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CGameHandler.cpp 124 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 "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "battles/BattleProcessor.h"
  16. #include "processors/HeroPoolProcessor.h"
  17. #include "processors/PlayerMessageProcessor.h"
  18. #include "processors/TurnOrderProcessor.h"
  19. #include "queries/QueriesProcessor.h"
  20. #include "queries/MapQueries.h"
  21. #include "../lib/ArtifactUtils.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CCreatureSet.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CHeroHandler.h"
  28. #include "../lib/CPlayerState.h"
  29. #include "../lib/CSoundBase.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/CTownHandler.h"
  32. #include "../lib/GameConstants.h"
  33. #include "../lib/UnlockGuard.h"
  34. #include "../lib/GameSettings.h"
  35. #include "../lib/ScriptHandler.h"
  36. #include "../lib/StartInfo.h"
  37. #include "../lib/TerrainHandler.h"
  38. #include "../lib/VCMIDirs.h"
  39. #include "../lib/VCMI_Lib.h"
  40. #include "../lib/int3.h"
  41. #include "../lib/battle/BattleInfo.h"
  42. #include "../lib/filesystem/FileInfo.h"
  43. #include "../lib/filesystem/Filesystem.h"
  44. #include "../lib/gameState/CGameState.h"
  45. #include "../lib/mapping/CMap.h"
  46. #include "../lib/mapping/CMapService.h"
  47. #include "../lib/mapObjects/CGMarket.h"
  48. #include "../lib/mapObjects/CGTownInstance.h"
  49. #include "../lib/mapObjects/MiscObjects.h"
  50. #include "../lib/modding/ModIncompatibility.h"
  51. #include "../lib/networkPacks/StackLocation.h"
  52. #include "../lib/pathfinder/CPathfinder.h"
  53. #include "../lib/pathfinder/PathfinderOptions.h"
  54. #include "../lib/pathfinder/TurnInfo.h"
  55. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  56. #include "../lib/rmg/CMapGenOptions.h"
  57. #include "../lib/serializer/CSaveFile.h"
  58. #include "../lib/serializer/CLoadFile.h"
  59. #include "../lib/serializer/Connection.h"
  60. #include "../lib/spells/CSpellHandler.h"
  61. #include "vstd/CLoggerBase.h"
  62. #include <vcmi/events/EventBus.h>
  63. #include <vcmi/events/GenericEvents.h>
  64. #include <vcmi/events/AdventureEvents.h>
  65. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  66. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  67. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  68. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  69. template <typename T> class CApplyOnGH;
  70. class CBaseForGHApply
  71. {
  72. public:
  73. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  74. virtual ~CBaseForGHApply(){}
  75. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  76. {
  77. return new CApplyOnGH<U>();
  78. }
  79. };
  80. template <typename T> class CApplyOnGH : public CBaseForGHApply
  81. {
  82. public:
  83. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  84. {
  85. T *ptr = static_cast<T*>(pack);
  86. try
  87. {
  88. ApplyGhNetPackVisitor applier(*gh);
  89. ptr->visit(applier);
  90. return applier.getResult();
  91. }
  92. catch(ExceptionNotAllowedAction & e)
  93. {
  94. (void)e;
  95. return false;
  96. }
  97. }
  98. };
  99. template <>
  100. class CApplyOnGH<CPack> : public CBaseForGHApply
  101. {
  102. public:
  103. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  104. {
  105. logGlobal->error("Cannot apply on GH plain CPack!");
  106. assert(0);
  107. return false;
  108. }
  109. };
  110. static inline double distance(int3 a, int3 b)
  111. {
  112. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  113. }
  114. template <typename T>
  115. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  116. {
  117. fun(args[which]);
  118. }
  119. const Services * CGameHandler::services() const
  120. {
  121. return VLC;
  122. }
  123. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  124. {
  125. return gs->getBattle(battleID);
  126. }
  127. const CGameHandler::GameCb * CGameHandler::game() const
  128. {
  129. return this;
  130. }
  131. vstd::CLoggerBase * CGameHandler::logger() const
  132. {
  133. return logGlobal;
  134. }
  135. events::EventBus * CGameHandler::eventBus() const
  136. {
  137. return serverEventBus.get();
  138. }
  139. CVCMIServer * CGameHandler::gameLobby() const
  140. {
  141. return lobby;
  142. }
  143. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  144. {
  145. changeSecSkill(hero, skill, 1, 0);
  146. expGiven(hero);
  147. }
  148. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  149. {
  150. // required exp for at least 1 lvl-up hasn't been reached
  151. if (!hero->gainsLevel())
  152. {
  153. return;
  154. }
  155. // give primary skill
  156. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  157. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  158. SetPrimSkill sps;
  159. sps.id = hero->id;
  160. sps.which = primarySkill;
  161. sps.abs = false;
  162. sps.val = 1;
  163. sendAndApply(&sps);
  164. HeroLevelUp hlu;
  165. hlu.player = hero->tempOwner;
  166. hlu.heroId = hero->id;
  167. hlu.primskill = primarySkill;
  168. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  169. if (hlu.skills.size() == 0)
  170. {
  171. sendAndApply(&hlu);
  172. levelUpHero(hero);
  173. }
  174. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  175. {
  176. sendAndApply(&hlu);
  177. levelUpHero(hero, hlu.skills.front());
  178. }
  179. else if (hlu.skills.size() > 1)
  180. {
  181. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  182. hlu.queryID = levelUpQuery->queryID;
  183. queries->addQuery(levelUpQuery);
  184. sendAndApply(&hlu);
  185. //level up will be called on query reply
  186. }
  187. }
  188. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  189. {
  190. SetCommanderProperty scp;
  191. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  192. if (hero)
  193. scp.heroid = hero->id;
  194. else
  195. {
  196. complain ("Commander is not led by hero!");
  197. return;
  198. }
  199. scp.accumulatedBonus.additionalInfo = 0;
  200. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  201. scp.accumulatedBonus.turnsRemain = 0;
  202. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  203. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  204. if (skill <= ECommander::SPELL_POWER)
  205. {
  206. scp.which = SetCommanderProperty::BONUS;
  207. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  208. {
  209. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  210. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  211. };
  212. switch (skill)
  213. {
  214. case ECommander::ATTACK:
  215. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  216. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  217. break;
  218. case ECommander::DEFENSE:
  219. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  220. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  221. break;
  222. case ECommander::HEALTH:
  223. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  224. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  225. break;
  226. case ECommander::DAMAGE:
  227. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  228. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  229. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  230. break;
  231. case ECommander::SPEED:
  232. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  233. break;
  234. case ECommander::SPELL_POWER:
  235. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  236. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  237. sendAndApply (&scp); //additional pack
  238. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  239. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  240. sendAndApply (&scp); //additional pack
  241. scp.accumulatedBonus.type = BonusType::CASTS;
  242. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  243. sendAndApply (&scp); //additional pack
  244. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  245. break;
  246. }
  247. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  248. sendAndApply (&scp);
  249. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  250. scp.additionalInfo = skill;
  251. scp.amount = c->secondarySkills.at(skill) + 1;
  252. sendAndApply (&scp);
  253. }
  254. else if (skill >= 100)
  255. {
  256. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  257. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  258. scp.additionalInfo = skill; //unnormalized
  259. sendAndApply (&scp);
  260. }
  261. expGiven(hero);
  262. }
  263. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  264. {
  265. if (!c->gainsLevel())
  266. {
  267. return;
  268. }
  269. CommanderLevelUp clu;
  270. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  271. if(hero)
  272. {
  273. clu.heroId = hero->id;
  274. clu.player = hero->tempOwner;
  275. }
  276. else
  277. {
  278. complain ("Commander is not led by hero!");
  279. return;
  280. }
  281. //picking sec. skills for choice
  282. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  283. {
  284. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  285. clu.skills.push_back(i);
  286. }
  287. int i = 100;
  288. for (auto specialSkill : VLC->creh->skillRequirements)
  289. {
  290. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  291. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  292. && !vstd::contains (c->specialSkills, i))
  293. clu.skills.push_back (i);
  294. ++i;
  295. }
  296. int skillAmount = static_cast<int>(clu.skills.size());
  297. if (!skillAmount)
  298. {
  299. sendAndApply(&clu);
  300. levelUpCommander(c);
  301. }
  302. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  303. {
  304. sendAndApply(&clu);
  305. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  306. }
  307. else if (skillAmount > 1) //apply and ask for secondary skill
  308. {
  309. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  310. clu.queryID = commanderLevelUp->queryID;
  311. queries->addQuery(commanderLevelUp);
  312. sendAndApply(&clu);
  313. }
  314. }
  315. void CGameHandler::expGiven(const CGHeroInstance *hero)
  316. {
  317. if (hero->gainsLevel())
  318. levelUpHero(hero);
  319. else if (hero->commander && hero->commander->gainsLevel())
  320. levelUpCommander(hero->commander);
  321. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  322. // levelUpCommander(hero->commander);
  323. // else
  324. // levelUpHero(hero);
  325. }
  326. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  327. {
  328. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  329. TExpType currExp = hero->exp;
  330. if (gs->map->levelLimit != 0)
  331. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  332. TExpType canGainExp = 0;
  333. if (maxExp > currExp)
  334. canGainExp = maxExp - currExp;
  335. if (amountToGain > canGainExp)
  336. {
  337. // set given experience to max possible, but don't decrease if hero already over top
  338. amountToGain = canGainExp;
  339. InfoWindow iw;
  340. iw.player = hero->tempOwner;
  341. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  342. iw.text.replaceRawString(hero->getNameTranslated());
  343. sendAndApply(&iw);
  344. }
  345. SetPrimSkill sps;
  346. sps.id = hero->id;
  347. sps.which = PrimarySkill::EXPERIENCE;
  348. sps.abs = false;
  349. sps.val = amountToGain;
  350. sendAndApply(&sps);
  351. //hero may level up
  352. if (hero->commander && hero->commander->alive)
  353. {
  354. //FIXME: trim experience according to map limit?
