel(bonus->val);
  4534. parameters.massive = true;
  4535. parameters.smart = true;
  4536. //todo: recheck effect level
  4537. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4538. {
  4539. cast = true;
  4540. int cooldown = bonus->additionalInfo[0];
  4541. BattleSetStackProperty ssp;
  4542. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4543. ssp.absolute = false;
  4544. ssp.val = cooldown;
  4545. ssp.stackID = st->unitId();
  4546. sendAndApply(&ssp);
  4547. }
  4548. }
  4549. }
  4550. }
  4551. }
  4552. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4553. {
  4554. if(!curStack->alive())
  4555. return false;
  4556. bool containDamageFromMoat = false;
  4557. bool movementStoped = false;
  4558. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4559. {
  4560. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4561. {
  4562. //helper info
  4563. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4564. const ui8 side = curStack->side;
  4565. if(!spellObstacle)
  4566. COMPLAIN_RET("Invalid obstacle instance");
  4567. if(spellObstacle->trigger)
  4568. {
  4569. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4570. //hidden obstacle triggers effects until revealed
  4571. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4572. {
  4573. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4574. spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4575. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4576. if(!sp)
  4577. COMPLAIN_RET("Invalid obstacle instance");
  4578. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4579. ObstacleChanges changeInfo;
  4580. changeInfo.id = spellObstacle->uniqueID;
  4581. if (oneTimeObstacle)
  4582. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
  4583. else
  4584. changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
  4585. SpellCreatedObstacle changedObstacle;
  4586. changedObstacle.uniqueID = spellObstacle->uniqueID;
  4587. changedObstacle.revealed = true;
  4588. changeInfo.data.clear();
  4589. JsonSerializer ser(nullptr, changeInfo.data);
  4590. ser.serializeStruct("obstacle", changedObstacle);
  4591. BattleObstaclesChanged bocp;
  4592. bocp.changes.emplace_back(changeInfo);
  4593. sendAndApply(&bocp);
  4594. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4595. battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
  4596. }
  4597. }
  4598. }
  4599. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4600. {
  4601. auto town = gs->curB->town;
  4602. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4603. if(!containDamageFromMoat)
  4604. {
  4605. containDamageFromMoat = true;
  4606. BattleStackAttacked bsa;
  4607. bsa.damageAmount = damage;
  4608. bsa.stackAttacked = curStack->ID;
  4609. bsa.attackerID = -1;
  4610. curStack->prepareAttacked(bsa, getRandomGenerator());
  4611. StacksInjured si;
  4612. si.stacks.push_back(bsa);
  4613. sendAndApply(&si);
  4614. sendGenericKilledLog(curStack, bsa.killedAmount, false);
  4615. }
  4616. }
  4617. if(!curStack->alive())
  4618. return false;
  4619. if((obstacle->stopsMovement() && stackIsMoving))
  4620. movementStoped = true;
  4621. }
  4622. if(stackIsMoving)
  4623. return curStack->alive() && !movementStoped;
  4624. else
  4625. return curStack->alive();
  4626. }
  4627. void CGameHandler::handleTimeEvents()
  4628. {
  4629. gs->map->events.sort(evntCmp);
  4630. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4631. {
  4632. CMapEvent ev = gs->map->events.front();
  4633. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4634. {
  4635. auto color = PlayerColor(player);
  4636. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4637. if (pinfo //player exists
  4638. && (ev.players & 1<<player) //event is enabled to this player
  4639. && ((ev.computerAffected && !pinfo->human)
  4640. || (ev.humanAffected && pinfo->human)
  4641. )
  4642. )
  4643. {
  4644. //give resources
  4645. giveResources(color, ev.resources);
  4646. //prepare dialog
  4647. InfoWindow iw;
  4648. iw.player = color;
  4649. iw.text << ev.message;
  4650. for (int i=0; i<ev.resources.size(); i++)
  4651. {
  4652. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4653. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
  4654. }
  4655. sendAndApply(&iw); //show dialog
  4656. }
  4657. } //PLAYERS LOOP
  4658. if (ev.nextOccurence)
  4659. {
  4660. gs->map->events.pop_front();
  4661. ev.firstOccurence += ev.nextOccurence;
  4662. auto it = gs->map->events.begin();
  4663. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4664. it++;
  4665. gs->map->events.insert(it, ev);
  4666. }
  4667. else
  4668. {
  4669. gs->map->events.pop_front();
  4670. }
  4671. }
  4672. //TODO send only if changed
  4673. UpdateMapEvents ume;
  4674. ume.events = gs->map->events;
  4675. sendAndApply(&ume);
  4676. }
  4677. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4678. {
  4679. town->events.sort(evntCmp);
  4680. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4681. {
  4682. PlayerColor player = town->tempOwner;
  4683. CCastleEvent ev = town->events.front();
  4684. const PlayerState * pinfo = getPlayerState(player, false);
  4685. if (pinfo //player exists
  4686. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4687. && ((ev.computerAffected && !pinfo->human)
  4688. || (ev.humanAffected && pinfo->human)))
  4689. {
  4690. // dialog
  4691. InfoWindow iw;
  4692. iw.player = player;
  4693. iw.text << ev.message;
  4694. if (ev.resources.nonZero())
  4695. {
  4696. TResources was = n.res[player];
  4697. n.res[player] += ev.resources;
  4698. n.res[player].amax(0);
  4699. for (int i=0; i<ev.resources.size(); i++)
  4700. if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  4701. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
  4702. }
  4703. for (auto & i : ev.buildings)
  4704. {
  4705. if (!town->hasBuilt(i))
  4706. {
  4707. buildStructure(town->id, i, true);
  4708. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4709. }
  4710. }
  4711. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4712. {
  4713. n.cres[town->id].tid = town->id;
  4714. n.cres[town->id].creatures = town->creatures;
  4715. }
  4716. auto & sac = n.cres[town->id];
  4717. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4718. {
  4719. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4720. {
  4721. sac.creatures[i].first += ev.creatures.at(i);
  4722. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4723. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4724. }
  4725. }
  4726. sendAndApply(&iw); //show dialog
  4727. }
  4728. if (ev.nextOccurence)
  4729. {
  4730. town->events.pop_front();
  4731. ev.firstOccurence += ev.nextOccurence;
  4732. auto it = town->events.begin();
  4733. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4734. it++;
  4735. town->events.insert(it, ev);
  4736. }
  4737. else
  4738. {
  4739. town->events.pop_front();
  4740. }
  4741. }
  4742. //TODO send only if changed
  4743. UpdateCastleEvents uce;
  4744. uce.town = town->id;
  4745. uce.events = town->events;
  4746. sendAndApply(&uce);
  4747. }
  4748. bool CGameHandler::complain(const std::string &problem)
  4749. {
  4750. sendMessageToAll("Server encountered a problem: " + problem);
  4751. logGlobal->error(problem);
  4752. return true;
  4753. }
  4754. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4755. {
  4756. //PlayerColor player = getOwner(hid);
  4757. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4758. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4759. assert(lowerArmy);
  4760. assert(upperArmy);
  4761. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4762. queries.addQuery(garrisonQuery);
  4763. GarrisonDialog gd;
  4764. gd.hid = hid;
  4765. gd.objid = upobj;
  4766. gd.removableUnits = removableUnits;
  4767. gd.queryID = garrisonQuery->queryID;
  4768. sendAndApply(&gd);
  4769. }
  4770. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4771. {
  4772. OpenWindow ow;
