CGameHandler.cpp 218 KB

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