  355. SetCommanderProperty scp;
  356. scp.heroid = hero->id;
  357. scp.which = SetCommanderProperty::EXPERIENCE;
  358. scp.amount = amountToGain;
  359. sendAndApply (&scp);
  360. CBonusSystemNode::treeHasChanged();
  361. }
  362. expGiven(hero);
  363. }
  364. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  365. {
  366. SetPrimSkill sps;
  367. sps.id = hero->id;
  368. sps.which = which;
  369. sps.abs = abs;
  370. sps.val = val;
  371. sendAndApply(&sps);
  372. }
  373. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  374. {
  375. if(!hero)
  376. {
  377. logGlobal->error("changeSecSkill provided no hero");
  378. return;
  379. }
  380. SetSecSkill sss;
  381. sss.id = hero->id;
  382. sss.which = which;
  383. sss.val = val;
  384. sss.abs = abs;
  385. sendAndApply(&sss);
  386. if (hero->visitedTown)
  387. giveSpells(hero->visitedTown, hero);
  388. }
  389. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  390. {
  391. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  392. {
  393. assert(0); // game should have shut down before reaching this point!
  394. return;
  395. }
  396. for(auto & playerConnections : connections)
  397. {
  398. PlayerColor playerId = playerConnections.first;
  399. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  400. if(!playerSettings)
  401. continue;
  402. auto playerConnection = vstd::find(playerConnections.second, c);
  403. if(playerConnection != playerConnections.second.end())
  404. {
  405. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  406. playerMessages->broadcastMessage(playerId, messageText);
  407. }
  408. }
  409. }
  410. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  411. {
  412. //prepare struct informing that action was applied
  413. auto sendPackageResponse = [&](bool succesfullyApplied)
  414. {
  415. PackageApplied applied;
  416. applied.player = pack->player;
  417. applied.result = succesfullyApplied;
  418. applied.packType = CTypeList::getInstance().getTypeID(pack);
  419. applied.requestID = pack->requestID;
  420. pack->c->sendPack(&applied);
  421. };
  422. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  423. if(isBlockedByQueries(pack, pack->player))
  424. {
  425. sendPackageResponse(false);
  426. }
  427. else if(apply)
  428. {
  429. const bool result = apply->applyOnGH(this, this->gs, pack);
  430. if(result)
  431. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  432. else
  433. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  434. % typeid(*pack).name()).str());
  435. sendPackageResponse(true);
  436. }
  437. else
  438. {
  439. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  440. sendPackageResponse(false);
  441. }
  442. vstd::clear_pointer(pack);
  443. }
  444. CGameHandler::CGameHandler(CVCMIServer * lobby)
  445. : lobby(lobby)
  446. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  447. , battles(std::make_unique<BattleProcessor>(this))
  448. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  449. , queries(std::make_unique<QueriesProcessor>())
  450. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  451. , complainNoCreatures("No creatures to split")
  452. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  453. , complainInvalidSlot("Invalid slot accessed!")
  454. , turnTimerHandler(*this)
  455. {
  456. QID = 1;
  457. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  458. registerTypesServerPacks(*applier);
  459. spellEnv = new ServerSpellCastEnvironment(this);
  460. }
  461. CGameHandler::~CGameHandler()
  462. {
  463. delete spellEnv;
  464. delete gs;
  465. gs = nullptr;
  466. }
  467. void CGameHandler::reinitScripting()
  468. {
  469. serverEventBus = std::make_unique<events::EventBus>();
  470. #if SCRIPTING_ENABLED
  471. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  472. #endif
  473. }
  474. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  475. {
  476. if (si->seedToBeUsed == 0)
  477. {
  478. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  479. }
  480. CMapService mapService;
  481. gs = new CGameState();
  482. gs->preInit(VLC, this);
  483. logGlobal->info("Gamestate created!");
  484. gs->init(&mapService, si, progressTracking);
  485. logGlobal->info("Gamestate initialized!");
  486. // reset seed, so that clients can't predict any following random values
  487. getRandomGenerator().resetSeed();
  488. for (auto & elem : gs->players)
  489. turnOrder->addPlayer(elem.first);
  490. for (auto & elem : gs->map->allHeroes)
  491. {
  492. if(elem)
  493. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  494. }
  495. reinitScripting();
  496. }
  497. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  498. {
  499. return a.earlierThan(b);
  500. }
  501. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  502. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  503. const PlayerState * p = getPlayerState(town->tempOwner);
  504. if (!p)
  505. {
  506. assert(town->tempOwner == PlayerColor::NEUTRAL);
  507. return;
  508. }
  509. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  510. {
  511. SetAvailableCreatures ssi;
  512. ssi.tid = town->id;
  513. ssi.creatures = town->creatures;
  514. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  515. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  516. if (dwellings.empty())//no dwellings - just remove
  517. {
  518. sendAndApply(&ssi);
  519. return;
  520. }
  521. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  522. // for multi-creature dwellings like Golem Factory
  523. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  524. if (clear)
  525. {
  526. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  527. }
  528. else
  529. {
  530. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  531. }
  532. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  533. sendAndApply(&ssi);
  534. }
  535. }
  536. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  537. {
  538. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  539. turnTimerHandler.onPlayerGetTurn(which);
  540. }
  541. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  542. {
  543. const auto * playerState = gs->getPlayerState(which);
  544. assert(playerState->status == EPlayerStatus::INGAME);
  545. if (playerState->towns.empty())
  546. {
  547. DaysWithoutTown pack;
  548. pack.player = which;
  549. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  550. sendAndApply(&pack);
  551. }
  552. else
  553. {
  554. if (playerState->daysWithoutCastle.has_value())
  555. {
  556. DaysWithoutTown pack;
  557. pack.player = which;
  558. pack.daysWithoutCastle = std::nullopt;
  559. sendAndApply(&pack);
  560. }
  561. }
  562. // check for 7 days without castle
  563. checkVictoryLossConditionsForPlayer(which);
  564. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  565. if (newWeek) //new heroes in tavern
  566. heroPool->onNewWeek(which);
  567. }
  568. void CGameHandler::onNewTurn()
  569. {
  570. logGlobal->trace("Turn %d", gs->day+1);
  571. NewTurn n;
  572. n.specialWeek = NewTurn::NO_ACTION;
  573. n.creatureid = CreatureID::NONE;
  574. n.day = gs->day + 1;
  575. bool firstTurn = !getDate(Date::DAY);
  576. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  577. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  578. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  579. if (firstTurn)
  580. {
  581. for (auto obj : gs->map->objects)
  582. {
  583. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  584. {
  585. giveExperience(getHero(obj->id), 0);
  586. }
  587. }
  588. }
  589. if (newWeek && !firstTurn)
  590. {
  591. n.specialWeek = NewTurn::NORMAL;
  592. bool deityOfFireBuilt = false;
  593. for (const CGTownInstance *t : gs->map->towns)
  594. {
  595. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  596. {
  597. deityOfFireBuilt = true;
  598. break;
  599. }
  600. }
  601. if (deityOfFireBuilt)
  602. {
  603. n.specialWeek = NewTurn::DEITYOFFIRE;
  604. n.creatureid = CreatureID::IMP;
  605. }
  606. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  607. {
  608. int monthType = getRandomGenerator().nextInt(99);
  609. if (newMonth) //new month
  610. {
  611. if (monthType < 40) //double growth
  612. {
  613. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  614. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  615. {
  616. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  617. }
  618. else if (VLC->creh->doubledCreatures.size())
  619. {
  620. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  621. }
  622. else
  623. {
  624. complain("Cannot find creature that can be spawned!");
  625. n.specialWeek = NewTurn::NORMAL;
  626. }
  627. }
  628. else if (monthType < 50)
  629. n.specialWeek = NewTurn::PLAGUE;
  630. }
  631. else //it's a week, but not full month
  632. {
  633. if (monthType < 25)
  634. {
  635. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  636. std::pair<int, CreatureID> newMonster(54, CreatureID());
  637. do
  638. {
  639. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  640. } while (VLC->creh->objects[newMonster.second] &&
  641. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  642. n.creatureid = newMonster.second;
  643. }
  644. }
  645. }
  646. }
  647. for (auto & elem : gs->players)
  648. {
  649. if (elem.first == PlayerColor::NEUTRAL)
  650. continue;
  651. assert(elem.first.isValidPlayer());//illegal player number!