  4773. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4774. ow.id1 = player.getNum();
  4775. ow.id2 = requestingObjId.getNum();
  4776. sendAndApply(&ow);
  4777. }
  4778. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4779. {
  4780. if (id1 == id2)
  4781. return true;
  4782. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4783. if (!o1 || !o2)
  4784. return true; //arranging stacks within an object should be always allowed
  4785. if (o1 && o2)
  4786. {
  4787. if (o1->ID == Obj::TOWN)
  4788. {
  4789. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4790. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4791. return true;
  4792. }
  4793. if (o2->ID == Obj::TOWN)
  4794. {
  4795. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4796. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4797. return true;
  4798. }
  4799. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4800. {
  4801. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4802. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4803. // two heroes in same town (garrisoned and visiting)
  4804. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4805. return true;
  4806. }
  4807. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4808. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4809. if (!dialog)
  4810. {
  4811. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4812. }
  4813. if (dialog)
  4814. {
  4815. auto topArmy = dialog->exchangingArmies.at(0);
  4816. auto bottomArmy = dialog->exchangingArmies.at(1);
  4817. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4818. return true;
  4819. }
  4820. }
  4821. return false;
  4822. }
  4823. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4824. {
  4825. using events::ObjectVisitStarted;
  4826. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4827. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4828. auto startVisit = [&](ObjectVisitStarted & event)
  4829. {
  4830. auto visitedObject = obj;
  4831. if(obj->ID == Obj::HERO)
  4832. {
  4833. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4834. const auto visitedTown = visitedHero->visitedTown;
  4835. if(visitedTown)
  4836. {
  4837. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4838. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4839. visitedObject = visitedTown;
  4840. }
  4841. }
  4842. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4843. queries.addQuery(visitQuery); //TODO real visit pos
  4844. HeroVisit hv;
  4845. hv.objId = obj->id;
  4846. hv.heroId = h->id;
  4847. hv.player = h->tempOwner;
  4848. hv.starting = true;
  4849. sendAndApply(&hv);
  4850. obj->onHeroVisit(h);
  4851. };
  4852. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4853. if(visitQuery)
  4854. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4855. }
  4856. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4857. {
  4858. using events::ObjectVisitEnded;
  4859. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4860. auto endVisit = [&](ObjectVisitEnded & event)
  4861. {
  4862. HeroVisit hv;
  4863. hv.player = event.getPlayer();
  4864. hv.heroId = event.getHero();
  4865. hv.starting = false;
  4866. sendAndApply(&hv);
  4867. };
  4868. //TODO: ObjectVisitEnded should also have id of visited object,
  4869. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4870. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4871. }
  4872. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4873. {
  4874. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4875. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4876. {
  4877. complain("Cannot build boat in this shipyard!");
  4878. return false;
  4879. }
  4880. else if (obj->o->ID == Obj::TOWN
  4881. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4882. {
  4883. complain("Cannot build boat in the town - no shipyard!");
  4884. return false;
  4885. }
  4886. const PlayerColor playerID = obj->o->tempOwner;
  4887. TResources boatCost;
  4888. obj->getBoatCost(boatCost);
  4889. TResources aviable = getPlayerState(playerID)->resources;
  4890. if (!aviable.canAfford(boatCost))
  4891. {
  4892. complain("Not enough resources to build a boat!");
  4893. return false;
  4894. }
  4895. int3 tile = obj->bestLocation();
  4896. if (!gs->map->isInTheMap(tile))
  4897. {
  4898. complain("Cannot find appropriate tile for a boat!");
  4899. return false;
  4900. }
  4901. //take boat cost
  4902. giveResources(playerID, -boatCost);
  4903. //create boat
  4904. NewObject no;
  4905. no.ID = Obj::BOAT;
  4906. no.subID = obj->getBoatType();
  4907. no.pos = tile + int3(1,0,0);
  4908. sendAndApply(&no);
  4909. return true;
  4910. }
  4911. void CGameHandler::engageIntoBattle(PlayerColor player)
  4912. {
  4913. //notify interfaces
  4914. PlayerBlocked pb;
  4915. pb.player = player;
  4916. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4917. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4918. sendAndApply(&pb);
  4919. }
  4920. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4921. {
  4922. for (auto playerColor : playerColors)
  4923. {
  4924. if (getPlayerState(playerColor, false))
  4925. checkVictoryLossConditionsForPlayer(playerColor);
  4926. }
  4927. }
  4928. void CGameHandler::checkVictoryLossConditionsForAll()
  4929. {
  4930. std::set<PlayerColor> playerColors;
  4931. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4932. {
  4933. playerColors.insert(PlayerColor(i));
  4934. }
  4935. checkVictoryLossConditions(playerColors);
  4936. }
  4937. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4938. {
  4939. const PlayerState * p = getPlayerState(player);
  4940. if(!p || p->status != EPlayerStatus::INGAME) return;
  4941. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4942. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4943. {
  4944. InfoWindow iw;
  4945. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4946. sendAndApply(&iw);
  4947. PlayerEndsGame peg;
  4948. peg.player = player;
  4949. peg.victoryLossCheckResult = victoryLossCheckResult;
  4950. sendAndApply(&peg);
  4951. if (victoryLossCheckResult.victory())
  4952. {
  4953. //one player won -> all enemies lost
  4954. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4955. {
  4956. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4957. {
  4958. peg.player = i->first;
  4959. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4960. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4961. InfoWindow iw;
  4962. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4963. iw.player = i->first;
  4964. sendAndApply(&iw);
  4965. sendAndApply(&peg);
  4966. }
  4967. }
  4968. if(p->human)
  4969. {
  4970. lobby->state = EServerState::GAMEPLAY_ENDED;
  4971. }
  4972. }
  4973. else
  4974. {
  4975. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4976. auto hlp = p->heroes;
  4977. for (auto h : hlp) //eliminate heroes
  4978. {
  4979. if (h.get())
  4980. removeObject(h);
  4981. }
  4982. //player lost -> all his objects become unflagged (neutral)
  4983. for (auto obj : gs->map->objects) //unflag objs
  4984. {
  4985. if (obj.get() && obj->tempOwner == player)
  4986. setOwner(obj, PlayerColor::NEUTRAL);
  4987. }
  4988. //eliminating one player may cause victory of another:
  4989. std::set<PlayerColor> playerColors;
  4990. //do not copy player state (CBonusSystemNode) by value
  4991. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4992. {
  4993. if (p.first != player)
  4994. playerColors.insert(p.first);
  4995. }
  4996. //notify all players
  4997. for (auto pc : playerColors)
  4998. {
  4999. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  5000. {
  5001. InfoWindow iw;
  5002. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  5003. iw.player = pc;
  5004. sendAndApply(&iw);
  5005. }
  5006. }
  5007. checkVictoryLossConditions(playerColors);
  5008. }
  5009. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  5010. // If we are called before the actual game start, there might be no current player
