CGameHandler.cpp 220 KB

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