  652. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  653. hadGold.insert(playerGold);
  654. if (firstTurn)
  655. heroPool->onNewWeek(elem.first);
  656. n.res[elem.first] = elem.second.resources;
  657. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  658. {
  659. bool hasCrystalGenCreature = false;
  660. for(CGHeroInstance * hero : elem.second.heroes)
  661. {
  662. for(auto stack : hero->stacks)
  663. {
  664. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  665. {
  666. hasCrystalGenCreature = true;
  667. break;
  668. }
  669. }
  670. }
  671. if(!hasCrystalGenCreature) //not found in armies, check towns
  672. {
  673. for(CGTownInstance * town : elem.second.towns)
  674. {
  675. for(auto stack : town->stacks)
  676. {
  677. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  678. {
  679. hasCrystalGenCreature = true;
  680. break;
  681. }
  682. }
  683. }
  684. }
  685. if(hasCrystalGenCreature)
  686. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  687. }
  688. for (CGHeroInstance *h : (elem).second.heroes)
  689. {
  690. if (h->visitedTown)
  691. giveSpells(h->visitedTown, h);
  692. NewTurn::Hero hth;
  693. hth.id = h->id;
  694. auto ti = std::make_unique<TurnInfo>(h, 1);
  695. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  696. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  697. hth.mana = h->getManaNewTurn();
  698. n.heroes.insert(hth);
  699. if (!firstTurn) //not first day
  700. {
  701. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  702. {
  703. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  704. }
  705. }
  706. }
  707. }
  708. for (CGTownInstance *t : gs->map->towns)
  709. {
  710. PlayerColor player = t->tempOwner;
  711. handleTownEvents(t, n);
  712. if (newWeek) //first day of week
  713. {
  714. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  715. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  716. if (!firstTurn)
  717. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  718. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  719. if (!vstd::contains(n.cres, t->id))
  720. {
  721. n.cres[t->id].tid = t->id;
  722. n.cres[t->id].creatures = t->creatures;
  723. }
  724. auto & sac = n.cres.at(t->id);
  725. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  726. {
  727. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  728. {
  729. ui32 &availableCount = sac.creatures.at(k).first;
  730. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  731. if (n.specialWeek == NewTurn::PLAGUE)
  732. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  733. else
  734. {
  735. if (firstTurn) //first day of game: use only basic growths
  736. availableCount = cre->getGrowth();
  737. else
  738. availableCount += t->creatureGrowth(k);
  739. //Deity of fire week - upgrade both imps and upgrades
  740. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  741. availableCount += 15;
  742. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  743. {
  744. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  745. availableCount *= 2;
  746. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  747. availableCount += 5;
  748. }
  749. }
  750. }
  751. }
  752. }
  753. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  754. {
  755. n.res[player] = n.res[player] + t->dailyIncome();
  756. }
  757. if(t->hasBuilt(BuildingID::GRAIL)
  758. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  759. {
  760. // Skyship, probably easier to handle same as Veil of darkness
  761. //do it every new day after veils apply
  762. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  763. {
  764. FoWChange fw;
  765. fw.mode = ETileVisibility::REVEALED;
  766. fw.player = player;
  767. // find all hidden tiles
  768. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  769. auto shape = fow->shape();
  770. for(size_t z = 0; z < shape[0]; z++)
  771. for(size_t x = 0; x < shape[1]; x++)
  772. for(size_t y = 0; y < shape[2]; y++)
  773. if (!(*fow)[z][x][y])
  774. fw.tiles.insert(int3(x, y, z));
  775. sendAndApply (&fw);
  776. }
  777. }
  778. if (t->hasBonusOfType (BonusType::DARKNESS))
  779. {
  780. for (auto & player : gs->players)
  781. {
  782. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  783. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  784. changeFogOfWar(t->visitablePos(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  785. }
  786. }
  787. }
  788. if (newMonth)
  789. {
  790. SetAvailableArtifacts saa;
  791. saa.id = ObjectInstanceID::NONE;
  792. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  793. sendAndApply(&saa);
  794. }
  795. sendAndApply(&n);
  796. if (newWeek)
  797. {
  798. //spawn wandering monsters
  799. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  800. {
  801. spawnWanderingMonsters(n.creatureid);
  802. }
  803. //new week info popup
  804. if (!firstTurn)
  805. {
  806. InfoWindow iw;
  807. switch (n.specialWeek)
  808. {
  809. case NewTurn::DOUBLE_GROWTH:
  810. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  811. iw.text.replaceNameSingular(n.creatureid);
  812. iw.text.replaceNameSingular(n.creatureid);
  813. break;
  814. case NewTurn::PLAGUE:
  815. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  816. break;
  817. case NewTurn::BONUS_GROWTH:
  818. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  819. iw.text.replaceNameSingular(n.creatureid);
  820. iw.text.replaceNameSingular(n.creatureid);
  821. break;
  822. case NewTurn::DEITYOFFIRE:
  823. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  824. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  825. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  826. iw.text.replacePositiveNumber(15);//%+d 15
  827. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  828. iw.text.replacePositiveNumber(15);//%+d 15
  829. break;
  830. default:
  831. if (newMonth)
  832. {
  833. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  834. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  835. }
  836. else
  837. {
  838. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  839. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  840. }
  841. }
  842. for (auto & elem : gs->players)
  843. {
  844. iw.player = elem.first;
  845. sendAndApply(&iw);
  846. }
  847. }
  848. }
  849. if (!firstTurn)
  850. checkVictoryLossConditionsForAll(); // check for map turn limit
  851. logGlobal->trace("Info about turn %d has been sent!", n.day);
  852. handleTimeEvents();
  853. //call objects
  854. for (auto & elem : gs->map->objects)
  855. {
  856. if (elem)
  857. elem->newTurn(getRandomGenerator());
  858. }
  859. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  860. }
  861. void CGameHandler::start(bool resume)
  862. {
  863. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  864. for (auto cc : lobby->activeConnections)
  865. {
  866. auto players = lobby->getAllClientPlayers(cc->connectionID);
  867. std::stringstream sbuffer;
  868. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  869. for (PlayerColor color : players)
  870. {
  871. sbuffer << color << " ";
  872. connections[color].insert(cc);
  873. }
  874. logGlobal->info(sbuffer.str());
  875. }
  876. #if SCRIPTING_ENABLED
  877. services()->scripts()->run(serverScripts);
  878. #endif
  879. if (!resume)
  880. {
  881. onNewTurn();
  882. events::TurnStarted::defaultExecute(serverEventBus.get());
  883. for(auto & player : gs->players)
  884. turnTimerHandler.onGameplayStart(player.first);
  885. }
  886. else
  887. events::GameResumed::defaultExecute(serverEventBus.get());
  888. turnOrder->onGameStarted();
  889. }
  890. void CGameHandler::tick(int millisecondsPassed)
  891. {
  892. turnTimerHandler.update(millisecondsPassed);
  893. }
  894. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  895. {
  896. if (!h->hasSpellbook())
  897. return; //hero hasn't spellbook