  5011. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  5012. {
  5013. // If player making turn has lost his turn must be over as well
  5014. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  5015. }
  5016. }
  5017. }
  5018. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  5019. {
  5020. out.player = player;
  5021. out.text.clear();
  5022. out.text << victoryLossCheckResult.messageToSelf;
  5023. // hackish, insert one player-specific string, if applicable
  5024. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5025. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5026. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5027. }
  5028. bool CGameHandler::dig(const CGHeroInstance *h)
  5029. {
  5030. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5031. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5032. //create a hole
  5033. NewObject no;
  5034. no.ID = Obj::HOLE;
  5035. no.pos = h->visitablePos();
  5036. no.subID = 0;
  5037. sendAndApply(&no);
  5038. //take MPs
  5039. SetMovePoints smp;
  5040. smp.hid = h->id;
  5041. smp.val = 0;
  5042. sendAndApply(&smp);
  5043. InfoWindow iw;
  5044. iw.type = EInfoWindowMode::AUTO;
  5045. iw.player = h->tempOwner;
  5046. if (gs->map->grailPos == h->visitablePos())
  5047. {
  5048. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5049. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5050. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5051. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5052. sendAndApply(&iw);
  5053. iw.soundID = soundBase::invalid;
  5054. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5055. iw.text.clear();
  5056. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5057. sendAndApply(&iw);
  5058. }
  5059. else
  5060. {
  5061. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5062. iw.soundID = soundBase::Dig;
  5063. sendAndApply(&iw);
  5064. }
  5065. return true;
  5066. }
  5067. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5068. {
  5069. if(attacker->hasBonusOfType(attackMode))
  5070. {
  5071. std::set<SpellID> spellsToCast;
  5072. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5073. for(const auto & sf : *spells)
  5074. {
  5075. spellsToCast.insert(SpellID(sf->subtype));
  5076. }
  5077. for(SpellID spellID : spellsToCast)
  5078. {
  5079. bool castMe = false;
  5080. if(!defender->alive())
  5081. {
  5082. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5083. return;
  5084. }
  5085. int32_t spellLevel = 0;
  5086. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5087. for(const auto & sf : *spellsByType)
  5088. {
  5089. int meleeRanged;
  5090. if(sf->additionalInfo.size() < 2)
  5091. {
  5092. // legacy format
  5093. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5094. meleeRanged = sf->additionalInfo[0] / 1000;
  5095. }
  5096. else
  5097. {
  5098. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5099. meleeRanged = sf->additionalInfo[1];
  5100. }
  5101. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5102. castMe = true;
  5103. }
  5104. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5105. vstd::amin(chance, 100);
  5106. const CSpell * spell = SpellID(spellID).toSpell();
  5107. spells::AbilityCaster caster(attacker, spellLevel);
  5108. spells::Target target;
  5109. target.emplace_back(defender);
  5110. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5111. auto m = spell->battleMechanics(&parameters);
  5112. spells::detail::ProblemImpl ignored;
  5113. if(!m->canBeCastAt(target, ignored))
  5114. continue;
  5115. //check if spell should be cast (probability handling)
  5116. if(getRandomGenerator().nextInt(99) >= chance)
  5117. continue;
  5118. //casting
  5119. if(castMe)
  5120. {
  5121. parameters.cast(spellEnv, target);
  5122. }
  5123. }
  5124. }
  5125. }
  5126. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5127. {
  5128. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5129. }
  5130. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5131. {
  5132. if(!attacker->alive() || !defender->alive()) // can be already dead
  5133. return;
  5134. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5135. if(!defender->alive())
  5136. {
  5137. //don't try death stare or acid breath on dead stack (crash!)
  5138. return;
  5139. }
  5140. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5141. {
  5142. // mechanics of Death Stare as in H3:
  5143. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5144. //original formula x = min(x, (gorgons_count + 9)/10);
  5145. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5146. vstd::amin(chanceToKill, 1); //cap at 100%
  5147. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5148. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5149. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5150. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5151. vstd::amin(staredCreatures, maxToKill);
  5152. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5153. if(staredCreatures)
  5154. {
  5155. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5156. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5157. spells::AbilityCaster caster(attacker, 0);
  5158. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5159. spells::Target target;
  5160. target.emplace_back(defender);
  5161. parameters.setEffectValue(staredCreatures);
  5162. parameters.cast(spellEnv, target);
  5163. }
  5164. }
  5165. if(!defender->alive())
  5166. return;
  5167. int64_t acidDamage = 0;
  5168. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5169. for(const auto & b : *acidBreath)
  5170. {
  5171. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5172. acidDamage += b->val;
  5173. }
  5174. if(acidDamage > 0)
  5175. {
  5176. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5177. spells::AbilityCaster caster(attacker, 0);
  5178. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5179. spells::Target target;
  5180. target.emplace_back(defender);
  5181. parameters.setEffectValue(acidDamage * attacker->getCount());
  5182. parameters.cast(spellEnv, target);
  5183. }
  5184. if(!defender->alive())
  5185. return;
  5186. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5187. {
  5188. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5189. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5190. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5191. return;
  5192. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5193. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5194. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5195. return;
  5196. battle::UnitInfo resurrectInfo;
  5197. resurrectInfo.id = gs->curB->battleNextUnitId();
  5198. resurrectInfo.summoned = false;
  5199. resurrectInfo.position = defender->getPosition();
  5200. resurrectInfo.side = defender->unitSide();
  5201. if(bonusAdditionalInfo != CAddInfo::NONE)
  5202. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5203. else
  5204. resurrectInfo.type = attacker->creatureId();
  5205. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5206. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5207. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5208. resurrectInfo.count = defender->getCount();
  5209. else
  5210. return; //wrong subtype
  5211. BattleUnitsChanged addUnits;
  5212. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5213. resurrectInfo.save(addUnits.changedStacks.back().data);
  5214. BattleUnitsChanged removeUnits;
  5215. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5216. sendAndApply(&removeUnits);
  5217. sendAndApply(&addUnits);
  5218. }
  5219. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5220. {
  5221. double chanceToTrigger = 0;
  5222. int amountToDie = 0;
  5223. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5224. {
  5225. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5226. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5227. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5228. }
  5229. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5230. {