  898. ChangeSpells cs;
  899. cs.hid = h->id;
  900. cs.learn = true;
  901. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  902. {
  903. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  904. for (int i = 0; i < h->maxSpellLevel(); i++)
  905. {
  906. std::vector<SpellID> spells;
  907. getAllowedSpells(spells, i+1);
  908. for (auto & spell : spells)
  909. cs.spells.insert(spell);
  910. }
  911. }
  912. else
  913. {
  914. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  915. {
  916. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  917. {
  918. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  919. cs.spells.insert(t->spells.at(i).at(j));
  920. }
  921. }
  922. }
  923. if (!cs.spells.empty())
  924. sendAndApply(&cs);
  925. }
  926. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  927. {
  928. if (!obj || !getObj(obj->id))
  929. {
  930. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  931. return false;
  932. }
  933. RemoveObject ro;
  934. ro.objectID = obj->id;
  935. ro.initiator = initiator;
  936. sendAndApply(&ro);
  937. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  938. return true;
  939. }
  940. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  941. {
  942. const CGHeroInstance *h = getHero(hid);
  943. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  944. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  945. {
  946. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  947. return true; //timer expired, no error
  948. logGlobal->error("Illegal call to move hero!");
  949. return false;
  950. }
  951. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  952. const int3 hmpos = h->convertToVisitablePos(dst);
  953. if (!gs->map->isInTheMap(hmpos))
  954. {
  955. logGlobal->error("Destination tile is outside the map!");
  956. return false;
  957. }
  958. const TerrainTile t = *getTile(hmpos);
  959. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  960. CGObjectInstance * objectToVisit = nullptr;
  961. CGObjectInstance * guardian = nullptr;
  962. if (!t.visitableObjects.empty())
  963. objectToVisit = t.visitableObjects.back();
  964. if (isInTheMap(guardPos))
  965. guardian = getTile(guardPos)->visitableObjects.back();
  966. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  967. const bool disembarking = h->boat
  968. && t.terType->isLand()
  969. && (dst == h->pos
  970. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  971. //result structure for start - movement failed, no move points used
  972. TryMoveHero tmh;
  973. tmh.id = hid;
  974. tmh.start = h->pos;
  975. tmh.end = dst;
  976. tmh.result = TryMoveHero::FAILED;
  977. tmh.movePoints = h->movementPointsRemaining();
  978. //check if destination tile is available
  979. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  980. auto ti = pathfinderHelper->getTurnInfo();
  981. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  982. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  983. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  984. const bool movingOntoObstacle = t.blocked && !t.visitable;
  985. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  986. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  987. const auto complainRet = [&](const std::string & message)
  988. {
  989. //send info about movement failure
  990. complain(message);
  991. sendAndApply(&tmh);
  992. return false;
  993. };
  994. if (guardian && getVisitingHero(guardian) != nullptr)
  995. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  996. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  997. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  998. if (objectToVisit &&
  999. objectToVisit->getOwner().isValidPlayer() &&
  1000. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1001. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1002. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1003. //it's a rock or blocked and not visitable tile
  1004. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1005. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1006. return complainRet("Cannot move hero, destination tile is blocked!");
  1007. //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)
  1008. if(movingOntoWater && !canFly && !canWalkOnSea)
  1009. return complainRet("Cannot move hero, destination tile is on water!");
  1010. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1011. return complainRet("Cannot disembark hero, tile is blocked!");
  1012. if(distance(h->pos, dst) >= 1.5 && !teleporting)
  1013. return complainRet("Tiles are not neighboring!");
  1014. if(h->inTownGarrison)
  1015. return complainRet("Can not move garrisoned hero!");
  1016. if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1017. return complainRet("Hero doesn't have any movement points left!");
  1018. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1019. return complainRet("Hero cannot transit over this tile!");
  1020. //several generic blocks of code
  1021. // should be called if hero changes tile but before applying TryMoveHero package
  1022. auto leaveTile = [&]()
  1023. {
  1024. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1025. {
  1026. obj->onHeroLeave(h);
  1027. }
  1028. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1029. };
  1030. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1031. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1032. {
  1033. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1034. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1035. queries->addQuery(moveQuery);
  1036. if (leavingTile == LEAVING_TILE)
  1037. leaveTile();
  1038. if (isInTheMap(guardPos))
  1039. tmh.attackedFrom = std::make_optional(guardPos);
  1040. tmh.result = result;
  1041. sendAndApply(&tmh);
  1042. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1043. { // Hero should be always able to visit any object he staying on even if there guards around
  1044. visitObjectOnTile(t, h);
  1045. }
  1046. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1047. {
  1048. objectVisited(guardian, h);
  1049. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1050. }
  1051. else if (visitDest == VISIT_DEST)
  1052. {
  1053. visitObjectOnTile(t, h);
  1054. }
  1055. queries->popIfTop(moveQuery);
  1056. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1057. return result != TryMoveHero::FAILED;
  1058. };
  1059. //interaction with blocking object (like resources)
  1060. auto blockingVisit = [&]() -> bool
  1061. {
  1062. for (CGObjectInstance *obj : t.visitableObjects)
  1063. {
  1064. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1065. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1066. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1067. {
  1068. EVisitDest visitDest = VISIT_DEST;
  1069. if(h->boat && !h->boat->onboardVisitAllowed)
  1070. visitDest = DONT_VISIT_DEST;
  1071. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1072. }
  1073. }
  1074. return false;
  1075. };
  1076. if (!transit && embarking)
  1077. {
  1078. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1079. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1080. // In H3 embark ignore guards
  1081. }
  1082. if (disembarking)
  1083. {
  1084. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1085. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1086. }
  1087. if (teleporting)
  1088. {
  1089. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1090. return true;
  1091. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1092. // visit town for town portal \ castle gates
  1093. // do not use generic visitObjectOnTile to avoid double-teleporting
  1094. // if this moveHero call was triggered by teleporter
  1095. if (objectToVisit)
  1096. {
  1097. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1098. town->onHeroVisit(h);
  1099. }
  1100. return true;
  1101. }
  1102. //still here? it is standard movement!
  1103. {
  1104. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1105. ? h->movementPointsRemaining() - cost
  1106. : 0;
  1107. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1108. EVisitDest visitDest = VISIT_DEST;
  1109. if (transit)
  1110. {
  1111. if (CGTeleport::isTeleport(objectToVisit))
  1112. visitDest = DONT_VISIT_DEST;
  1113. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1114. {
  1115. lookForGuards = IGNORE_GUARDS;
  1116. visitDest = DONT_VISIT_DEST;
  1117. }
  1118. }
  1119. else if (blockingVisit())
  1120. return true;
  1121. if(h->boat && !h->boat->onboardAssaultAllowed)
  1122. lookForGuards = IGNORE_GUARDS;
  1123. turnTimerHandler.setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1124. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1125. return true;
  1126. }
  1127. }
  1128. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1129. {
  1130. const CGHeroInstance *h = getHero(hid);
  1131. const CGTownInstance *t = getTown(dstid);
  1132. if (!h || !t)
  1133. COMPLAIN_RET("Invalid call to teleportHero!");
  1134. const CGTownInstance *from = h->visitedTown;
  1135. if (((h->getOwner() != t->getOwner())
  1136. && complain("Cannot teleport hero to another player"))
  1137. || (from->town->faction->getId() != t->town->faction->getId()
  1138. && complain("Source town and destination town should belong to the same faction"))
  1139. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1140. && complain("Hero must be in town with Castle gate for teleporting"))
  1141. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1142. && complain("Cannot teleport hero to town without Castle gate in it")))
  1143. return false;
  1144. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1145. moveHero(hid,pos,1);
  1146. return true;
  1147. }
  1148. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1149. {
  1150. PlayerColor oldOwner = getOwner(obj->id);
  1151. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1152. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1153. checkVictoryLossConditions(playerColors);
  1154. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1155. if (town) //town captured
  1156. {
  1157. if (owner.isValidPlayer()) //new owner is real player
  1158. {
  1159. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1160. setPortalDwelling(town, true, false);
  1161. }
  1162. if (oldOwner.isValidPlayer()) //old owner is real player
  1163. {
  1164. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1165. {
  1166. InfoWindow iw;
  1167. iw.player = oldOwner;
  1168. iw.text.appendLocalString(EMetaText::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.
  1169. iw.text.replaceName(oldOwner);
  1170. sendAndApply(&iw);
  1171. }
  1172. }
  1173. }
  1174. const PlayerState * p = getPlayerState(owner);
  1175. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1176. {
  1177. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1178. {
  1179. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1180. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1181. }
  1182. }
  1183. }
  1184. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1185. {
  1186. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1187. queries->addQuery(dialogQuery);
  1188. iw->queryID = dialogQuery->queryID;
  1189. sendToAllClients(iw);
  1190. }
  1191. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1192. {
  1193. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1194. queries->addQuery(dialogQuery);
  1195. iw->queryID = dialogQuery->queryID;
  1196. sendToAllClients(iw);
  1197. }
  1198. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1199. {
  1200. if (!val) return; //don't waste time on empty call
  1201. TResources resources;
  1202. resources[which] = val;
  1203. giveResources(player, resources);
  1204. }
  1205. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1206. {
  1207. SetResources sr;
  1208. sr.abs = false;
  1209. sr.player = player;
  1210. sr.res = resources;
  1211. sendAndApply(&sr);
  1212. }
  1213. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1214. {
  1215. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1216. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1217. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1218. //first we move creatures to give to make them army of object-source
  1219. for (auto & elem : creatures.Slots())
  1220. {
  1221. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1222. }
  1223. tryJoiningArmy(obj, h, remove, true);
  1224. }
  1225. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1226. {
  1227. std::vector<CStackBasicDescriptor> cres = creatures;
  1228. if (cres.size() <= 0)
  1229. return;
  1230. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1231. for (CStackBasicDescriptor &sbd : cres)
  1232. {
  1233. TQuantity collected = 0;
  1234. while(collected < sbd.count)
  1235. {
  1236. bool foundSth = false;
  1237. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1238. {
  1239. if (i->second->type == sbd.type)
  1240. {
  1241. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1242. changeStackCount(StackLocation(obj, i->first), -take, false);
  1243. collected += take;
  1244. foundSth = true;
  1245. break;
  1246. }
  1247. }
  1248. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1249. {
  1250. complain("Unexpected failure during taking creatures!");
  1251. return;
  1252. }
  1253. }
  1254. }
  1255. }
  1256. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1257. {
  1258. HeroVisitCastle vc;
  1259. vc.hid = hero->id;
  1260. vc.tid = obj->id;
  1261. vc.flags |= 1;
  1262. sendAndApply(&vc);
  1263. visitCastleObjects(obj, hero);
  1264. giveSpells (obj, hero);
  1265. if (obj->visitingHero && obj->garrisonHero)
  1266. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1267. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1268. }
  1269. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1270. {
  1271. for (auto building : t->bonusingBuildings)
  1272. building->onHeroVisit(h);
  1273. }
  1274. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1275. {
  1276. HeroVisitCastle vc;
  1277. vc.hid = hero->id;
  1278. vc.tid = obj->id;
  1279. sendAndApply(&vc);
  1280. }
  1281. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1282. {
  1283. EraseArtifact ea;
  1284. ea.al = al;
  1285. sendAndApply(&ea);
  1286. }
  1287. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1288. {
  1289. ChangeSpells cs;
  1290. cs.hid = hero->id;
  1291. cs.spells = spells;
  1292. cs.learn = give;
  1293. sendAndApply(&cs);
  1294. }
  1295. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1296. {
  1297. sendAndApply(bonus);
  1298. }
  1299. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1300. {
  1301. sendAndApply(smp);
  1302. }
  1303. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1304. {
  1305. SetMovePoints smp;
  1306. smp.hid = hid;
  1307. smp.val = val;
  1308. smp.absolute = absolute;
  1309. sendAndApply(&smp);
  1310. }
  1311. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1312. {
  1313. SetMana sm;
  1314. sm.hid = hid;
  1315. sm.val = val;
  1316. sm.absolute = true;
  1317. sendAndApply(&sm);
  1318. }
  1319. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1320. {
  1321. GiveHero gh;
  1322. gh.id = id;
  1323. gh.player = player;
  1324. gh.boatId = boatId;
  1325. sendAndApply(&gh);
  1326. //Reveal fow around new hero, especially released from Prison
  1327. auto h = getHero(id);
  1328. changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
  1329. }
  1330. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1331. {
  1332. ChangeObjPos cop;
  1333. cop.objid = objid;
  1334. cop.nPos = newPos;
  1335. cop.initiator = initiator;
  1336. sendAndApply(&cop);
  1337. }
  1338. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1339. {
  1340. const CGHeroInstance * h1 = getHero(fromHero);
  1341. const CGHeroInstance * h2 = getHero(toHero);
  1342. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1343. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1344. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1345. {
  1346. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1347. std::swap(fromHero, toHero);
  1348. }
  1349. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1350. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1351. return;//no scholar skill or no spellbook