  5231. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5232. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5233. }
  5234. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5235. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5236. return;
  5237. BattleStackAttacked bsa;
  5238. bsa.attackerID = -1;
  5239. bsa.stackAttacked = defender->ID;
  5240. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5241. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5242. bsa.spellID = SpellID::SLAYER;
  5243. defender->prepareAttacked(bsa, getRandomGenerator());
  5244. StacksInjured si;
  5245. si.stacks.push_back(bsa);
  5246. sendAndApply(&si);
  5247. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5248. }
  5249. }
  5250. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5251. {
  5252. if (!t.visitableObjects.empty())
  5253. {
  5254. //to prevent self-visiting heroes on space press
  5255. if (t.visitableObjects.back() != h)
  5256. objectVisited(t.visitableObjects.back(), h);
  5257. else if (t.visitableObjects.size() > 1)
  5258. objectVisited(*(t.visitableObjects.end()-2),h);
  5259. }
  5260. }
  5261. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5262. {
  5263. if (!hero)
  5264. COMPLAIN_RET("You need hero to sacrifice creature!");
  5265. int expSum = 0;
  5266. auto finish = [this, &hero, &expSum]()
  5267. {
  5268. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5269. };
  5270. for(int i = 0; i < slot.size(); ++i)
  5271. {
  5272. int oldCount = hero->getStackCount(slot[i]);
  5273. if(oldCount < (int)count[i])
  5274. {
  5275. finish();
  5276. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5277. }
  5278. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5279. {
  5280. finish();
  5281. COMPLAIN_RET("Cannot sacrifice last creature!");
  5282. }
  5283. int crid = hero->getStack(slot[i]).type->idNumber;
  5284. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5285. int dump, exp;
  5286. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5287. exp *= count[i];
  5288. expSum += exp;
  5289. }
  5290. finish();
  5291. return true;
  5292. }
  5293. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5294. {
  5295. if (!hero)
  5296. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5297. int expSum = 0;
  5298. auto finish = [this, &hero, &expSum]()
  5299. {
  5300. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5301. };
  5302. for(int i = 0; i < slot.size(); ++i)
  5303. {
  5304. ArtifactLocation al(hero, slot[i]);
  5305. const CArtifactInstance * a = al.getArt();
  5306. if(!a)
  5307. {
  5308. finish();
  5309. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5310. }
  5311. const CArtifactInstance * art = hero->getArt(slot[i]);
  5312. if(!art)
  5313. {
  5314. finish();
  5315. COMPLAIN_RET("No artifact at position to sacrifice!");
  5316. }
  5317. si32 typId = art->artType->getId();
  5318. int dmp, expToGive;
  5319. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5320. expSum += expToGive;
  5321. removeArtifact(al);
  5322. }
  5323. finish();
  5324. return true;
  5325. }
  5326. void CGameHandler::makeStackDoNothing(const CStack * next)
  5327. {
  5328. BattleAction doNothing;
  5329. doNothing.actionType = EActionType::NO_ACTION;
  5330. doNothing.side = next->side;
  5331. doNothing.stackNumber = next->ID;
  5332. makeAutomaticAction(next, doNothing);
  5333. }
  5334. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5335. {
  5336. if (sl.army->hasStackAtSlot(sl.slot))
  5337. COMPLAIN_RET("Slot is already taken!");
  5338. if (!sl.slot.validSlot())
  5339. COMPLAIN_RET("Cannot insert stack to that slot!");
  5340. InsertNewStack ins;
  5341. ins.army = sl.army->id;
  5342. ins.slot = sl.slot;
  5343. ins.type = c->idNumber;
  5344. ins.count = count;
  5345. sendAndApply(&ins);
  5346. return true;
  5347. }
  5348. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5349. {
  5350. if (!sl.army->hasStackAtSlot(sl.slot))
  5351. COMPLAIN_RET("Cannot find a stack to erase");
  5352. if (sl.army->stacksCount() == 1 //from the last stack
  5353. && sl.army->needsLastStack() //that must be left
  5354. && !forceRemoval) //ignore above conditions if we are forcing removal
  5355. {
  5356. COMPLAIN_RET("Cannot erase the last stack!");
  5357. }
  5358. EraseStack es;
  5359. es.army = sl.army->id;
  5360. es.slot = sl.slot;
  5361. sendAndApply(&es);
  5362. return true;
  5363. }
  5364. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5365. {
  5366. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5367. if ((absoluteValue && count < 0)
  5368. || (!absoluteValue && -count > currentCount))
  5369. {
  5370. COMPLAIN_RET("Cannot take more stacks than present!");
  5371. }
  5372. if ((currentCount == -count && !absoluteValue)
  5373. || (!count && absoluteValue))
  5374. {
  5375. eraseStack(sl);
  5376. }
  5377. else
  5378. {
  5379. ChangeStackCount csc;
  5380. csc.army = sl.army->id;
  5381. csc.slot = sl.slot;
  5382. csc.count = count;
  5383. csc.absoluteValue = absoluteValue;
  5384. sendAndApply(&csc);
  5385. }
  5386. return true;
  5387. }
  5388. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5389. {
  5390. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5391. if (!slotC) //slot is empty
  5392. insertNewStack(sl, c, count);
  5393. else if (c == slotC)
  5394. changeStackCount(sl, count);
  5395. else
  5396. {
  5397. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5398. }
  5399. return true;
  5400. }
  5401. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5402. {
  5403. if (removeObjWhenFinished)
  5404. removeAfterVisit(src);
  5405. if (!src->canBeMergedWith(*dst, allowMerging))
  5406. {
  5407. if (allowMerging) //do that, add all matching creatures.
  5408. {
  5409. bool cont = true;
  5410. while (cont)
  5411. {
  5412. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5413. {
  5414. SlotID pos = dst->getSlotFor(i->second->type);
  5415. if (pos.validSlot())
  5416. {
  5417. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5418. cont = true;
  5419. break; //or iterator crashes
  5420. }
  5421. cont = false;
  5422. }
  5423. }
  5424. }
  5425. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5426. }
  5427. else //merge
  5428. {
  5429. moveArmy(src, dst, allowMerging);
  5430. }
  5431. }
  5432. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5433. {
  5434. if (!src.army->hasStackAtSlot(src.slot))
  5435. COMPLAIN_RET("No stack to move!");
  5436. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5437. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5438. if (!dst.slot.validSlot())
  5439. COMPLAIN_RET("Cannot move stack to that slot!");
  5440. if (count == -1)
  5441. {
  5442. count = src.army->getStackCount(src.slot);
  5443. }
  5444. if (src.army != dst.army //moving away
  5445. && count == src.army->getStackCount(src.slot) //all creatures
  5446. && src.army->stacksCount() == 1 //from the last stack
  5447. && src.army->needsLastStack()) //that must be left
  5448. {
  5449. COMPLAIN_RET("Cannot move away the last creature!");
  5450. }
  5451. RebalanceStacks rs;
  5452. rs.srcArmy = src.army->id;
  5453. rs.dstArmy = dst.army->id;
  5454. rs.srcSlot = src.slot;
  5455. rs.dstSlot = dst.slot;
  5456. rs.count = count;
  5457. sendAndApply(&rs);
  5458. return true;
  5459. }
  5460. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5461. {
  5462. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5463. {
  5464. return moveStack(sl2, sl1);
  5465. }
  5466. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5467. {
  5468. return moveStack(sl1, sl2);
  5469. }
  5470. else
  5471. {
  5472. SwapStacks ss;
  5473. ss.srcArmy = sl1.army->id;
  5474. ss.dstArmy = sl2.army->id;
  5475. ss.srcSlot = sl1.slot;
  5476. ss.dstSlot = sl2.slot;
  5477. sendAndApply(&ss);
  5478. return true;
  5479. }
  5480. }
  5481. void CGameHandler::runBattle()
  5482. {
  5483. setBattle(gs->curB);
  5484. assert(gs->curB);
  5485. //TODO: pre-tactic stuff, call scripts etc.