  1352. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1353. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1354. ChangeSpells cs1;
  1355. cs1.learn = true;
  1356. cs1.hid = toHero;//giving spells to first hero
  1357. for (auto it : h1->getSpellsInSpellbook())
  1358. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1359. cs1.spells.insert(it);//spell to learn
  1360. ChangeSpells cs2;
  1361. cs2.learn = true;
  1362. cs2.hid = fromHero;
  1363. for (auto it : h2->getSpellsInSpellbook())
  1364. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1365. cs2.spells.insert(it);
  1366. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1367. {
  1368. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1369. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1370. InfoWindow iw;
  1371. iw.player = h1->tempOwner;
  1372. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1373. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1374. iw.text.replaceRawString(h1->getNameTranslated());
  1375. if (!cs2.spells.empty())//if found new spell - apply
  1376. {
  1377. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1378. int size = static_cast<int>(cs2.spells.size());
  1379. for (auto it : cs2.spells)
  1380. {
  1381. iw.components.emplace_back(ComponentType::SPELL, it);
  1382. iw.text.appendName(it);
  1383. switch (size--)
  1384. {
  1385. case 2:
  1386. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1387. case 1:
  1388. break;
  1389. default:
  1390. iw.text.appendRawString(", ");
  1391. }
  1392. }
  1393. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1394. iw.text.replaceRawString(h2->getNameTranslated());
  1395. sendAndApply(&cs2);
  1396. }
  1397. if (!cs1.spells.empty() && !cs2.spells.empty())
  1398. {
  1399. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1400. }
  1401. if (!cs1.spells.empty())
  1402. {
  1403. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1404. int size = static_cast<int>(cs1.spells.size());
  1405. for (auto it : cs1.spells)
  1406. {
  1407. iw.components.emplace_back(ComponentType::SPELL, it);
  1408. iw.text.appendName(it);
  1409. switch (size--)
  1410. {
  1411. case 2:
  1412. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1413. case 1:
  1414. break;
  1415. default:
  1416. iw.text.appendRawString(", ");
  1417. }
  1418. }
  1419. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1420. iw.text.replaceRawString(h2->getNameTranslated());
  1421. sendAndApply(&cs1);
  1422. }
  1423. sendAndApply(&iw);
  1424. }
  1425. }
  1426. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1427. {
  1428. auto h1 = getHero(hero1);
  1429. auto h2 = getHero(hero2);
  1430. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1431. {
  1432. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1433. ExchangeDialog hex;
  1434. hex.queryID = exchange->queryID;
  1435. hex.player = h1->getOwner();
  1436. hex.hero1 = hero1;
  1437. hex.hero2 = hero2;
  1438. sendAndApply(&hex);
  1439. useScholarSkill(hero1,hero2);
  1440. queries->addQuery(exchange);
  1441. }
  1442. }
  1443. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1444. {
  1445. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1446. for (auto c : lobby->activeConnections)
  1447. c->sendPack(pack);
  1448. }
  1449. void CGameHandler::sendAndApply(CPackForClient * pack)
  1450. {
  1451. sendToAllClients(pack);
  1452. gs->apply(pack);
  1453. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1454. }
  1455. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1456. {
  1457. sendAndApply(static_cast<CPackForClient *>(pack));
  1458. checkVictoryLossConditionsForAll();
  1459. }
  1460. void CGameHandler::sendAndApply(SetResources * pack)
  1461. {
  1462. sendAndApply(static_cast<CPackForClient *>(pack));
  1463. checkVictoryLossConditionsForPlayer(pack->player);
  1464. }
  1465. void CGameHandler::sendAndApply(NewStructures * pack)
  1466. {
  1467. sendAndApply(static_cast<CPackForClient *>(pack));
  1468. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1469. }
  1470. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1471. {
  1472. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1473. }
  1474. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1475. {
  1476. if(pack->c)
  1477. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1478. logNetwork->error("Player is not allowed to perform this action!");
  1479. throw ExceptionNotAllowedAction();
  1480. }
  1481. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1482. {
  1483. std::ostringstream oss;
  1484. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1485. logNetwork->error(oss.str());
  1486. if(pack->c)
  1487. playerMessages->sendSystemMessage(pack->c, oss.str());
  1488. }
  1489. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1490. {
  1491. if(!isPlayerOwns(pack, id))
  1492. {
  1493. wrongPlayerMessage(pack, getOwner(id));
  1494. throwNotAllowedAction(pack);
  1495. }
  1496. }
  1497. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1498. {
  1499. throwIfWrongPlayer(pack, pack->player);
  1500. }
  1501. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1502. {
  1503. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1504. {
  1505. wrongPlayerMessage(pack, player);
  1506. throwNotAllowedAction(pack);
  1507. }
  1508. }
  1509. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1510. {
  1511. complain(txt);
  1512. throwNotAllowedAction(pack);
  1513. }
  1514. void CGameHandler::save(const std::string & filename)
  1515. {
  1516. logGlobal->info("Saving to %s", filename);
  1517. const auto stem = FileInfo::GetPathStem(filename);
  1518. const auto savefname = stem.to_string() + ".vsgm1";
  1519. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1520. CResourceHandler::get("local")->createResource(savefname);
  1521. try
  1522. {
  1523. {
  1524. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1525. saveCommonState(save);
  1526. logGlobal->info("Saving server state");
  1527. save << *this;
  1528. }
  1529. logGlobal->info("Game has been successfully saved!");
  1530. }
  1531. catch(std::exception &e)
  1532. {
  1533. logGlobal->error("Failed to save game: %s", e.what());
  1534. }
  1535. }
  1536. bool CGameHandler::load(const std::string & filename)
  1537. {
  1538. logGlobal->info("Loading from %s", filename);
  1539. const auto stem = FileInfo::GetPathStem(filename);
  1540. reinitScripting();
  1541. try
  1542. {
  1543. {
  1544. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1545. lf.serializer.cb = this;
  1546. loadCommonState(lf);
  1547. logGlobal->info("Loading server state");
  1548. lf >> *this;
  1549. }
  1550. logGlobal->info("Game has been successfully loaded!");
  1551. }
  1552. catch(const ModIncompatibility & e)
  1553. {
  1554. logGlobal->error("Failed to load game: %s", e.what());
  1555. std::string errorMsg;
  1556. if(!e.whatMissing().empty())
  1557. {
  1558. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1559. errorMsg += e.whatMissing();
  1560. }
  1561. if(!e.whatExcessive().empty())
  1562. {
  1563. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1564. errorMsg += e.whatExcessive();
  1565. }
  1566. lobby->announceMessage(errorMsg);
  1567. return false;
  1568. }
  1569. catch(const IdentifierResolutionException & e)
  1570. {
  1571. logGlobal->error("Failed to load game: %s", e.what());
  1572. MetaString errorMsg;
  1573. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1574. errorMsg.replaceRawString(e.identifierName);
  1575. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1576. return false;
  1577. }
  1578. catch(const std::exception & e)
  1579. {
  1580. logGlobal->error("Failed to load game: %s", e.what());
  1581. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1582. return false;
  1583. }
  1584. gs->preInit(VLC, this);
  1585. gs->updateOnLoad(lobby->si.get());
  1586. return true;
  1587. }
  1588. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1589. {
  1590. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1591. return false;
  1592. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1593. const CCreatureSet & creatureSet = *army;
  1594. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1595. || (howMany < 1 && complain("Invalid split parameter!")))