  5486. //tactic round
  5487. {
  5488. while (gs->curB->tacticDistance && !battleResult.get())
  5489. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5490. }
  5491. //initial stacks appearance triggers, e.g. built-in bonus spells
  5492. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5493. for (CStack * stack : initialStacks)
  5494. {
  5495. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5496. {
  5497. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5498. auto accessibility = getAccesibility();
  5499. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5500. std::vector<BattleHex> targetHexes;
  5501. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5502. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5503. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5504. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5505. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5506. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5507. if (!guardianIsBig)
  5508. targetHexes = stack->getSurroundingHexes();
  5509. else
  5510. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5511. for(auto hex : targetHexes)
  5512. {
  5513. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5514. {
  5515. battle::UnitInfo info;
  5516. info.id = gs->curB->battleNextUnitId();
  5517. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5518. info.type = creatureData;
  5519. info.side = stack->side;
  5520. info.position = hex;
  5521. info.summoned = true;
  5522. BattleUnitsChanged pack;
  5523. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5524. info.save(pack.changedStacks.back().data);
  5525. sendAndApply(&pack);
  5526. }
  5527. }
  5528. }
  5529. stackEnchantedTrigger(stack);
  5530. }
  5531. //spells opening battle
  5532. for (int i = 0; i < 2; ++i)
  5533. {
  5534. auto h = gs->curB->battleGetFightingHero(i);
  5535. if (h)
  5536. {
  5537. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5538. for (auto b : *bl)
  5539. {
  5540. spells::BonusCaster caster(h, b);
  5541. const CSpell * spell = SpellID(b->subtype).toSpell();
  5542. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5543. parameters.setSpellLevel(3);
  5544. parameters.setEffectDuration(b->val);
  5545. parameters.massive = true;
  5546. parameters.castIfPossible(spellEnv, spells::Target());
  5547. }
  5548. }
  5549. }
  5550. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5551. checkBattleStateChanges();
  5552. bool firstRound = true;//FIXME: why first round is -1?
  5553. //main loop
  5554. while (!battleResult.get()) //till the end of the battle ;]
  5555. {
  5556. BattleNextRound bnr;
  5557. bnr.round = gs->curB->round + 1;
  5558. logGlobal->debug("Round %d", bnr.round);
  5559. sendAndApply(&bnr);
  5560. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5561. for (auto &obstPtr : obstacles)
  5562. {
  5563. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5564. if (sco->turnsRemaining == 0)
  5565. removeObstacle(*obstPtr);
  5566. }
  5567. const BattleInfo & curB = *gs->curB;
  5568. for(auto stack : curB.stacks)
  5569. {
  5570. if(stack->alive() && !firstRound)
  5571. stackEnchantedTrigger(stack);
  5572. }
  5573. //stack loop
  5574. auto getNextStack = [this]() -> const CStack *
  5575. {
  5576. if(battleResult.get())
  5577. return nullptr;
  5578. std::vector<battle::Units> q;
  5579. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5580. if(!q.empty())
  5581. {
  5582. if(!q.front().empty())
  5583. {
  5584. auto next = q.front().front();
  5585. const auto stack = dynamic_cast<const CStack *>(next);
  5586. // regeneration takes place before everything else but only during first turn attempt in each round
  5587. // also works under blind and similar effects
  5588. if(stack && stack->alive() && !stack->waiting)
  5589. {
  5590. BattleTriggerEffect bte;
  5591. bte.stackID = stack->ID;
  5592. bte.effect = Bonus::HP_REGENERATION;
  5593. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5594. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5595. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5596. if(bte.val) // anything to heal
  5597. sendAndApply(&bte);
  5598. }
  5599. if(next->willMove())
  5600. return stack;
  5601. }
  5602. }
  5603. return nullptr;
  5604. };
  5605. const CStack * next = nullptr;
  5606. while((next = getNextStack()))
  5607. {
  5608. BattleUnitsChanged removeGhosts;
  5609. for(auto stack : curB.stacks)
  5610. {
  5611. if(stack->ghostPending)
  5612. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5613. }
  5614. if(!removeGhosts.changedStacks.empty())
  5615. sendAndApply(&removeGhosts);
  5616. //check for bad morale => freeze
  5617. int nextStackMorale = next->MoraleVal();
  5618. if (nextStackMorale < 0)
  5619. {
  5620. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5621. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5622. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5623. {
  5624. //unit loses its turn - empty freeze action
  5625. BattleAction ba;
  5626. ba.actionType = EActionType::BAD_MORALE;
  5627. ba.side = next->side;
  5628. ba.stackNumber = next->ID;
  5629. makeAutomaticAction(next, ba);
  5630. continue;
  5631. }
  5632. }
  5633. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5634. {
  5635. logGlobal->trace("Handle Berserk effect");
  5636. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5637. if (attackInfo.first != nullptr)
  5638. {
  5639. BattleAction attack;
  5640. attack.actionType = EActionType::WALK_AND_ATTACK;
  5641. attack.side = next->side;
  5642. attack.stackNumber = next->ID;
  5643. attack.aimToHex(attackInfo.second);
  5644. attack.aimToUnit(attackInfo.first);
  5645. makeAutomaticAction(next, attack);
  5646. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5647. }
  5648. else
  5649. {
  5650. makeStackDoNothing(next);
  5651. logGlobal->trace("No target found");
  5652. }
  5653. continue;
  5654. }
  5655. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5656. const int stackCreatureId = next->getCreature()->idNumber;
  5657. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5658. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5659. {
  5660. BattleAction attack;
  5661. attack.actionType = EActionType::SHOOT;
  5662. attack.side = next->side;
  5663. attack.stackNumber = next->ID;
  5664. //TODO: select target by priority
  5665. const battle::Unit * target = nullptr;
  5666. for(auto & elem : gs->curB->stacks)
  5667. {
  5668. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5669. && elem->owner != next->owner
  5670. && elem->isValidTarget()
  5671. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5672. {
  5673. target = elem;
  5674. break;
  5675. }
  5676. }
  5677. if(target == nullptr)
  5678. {
  5679. makeStackDoNothing(next);
  5680. }
  5681. else
  5682. {
  5683. attack.aimToUnit(target);
  5684. makeAutomaticAction(next, attack);
  5685. }
  5686. continue;
  5687. }
  5688. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5689. {
  5690. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5691. if (attackableBattleHexes.empty())
  5692. {
  5693. makeStackDoNothing(next);
  5694. continue;
  5695. }
  5696. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5697. {
  5698. BattleAction attack;
  5699. attack.actionType = EActionType::CATAPULT;
  5700. attack.side = next->side;
  5701. attack.stackNumber = next->ID;
  5702. makeAutomaticAction(next, attack);
  5703. continue;
  5704. }
  5705. }
  5706. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5707. {
  5708. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5709. {
  5710. return s->owner == next->owner && s->canBeHealed();
  5711. });
  5712. if (!possibleStacks.size())
  5713. {
  5714. makeStackDoNothing(next);
  5715. continue;
  5716. }
  5717. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5718. {
  5719. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5720. const CStack * toBeHealed = possibleStacks.front();
  5721. BattleAction heal;
  5722. heal.actionType = EActionType::STACK_HEAL;
  5723. heal.aimToUnit(toBeHealed);
  5724. heal.side = next->side;
  5725. heal.stackNumber = next->ID;
  5726. makeAutomaticAction(next, heal);
  5727. continue;
  5728. }
  5729. }
  5730. int numberOfAsks = 1;
  5731. bool breakOuter = false;
  5732. do
  5733. {//ask interface and wait for answer
  5734. if (!battleResult.get())
  5735. {
  5736. stackTurnTrigger(next); //various effects
  5737. if(next->fear)
  5738. {
  5739. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5740. }
  5741. else
  5742. {
  5743. logGlobal->trace("Activating %s", next->nodeName());
  5744. auto nextId = next->ID;
  5745. BattleSetActiveStack sas;
  5746. sas.stack = nextId;
  5747. sendAndApply(&sas);
  5748. auto actionWasMade = [&]() -> bool
  5749. {
  5750. if (battleMadeAction.data)//active stack has made its action
  5751. return true;
  5752. if (battleResult.get())// battle is finished
  5753. return true;
  5754. if (next == nullptr)//active stack was been removed
  5755. return true;
  5756. return !next->alive();//active stack is dead
  5757. };
  5758. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5759. battleMadeAction.data = false;
  5760. while (!actionWasMade())
  5761. {
  5762. battleMadeAction.cond.wait(lock);
  5763. if (battleGetStackByID(nextId, false) != next)
  5764. next = nullptr; //it may be removed, while we wait
  5765. }
  5766. }
  5767. }
  5768. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5769. {
  5770. breakOuter = true;
  5771. break;
  5772. }
  5773. //we're after action, all results applied
  5774. checkBattleStateChanges(); //check if this action ended the battle
  5775. if(next != nullptr)
  5776. {
  5777. //check for good morale
  5778. nextStackMorale = next->MoraleVal();
  5779. if(!next->hadMorale //only one extra move per turn possible
  5780. && !next->defending
  5781. && !next->waited()
  5782. && !next->fear
  5783. && next->alive()
  5784. && nextStackMorale > 0)
  5785. {
  5786. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5787. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5788. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5789. {
  5790. BattleTriggerEffect bte;
  5791. bte.stackID = next->ID;
  5792. bte.effect = Bonus::MORALE;
  5793. bte.val = 1;
  5794. bte.additionalInfo = 0;
  5795. sendAndApply(&bte); //play animation
  5796. ++numberOfAsks; //move this stack once more
  5797. }
  5798. }
  5799. }
  5800. --numberOfAsks;
  5801. } while (numberOfAsks > 0);
  5802. if (breakOuter)
  5803. {
  5804. break;
  5805. }
  5806. }
  5807. firstRound = false;
  5808. }
  5809. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5810. }
  5811. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5812. {
  5813. BattleSetActiveStack bsa;
  5814. bsa.stack = stack->ID;
  5815. bsa.askPlayerInterface = false;
  5816. sendAndApply(&bsa);
  5817. bool ret = makeBattleAction(ba);
  5818. checkBattleStateChanges();
  5819. return ret;
  5820. }
  5821. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5822. {
  5823. assert(a->artType);
  5824. ArtifactLocation al;
  5825. al.artHolder = const_cast<CGHeroInstance*>(h);
  5826. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5827. if (pos < 0)
  5828. {
  5829. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5830. slot = a->firstAvailableSlot(h);
  5831. else
  5832. slot = a->firstBackpackSlot(h);
  5833. }
  5834. else
  5835. {
  5836. slot = pos;
  5837. }
  5838. al.slot = slot;
  5839. if (slot < 0 || !a->canBePutAt(al))
  5840. {
  5841. complain("Cannot put artifact in that slot!");
  5842. return;
  5843. }
  5844. putArtifact(al, a);
  5845. }
  5846. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5847. {
  5848. PutArtifact pa;
  5849. pa.art = a;
  5850. pa.al = al;
  5851. sendAndApply(&pa);
  5852. }
  5853. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5854. {
  5855. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5856. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5857. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5858. giveHeroNewArtifact(h, art, slot);
  5859. return true;
  5860. }
  5861. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5862. {
  5863. CArtifactInstance *a = nullptr;
  5864. if (!artType->constituents)
  5865. {
  5866. a = new CArtifactInstance();
  5867. }
  5868. else
  5869. {
  5870. a = new CCombinedArtifactInstance();
  5871. }
  5872. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5873. NewArtifact na;
  5874. na.art = a;
  5875. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5876. giveHeroArtifact(h, a, pos);
  5877. }
  5878. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5879. {
  5880. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5881. if (battleResult.data)
  5882. {
  5883. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5884. % battleResult.data->result % resultType).str());
  5885. return;
  5886. }
  5887. auto br = new BattleResult();
  5888. br->result = resultType;
  5889. br->winner = victoriusSide; //surrendering side loses
  5890. gs->curB->calculateCasualties(br->casualties);
  5891. battleResult.data = br;
  5892. }
  5893. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5894. {
  5895. std::vector<int3>::iterator tile;
  5896. std::vector<int3> tiles;
  5897. getFreeTiles(tiles);
  5898. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5899. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5900. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5901. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5902. for (int i = 0; i < (int)amount; ++i)
  5903. {
  5904. tile = tiles.begin();
  5905. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5906. {
  5907. auto count = cre->getRandomAmount(std::rand);
  5908. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5909. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5910. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5911. }
  5912. tiles.erase(tile); //not use it again
  5913. }
  5914. }
  5915. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5916. {
  5917. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5918. {
  5919. cheated = true;
  5920. if (!hero) return;
  5921. ///Give hero spellbook
  5922. if (!hero->hasSpellbook())
  5923. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5924. ///Give all spells with bonus (to allow banned spells)
  5925. GiveBonus giveBonus(GiveBonus::HERO);
  5926. giveBonus.id = hero->id.getNum();
  5927. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5928. //start with level 0 to skip abilities
  5929. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5930. {
  5931. giveBonus.bonus.subtype = level;
  5932. sendAndApply(&giveBonus);
  5933. }
  5934. ///Give mana
  5935. SetMana sm;
  5936. sm.hid = hero->id;
  5937. sm.val = 999;
  5938. sm.absolute = true;
  5939. sendAndApply(&sm);
  5940. }
  5941. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5942. {
  5943. cheated = true;
  5944. if (!town) return;
  5945. ///Build all buildings in selected town
  5946. for (auto & build : town->town->buildings)
  5947. {
  5948. if (!town->hasBuilt(build.first)
  5949. && !build.second->getNameTranslated().empty()
  5950. && build.first != BuildingID::SHIP)
  5951. {
  5952. buildStructure(town->id, build.first, true);
  5953. }
  5954. }
  5955. }
  5956. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5957. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5958. {
  5959. cheated = true;
  5960. if (!hero) return;
  5961. ///Gives N creatures into each slot
  5962. std::map<std::string, std::pair<std::string, int>> creatures;