  1596. {
  1597. return false;
  1598. }
  1599. auto actualAmount = army->getStackCount(slotSrc);
  1600. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1601. return false;
  1602. auto freeSlots = creatureSet.getFreeSlots();
  1603. if(freeSlots.empty() && complain("No empty stacks"))
  1604. return false;
  1605. BulkRebalanceStacks bulkRS;
  1606. for(auto slot : freeSlots)
  1607. {
  1608. RebalanceStacks rs;
  1609. rs.srcArmy = army->id;
  1610. rs.dstArmy = army->id;
  1611. rs.srcSlot = slotSrc;
  1612. rs.dstSlot = slot;
  1613. rs.count = howMany;
  1614. bulkRS.moves.push_back(rs);
  1615. actualAmount -= howMany;
  1616. if(actualAmount <= howMany)
  1617. break;
  1618. }
  1619. sendAndApply(&bulkRS);
  1620. return true;
  1621. }
  1622. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1623. {
  1624. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1625. return false;
  1626. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1627. const CCreatureSet & creatureSet = *army;
  1628. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1629. return false;
  1630. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1631. if(actualAmount < 1 && complain(complainNoCreatures))
  1632. return false;
  1633. auto currentCreature = creatureSet.getCreature(slotSrc);
  1634. if(!currentCreature && complain(complainNoCreatures))
  1635. return false;
  1636. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1637. if(!creatureSlots.size())
  1638. return false;
  1639. BulkRebalanceStacks bulkRS;
  1640. for(auto slot : creatureSlots)
  1641. {
  1642. RebalanceStacks rs;
  1643. rs.srcArmy = army->id;
  1644. rs.dstArmy = army->id;
  1645. rs.srcSlot = slot;
  1646. rs.dstSlot = slotSrc;
  1647. rs.count = creatureSet.getStackCount(slot);
  1648. bulkRS.moves.push_back(rs);
  1649. }
  1650. sendAndApply(&bulkRS);
  1651. return true;
  1652. }
  1653. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1654. {
  1655. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1656. return false;
  1657. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1658. const CCreatureSet & setSrc = *armySrc;
  1659. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1660. return false;
  1661. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1662. const CCreatureSet & setDest = *armyDest;
  1663. auto freeSlots = setDest.getFreeSlotsQueue();
  1664. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1665. TRebalanceMap moves;
  1666. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1667. auto slotsLeft = setSrc.stacksCount();
  1668. auto destMap = setDest.getCreatureMap();
  1669. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1670. while(!srcQueue.empty())
  1671. {
  1672. auto pair = srcQueue.top();
  1673. srcQueue.pop();
  1674. auto currCreature = pair.first;
  1675. auto currSlot = pair.second;
  1676. const auto quantity = setSrc.getStackCount(currSlot);
  1677. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1678. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1679. if(!alreadyExists)
  1680. {
  1681. if(freeSlots.empty())
  1682. continue;
  1683. auto currFreeSlot = freeSlots.front();
  1684. freeSlots.pop();
  1685. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1686. }
  1687. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1688. slotsLeft--;
  1689. }
  1690. if(slotsLeft == 1)
  1691. {
  1692. auto lastCreature = setSrc.getCreature(srcSlot);
  1693. auto slotToMove = SlotID();
  1694. // Try to find a slot for last creature
  1695. if(destMap.find(lastCreature) == destMap.end())
  1696. {
  1697. if(!freeSlots.empty())
  1698. slotToMove = freeSlots.front();
  1699. }
  1700. else
  1701. {
  1702. slotToMove = destMap[lastCreature];
  1703. }
  1704. if(slotToMove != SlotID())
  1705. {
  1706. const bool needsLastStack = armySrc->needsLastStack();
  1707. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1708. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1709. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1710. }
  1711. }
  1712. BulkRebalanceStacks bulkRS;
  1713. for(auto & move : moves)
  1714. {
  1715. RebalanceStacks rs;
  1716. rs.srcArmy = armySrc->id;
  1717. rs.dstArmy = armyDest->id;
  1718. rs.srcSlot = move.first;
  1719. rs.dstSlot = move.second.first;
  1720. rs.count = move.second.second;
  1721. bulkRS.moves.push_back(rs);
  1722. }
  1723. sendAndApply(&bulkRS);
  1724. return true;
  1725. }
  1726. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1727. {
  1728. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1729. return false;
  1730. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1731. const CCreatureSet & creatureSet = *army;
  1732. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1733. return false;
  1734. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1735. if(actualAmount <= 1 && complain(complainNoCreatures))
  1736. return false;
  1737. auto freeSlot = creatureSet.getFreeSlot();
  1738. auto currentCreature = creatureSet.getCreature(slotSrc);
  1739. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1740. return true;
  1741. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1742. TQuantity totalCreatures = 0;
  1743. for(auto slot : creatureSlots)
  1744. totalCreatures += creatureSet.getStackCount(slot);
  1745. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1746. return false;
  1747. if(freeSlot != SlotID())
  1748. creatureSlots.push_back(freeSlot);
  1749. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1750. return false;
  1751. const auto totalCreatureSlots = creatureSlots.size();
  1752. const auto rem = totalCreatures % totalCreatureSlots;
  1753. const auto quotient = totalCreatures / totalCreatureSlots;
  1754. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1755. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1756. BulkSmartRebalanceStacks bulkSRS;
  1757. if(freeSlot != SlotID())
  1758. {
  1759. RebalanceStacks rs;
  1760. rs.srcArmy = rs.dstArmy = army->id;
  1761. rs.srcSlot = slotSrc;
  1762. rs.dstSlot = freeSlot;
  1763. rs.count = 1;
  1764. bulkSRS.moves.push_back(rs);
  1765. }
  1766. auto currSlot = 0;
  1767. auto check = 0;
  1768. for(auto slot : creatureSlots)
  1769. {
  1770. ChangeStackCount csc;
  1771. csc.army = army->id;
  1772. csc.slot = slot;
  1773. csc.count = (currSlot < rem)
  1774. ? quotient + 1
  1775. : quotient;
  1776. csc.absoluteValue = true;
  1777. bulkSRS.changes.push_back(csc);
  1778. currSlot++;
  1779. check += csc.count;
  1780. }
  1781. if(check != totalCreatures)
  1782. {
  1783. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1784. return false;
  1785. }
  1786. sendAndApply(&bulkSRS);
  1787. return true;
  1788. }
  1789. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1790. {
  1791. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1792. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1793. const CCreatureSet & S1 = *s1;
  1794. const CCreatureSet & S2 = *s2;
  1795. StackLocation sl1(s1, p1);
  1796. StackLocation sl2(s2, p2);
  1797. if (s1 == nullptr || s2 == nullptr)
  1798. {
  1799. complain("Cannot exchange stacks between non-existing objects!!\n");
  1800. return false;
  1801. }
  1802. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1803. {
  1804. complain(complainInvalidSlot);
  1805. return false;
  1806. }
  1807. if (!isAllowedExchange(id1,id2))
  1808. {
  1809. complain("Cannot exchange stacks between these two objects!\n");
  1810. return false;
  1811. }
  1812. // We can always put stacks into locked garrison, but not take them out of it
  1813. auto notRemovable = [&](const CArmedInstance * army)
  1814. {
  1815. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1816. {
  1817. auto g = dynamic_cast<const CGGarrison *>(army);
  1818. if (g && !g->removableUnits)
  1819. {
  1820. complain("Stacks in this garrison are not removable!\n");
  1821. return true;
  1822. }
  1823. }
  1824. return false;
  1825. };
  1826. if (what==1) //swap
  1827. {
  1828. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1829. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1830. {
  1831. complain("Can't take troops from another player!");
  1832. return false;
  1833. }
  1834. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1835. {
  1836. complain("Cannot swap stacks - slots are the same!");
  1837. return false;
  1838. }
  1839. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1840. {
  1841. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1842. return false;
  1843. }
  1844. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1845. return false;
  1846. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1847. return false;
  1848. swapStacks(sl1, sl2);
  1849. }
  1850. else if (what==2)//merge
  1851. {
  1852. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1853. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1854. return false;
  1855. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1856. {
  1857. complain("Cannot merge empty stack!");
  1858. return false;
  1859. }
  1860. else if (notRemovable(sl1.army))
  1861. return false;
  1862. moveStack(sl1, sl2);
  1863. }
  1864. else if (what==3) //split
  1865. {
  1866. const int countToMove = val - s2->getStackCount(p2);
  1867. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1868. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1869. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1870. {
  1871. complain("Can't move troops of another player!");
  1872. return false;
  1873. }
  1874. //general conditions checking
  1875. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1876. || (val<1 && complain(complainNoCreatures)) )
  1877. {
  1878. return false;
  1879. }
  1880. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1881. {
  1882. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1883. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1884. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1885. )
  1886. {
  1887. return false;
  1888. }
  1889. if (notRemovable(sl1.army))
  1890. {
  1891. if (s1->getStackCount(p1) > countLeftOnSrc)
  1892. return false;
  1893. }
  1894. else if (notRemovable(sl2.army))
  1895. {
  1896. if (s2->getStackCount(p1) < countLeftOnSrc)
  1897. return false;
  1898. }
  1899. moveStack(sl1, sl2, countToMove);
  1900. //S2.slots[p2]->count = val;
  1901. //S1.slots[p1]->count = total - val;
  1902. }
  1903. else //split one stack to the two
  1904. {
  1905. if (s1->getStackCount(p1) < val)//not enough creatures
  1906. {
  1907. complain(complainNotEnoughCreatures);
  1908. return false;
  1909. }
  1910. if (notRemovable(sl1.army))
  1911. return false;
  1912. moveStack(sl1, sl2, val);
  1913. }
  1914. }
  1915. return true;
  1916. }
  1917. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1918. {
  1919. return connections.count(player) && connections.at(player).count(c);
  1920. }
  1921. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1922. {
  1923. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1924. }
  1925. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1926. {
  1927. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1928. if (!vstd::contains(s1->stacks,pos))
  1929. {
  1930. complain("Illegal call to disbandCreature - no such stack in army!");
  1931. return false;
  1932. }
  1933. eraseStack(StackLocation(s1, pos));
  1934. return true;
  1935. }
  1936. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1937. {
  1938. const CGTownInstance * t = getTown(tid);
  1939. if(!t)
  1940. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1941. if(!t->town->buildings.count(requestedID))
  1942. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1943. if(t->hasBuilt(requestedID))
  1944. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1945. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1946. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1947. std::vector<const CBuilding*> remainingAutoBuildings;
  1948. std::set<BuildingID> buildingsThatWillBe;
  1949. //Check validity of request
  1950. if(!force)
  1951. {
  1952. switch(requestedBuilding->mode)
  1953. {
  1954. case CBuilding::BUILD_NORMAL :
  1955. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1956. COMPLAIN_RET("Cannot build that building!");
  1957. break;
  1958. case CBuilding::BUILD_AUTO :
  1959. case CBuilding::BUILD_SPECIAL:
  1960. COMPLAIN_RET("This building can not be constructed normally!");
  1961. case CBuilding::BUILD_GRAIL :
  1962. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1963. {
  1964. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1965. COMPLAIN_RET("Cannot build this without grail!")