  5963. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5964. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5965. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5966. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5967. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5968. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5969. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5970. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5971. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5972. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5973. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5974. if (!hero->hasStackAtSlot(SlotID(i)))
  5975. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5976. }
  5977. else if (boost::starts_with(cheat, "vcmiarmy"))
  5978. {
  5979. cheated = true;
  5980. if (!hero) return;
  5981. std::vector<std::string> words;
  5982. boost::split(words, cheat, boost::is_any_of(" "));
  5983. if(words.size() < 2)
  5984. return;
  5985. std::string creatureIdentifier = words[1];
  5986. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5987. if(creatureId.is_initialized())
  5988. {
  5989. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  5990. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5991. if (!hero->hasStackAtSlot(SlotID(i)))
  5992. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5993. }
  5994. }
  5995. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5996. {
  5997. cheated = true;
  5998. if (!hero) return;
  5999. ///Give all war machines to hero
  6000. if (!hero->getArt(ArtifactPosition::MACH1))
  6001. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  6002. if (!hero->getArt(ArtifactPosition::MACH2))
  6003. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  6004. if (!hero->getArt(ArtifactPosition::MACH3))
  6005. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  6006. }
  6007. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  6008. {
  6009. cheated = true;
  6010. if (!hero) return;
  6011. ///Give hero all artifacts except war machines, spell scrolls and spell book
  6012. for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6013. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
  6014. }
  6015. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6016. {
  6017. cheated = true;
  6018. if (!hero) return;
  6019. ///selected hero gains a new level
  6020. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6021. }
  6022. else if (boost::starts_with(cheat, "vcmiexp"))
  6023. {
  6024. cheated = true;
  6025. if (!hero) return;
  6026. std::vector<std::string> words;
  6027. boost::split(words, cheat, boost::is_any_of(" "));
  6028. if(words.size() < 2)
  6029. return;
  6030. std::string expAmount = words[1];
  6031. long expAmountProcessed = 0;
  6032. try
  6033. {
  6034. expAmountProcessed = std::stol(expAmount);
  6035. }
  6036. catch(std::exception&)
  6037. {
  6038. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6039. }
  6040. if(expAmountProcessed > 1)
  6041. {
  6042. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6043. }
  6044. }
  6045. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6046. {
  6047. cheated = true;
  6048. if (!hero) return;
  6049. ///Give 1000000 movement points to hero
  6050. SetMovePoints smp;
  6051. smp.hid = hero->id;
  6052. smp.val = 1000000;
  6053. sendAndApply(&smp);
  6054. GiveBonus gb(GiveBonus::HERO);
  6055. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6056. gb.bonus.duration = Bonus::ONE_DAY;
  6057. gb.bonus.source = Bonus::OTHER;
  6058. gb.id = hero->id.getNum();
  6059. giveHeroBonus(&gb);
  6060. }
  6061. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6062. {
  6063. cheated = true;
  6064. ///Give resources to player
  6065. TResources resources;
  6066. resources[Res::GOLD] = 100000;
  6067. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6068. resources[i] = 100;
  6069. giveResources(player, resources);
  6070. }
  6071. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6072. {
  6073. cheated = true;
  6074. ///Player wins
  6075. PlayerCheated pc;
  6076. pc.player = player;
  6077. pc.winningCheatCode = true;
  6078. sendAndApply(&pc);
  6079. }
  6080. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6081. {
  6082. cheated = true;
  6083. ///Player looses
  6084. PlayerCheated pc;
  6085. pc.player = player;
  6086. pc.losingCheatCode = true;
  6087. sendAndApply(&pc);
  6088. }
  6089. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6090. {
  6091. cheated = true;
  6092. ///Reveal or conceal FoW
  6093. FoWChange fc;
  6094. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6095. fc.player = player;
  6096. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6097. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6098. int lastUnc = 0;
  6099. for(int z = 0; z < gs->map->levels(); z++)
  6100. for(int x = 0; x < gs->map->width; x++)
  6101. for(int y = 0; y < gs->map->height; y++)
  6102. if(!(*fowMap)[z][x][y] || !fc.mode)
  6103. hlp_tab[lastUnc++] = int3(x, y, z);
  6104. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6105. delete [] hlp_tab;
  6106. sendAndApply(&fc);
  6107. }
  6108. }
  6109. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6110. {
  6111. BattleObstaclesChanged obsRem;
  6112. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6113. sendAndApply(&obsRem);
  6114. }
  6115. void CGameHandler::synchronizeArtifactHandlerLists()
  6116. {
  6117. UpdateArtHandlerLists uahl;
  6118. uahl.treasures = VLC->arth->treasures;
  6119. uahl.minors = VLC->arth->minors;
  6120. uahl.majors = VLC->arth->majors;
  6121. uahl.relics = VLC->arth->relics;
  6122. sendAndApply(&uahl);
  6123. }
  6124. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6125. {
  6126. return vstd::contains(gs->map->objects, obj);
  6127. }
  6128. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6129. {
  6130. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6131. return false;
  6132. auto query = queries.topQuery(player);
  6133. if (query && query->blocksPack(pack))
  6134. {
  6135. complain(boost::str(boost::format(
  6136. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6137. % boost::to_upper_copy<std::string>(player.getStr())
  6138. % query->toString()
  6139. ));
  6140. return true;
  6141. }
  6142. return false;
  6143. }
  6144. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6145. {
  6146. //If the object is being visited, there must be a matching query
  6147. for (const auto &query : queries.allQueries())
  6148. {
  6149. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6150. {
  6151. if (someVistQuery->visitedObject == object)
  6152. {
  6153. someVistQuery->removeObjectAfterVisit = true;
  6154. return;
  6155. }
  6156. }
  6157. }
  6158. //If we haven't returned so far, there is no query and no visit, call was wrong
  6159. assert("This function needs to be called during the object visit!");
  6160. }
  6161. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6162. {
  6163. std::unordered_set<int3, ShashInt3> tiles;
  6164. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6165. if (hide)
  6166. {
  6167. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6168. auto p = getPlayerState(player);
  6169. for (auto h : p->heroes)
  6170. {
  6171. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6172. }
  6173. for (auto t : p->towns)
  6174. {
  6175. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6176. }
  6177. for (auto tile : observedTiles)
  6178. vstd::erase_if_present (tiles, tile);
  6179. }
  6180. changeFogOfWar(tiles, player, hide);
  6181. }
  6182. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6183. {
  6184. FoWChange fow;
  6185. fow.tiles = tiles;
  6186. fow.player = player;
  6187. fow.mode = hide? 0 : 1;
  6188. sendAndApply(&fow);
  6189. }
  6190. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6191. {
  6192. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6193. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6194. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6195. return true;
  6196. }
  6197. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6198. {
  6199. SetObjectProperty sob;
  6200. sob.id = objid;
  6201. sob.what = prop;
  6202. sob.val = static_cast<ui32>(val);
  6203. sendAndApply(&sob);
  6204. }
  6205. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6206. {
  6207. sendAndApply(iw);
  6208. }
  6209. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6210. {
  6211. InfoWindow iw;
  6212. iw.player = player;
  6213. iw.text << msg;
  6214. showInfoDialog(&iw);
  6215. }
  6216. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  6217. army(_army)
  6218. {
  6219. heroWithDeadCommander = ObjectInstanceID();
  6220. PlayerColor color = army->tempOwner;
  6221. if(color == PlayerColor::UNFLAGGABLE)
  6222. color = PlayerColor::NEUTRAL;
  6223. for(CStack * st : bat->stacks)
  6224. {
  6225. if(st->summoned) //don't take into account temporary summoned stacks
  6226. continue;
  6227. if(st->owner != color) //remove only our stacks
  6228. continue;
  6229. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6230. st->health.takeResurrected();
  6231. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6232. {
  6233. logGlobal->debug("Ignored arrow towers stack.");
  6234. }
  6235. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6236. {
  6237. auto warMachine = st->type->warMachine;
  6238. if(warMachine == ArtifactID::NONE)
  6239. {
  6240. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6241. }
  6242. //catapult artifact remain even if "creature" killed in siege
  6243. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6244. {
  6245. logGlobal->debug("War machine has been destroyed");
  6246. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6247. if (hero)
  6248. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6249. else
  6250. logGlobal->error("War machine in army without hero");
  6251. }
  6252. }
  6253. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6254. {
  6255. if(st->alive() && st->getCount() > 0)
  6256. {
  6257. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6258. const CreatureID summonedType = st->type->idNumber;
  6259. summoned[summonedType] += st->getCount();
  6260. }
  6261. }
  6262. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6263. {
  6264. if (nullptr == st->base)
  6265. {
  6266. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6267. }
  6268. else
  6269. {
  6270. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6271. if(c)
  6272. {
  6273. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6274. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6275. {
  6276. logGlobal->debug("Commander is dead.");
  6277. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6278. }
  6279. }
  6280. else
  6281. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6282. }
  6283. }
  6284. else if(st->base && !army->slotEmpty(st->slot))
  6285. {
  6286. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6287. if(st->getCount() == 0 || !st->alive())
  6288. {
  6289. logGlobal->debug("Stack has been destroyed.");
  6290. StackLocation sl(army, st->slot);
  6291. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6292. }
  6293. else if(st->getCount() < army->getStackCount(st->slot))
  6294. {
  6295. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6296. StackLocation sl(army, st->slot);
  6297. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6298. }
  6299. else if(st->getCount() > army->getStackCount(st->slot))
  6300. {
  6301. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6302. StackLocation sl(army, st->slot);
  6303. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6304. }
  6305. }
  6306. else
  6307. {
  6308. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6309. }
  6310. }
  6311. }
  6312. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6313. {
  6314. for (TStackAndItsNewCount &ncount : newStackCounts)
  6315. {
  6316. if (ncount.second > 0)
  6317. gh->changeStackCount(ncount.first, ncount.second, true);
  6318. else
  6319. gh->eraseStack(ncount.first, true);
  6320. }
  6321. for (auto summoned_iter : summoned)
  6322. {
  6323. SlotID slot = army->getSlotFor(summoned_iter.first);
  6324. if (slot.validSlot())
  6325. {
  6326. StackLocation location(army, slot);
  6327. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6328. }
  6329. else
  6330. {
  6331. //even if it will be possible to summon anything permanently it should be checked for free slot
  6332. //necromancy is handled separately
  6333. gh->complain("No free slot to put summoned creature");
  6334. }
  6335. }
  6336. for (auto al : removedWarMachines)
  6337. {
  6338. gh->removeArtifact(al);
  6339. }
  6340. if (heroWithDeadCommander != ObjectInstanceID())
  6341. {
  6342. SetCommanderProperty scp;
  6343. scp.heroid = heroWithDeadCommander;
  6344. scp.which = SetCommanderProperty::ALIVE;
  6345. scp.amount = 0;
  6346. gh->sendAndApply(&scp);
  6347. }
  6348. }
  6349. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6350. {
  6351. assert(Query->result);
  6352. assert(Query->bi);
  6353. auto &result = *Query->result;
  6354. auto &info = *Query->bi;
  6355. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6356. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6357. victor = info.sides[result.winner].color;
  6358. loser = info.sides[!result.winner].color;
  6359. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6360. }
  6361. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6362. {
  6363. winnerHero = loserHero = nullptr;
  6364. remainingBattleQueriesCount = 0;
  6365. }
  6366. CRandomGenerator & CGameHandler::getRandomGenerator()
  6367. {
  6368. return CRandomGenerator::getDefault();
  6369. }
  6370. #if SCRIPTING_ENABLED
  6371. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6372. {
  6373. return serverScripts.get();
  6374. }
  6375. scripting::Pool * CGameHandler::getContextPool() const
  6376. {
  6377. return serverScripts.get();
  6378. }
  6379. #endif
  6380. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6381. {
  6382. NewObject no;
  6383. no.ID = ID; //creature
  6384. no.subID= subID;
  6385. no.pos = pos;
  6386. sendAndApply(&no);
  6387. return no.id; //id field will be filled during applying on gs
  6388. }
  6389. ///ServerSpellCastEnvironment
  6390. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6391. : gh(gh)
  6392. {
  6393. }
  6394. bool ServerSpellCastEnvironment::describeChanges() const
  6395. {
  6396. return true;
  6397. }
  6398. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6399. {
  6400. gh->complain(problem);
  6401. }
  6402. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6403. {
  6404. return &gh->getRandomGenerator();
  6405. }
  6406. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6407. {
  6408. gh->sendAndApply(pack);
  6409. }
  6410. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6411. {
  6412. gh->sendAndApply(pack);
  6413. }
  6414. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6415. {
  6416. gh->sendAndApply(pack);
  6417. }
  6418. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6419. {
  6420. gh->sendAndApply(pack);
  6421. }
  6422. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6423. {
  6424. gh->sendAndApply(pack);
  6425. }
  6426. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6427. {
  6428. gh->sendAndApply(pack);
  6429. }
  6430. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6431. {
  6432. gh->sendAndApply(pack);
  6433. }
  6434. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6435. {
  6436. gh->sendAndApply(pack);
  6437. }
  6438. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6439. {
  6440. return gh;
  6441. }
  6442. const CMap * ServerSpellCastEnvironment::getMap() const
  6443. {
  6444. return gh->gameState()->map;
  6445. }
  6446. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6447. {
  6448. return gh->moveHero(hid, dst, teleporting, false);
  6449. }
  6450. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6451. {
  6452. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6453. request->queryID = query->queryID;
  6454. gh->queries.addQuery(query);
  6455. gh->sendAndApply(request);
  6456. }