  1966. else
  1967. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1968. }
  1969. break;
  1970. }
  1971. }
  1972. //Performs stuff that has to be done before new building is built
  1973. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1974. {
  1975. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1976. {
  1977. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1978. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1979. if(upgradeNumber >= t->town->creatures.at(level).size())
  1980. {
  1981. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1982. "no creature found (upgrade number %d, level %d!")
  1983. % buildingID % upgradeNumber % level));
  1984. return;
  1985. }
  1986. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  1987. SetAvailableCreatures ssi;
  1988. ssi.tid = t->id;
  1989. ssi.creatures = t->creatures;
  1990. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1991. ssi.creatures[level].first = crea->getGrowth();
  1992. ssi.creatures[level].second.push_back(crea->getId());
  1993. sendAndApply(&ssi);
  1994. }
  1995. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1996. {
  1997. setPortalDwelling(t);
  1998. }
  1999. };
  2000. //Performs stuff that has to be done after new building is built
  2001. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2002. {
  2003. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2004. auto isLibrary = isMageGuild ? false
  2005. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2006. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2007. {
  2008. if(t->visitingHero)
  2009. giveSpells(t,t->visitingHero);
  2010. if(t->garrisonHero)
  2011. giveSpells(t,t->garrisonHero);
  2012. }
  2013. };
  2014. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2015. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2016. {
  2017. return buildingsThatWillBe.count(buildID);
  2018. };
  2019. //Init the vectors
  2020. for(auto & build : t->town->buildings)
  2021. {
  2022. if(t->hasBuilt(build.first))
  2023. {
  2024. buildingsThatWillBe.insert(build.first);
  2025. }
  2026. else
  2027. {
  2028. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2029. remainingAutoBuildings.push_back(build.second);
  2030. }
  2031. }
  2032. //Prepare structure (list of building ids will be filled later)
  2033. NewStructures ns;
  2034. ns.tid = tid;
  2035. ns.builded = force ? t->builded : (t->builded+1);
  2036. std::queue<const CBuilding*> buildingsToAdd;
  2037. buildingsToAdd.push(requestedBuilding);
  2038. while(!buildingsToAdd.empty())
  2039. {
  2040. auto b = buildingsToAdd.front();
  2041. buildingsToAdd.pop();
  2042. ns.bid.insert(b->bid);
  2043. buildingsThatWillBe.insert(b->bid);
  2044. remainingAutoBuildings -= b;
  2045. for(auto autoBuilding : remainingAutoBuildings)
  2046. {
  2047. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2048. if(actualRequirements.test(areRequirementsFullfilled))
  2049. buildingsToAdd.push(autoBuilding);
  2050. }
  2051. }
  2052. // 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.
  2053. for(auto builtID : ns.bid)
  2054. processBeforeBuiltStructure(builtID);
  2055. //Take cost
  2056. if(!force)
  2057. giveResources(t->tempOwner, -requestedBuilding->resources);
  2058. //We know what has been built, apply changes. Do this as final step to properly update town window
  2059. sendAndApply(&ns);
  2060. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2061. for(auto builtID : ns.bid)
  2062. processAfterBuiltStructure(builtID);
  2063. // now when everything is built - reveal tiles for lookout tower
  2064. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2065. if(t->visitingHero)
  2066. visitCastleObjects(t, t->visitingHero);
  2067. if(t->garrisonHero)
  2068. visitCastleObjects(t, t->garrisonHero);
  2069. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2070. return true;
  2071. }
  2072. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2073. {
  2074. ///incomplete, simply erases target building
  2075. const CGTownInstance * t = getTown(tid);
  2076. if (!vstd::contains(t->builtBuildings, bid))
  2077. return false;
  2078. RazeStructures rs;
  2079. rs.tid = tid;
  2080. rs.bid.insert(bid);
  2081. rs.destroyed = t->destroyed + 1;
  2082. sendAndApply(&rs);
  2083. //TODO: Remove dwellers
  2084. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2085. // {
  2086. // RemoveBonus rb(RemoveBonus::TOWN);
  2087. // rb.whoID = t->id;
  2088. // rb.source = BonusSource::TOWN_STRUCTURE;
  2089. // rb.id = 17;
  2090. // sendAndApply(&rb);
  2091. // }
  2092. return true;
  2093. }
  2094. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2095. {
  2096. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2097. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2098. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2099. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2100. const CCreature * c = crid.toCreature();
  2101. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2102. //TODO: check if hero is actually visiting object
  2103. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2104. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2105. if (town)
  2106. {
  2107. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2108. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2109. }
  2110. else
  2111. {
  2112. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2113. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2114. }
  2115. //verify
  2116. bool found = false;
  2117. int level = 0;
  2118. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2119. {
  2120. if ((fromLvl != -1) && (level !=fromLvl))
  2121. continue;
  2122. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2123. int i = 0;
  2124. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2125. if (cur.second.at(i) == crid)
  2126. break;
  2127. if (i < cur.second.size())
  2128. {
  2129. found = true;
  2130. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2131. break;
  2132. }
  2133. }
  2134. SlotID slot = army->getSlotFor(crid);
  2135. if ((!found && complain("Cannot recruit: no such creatures!"))
  2136. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2137. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2138. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2139. {
  2140. return false;
  2141. }
  2142. //recruit
  2143. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2144. SetAvailableCreatures sac;
  2145. sac.tid = objid;
  2146. sac.creatures = dwelling->creatures;
  2147. sac.creatures[level].first -= cram;
  2148. sendAndApply(&sac);
  2149. if (warMachine)
  2150. {
  2151. ArtifactID artId = c->warMachine;
  2152. const CArtifact * art = artId.toArtifact();
  2153. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2154. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2155. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2156. return giveHeroNewArtifact(hero, art);
  2157. }
  2158. else
  2159. {
  2160. addToSlot(StackLocation(army, slot), c, cram);
  2161. }
  2162. return true;
  2163. }
  2164. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2165. {
  2166. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2167. if (!obj->hasStackAtSlot(pos))
  2168. {
  2169. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2170. }
  2171. UpgradeInfo ui;
  2172. fillUpgradeInfo(obj, pos, ui);
  2173. PlayerColor player = obj->tempOwner;
  2174. const PlayerState *p = getPlayerState(player);
  2175. int crQuantity = obj->stacks.at(pos)->count;
  2176. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2177. //check if upgrade is possible
  2178. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2179. {
  2180. return false;
  2181. }
  2182. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2183. //check if player has enough resources
  2184. if (!p->resources.canAfford(totalCost))
  2185. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2186. //take resources
  2187. giveResources(player, -totalCost);
  2188. //upgrade creature
  2189. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2190. return true;
  2191. }
  2192. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2193. {
  2194. if (!sl.army->hasStackAtSlot(sl.slot))
  2195. COMPLAIN_RET("Cannot find a stack to change type");
  2196. SetStackType sst;
  2197. sst.army = sl.army->id;
  2198. sst.slot = sl.slot;
  2199. sst.type = c->getId();
  2200. sendAndApply(&sst);
  2201. return true;
  2202. }
  2203. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2204. {
  2205. assert(src->canBeMergedWith(*dst, allowMerging));
  2206. while(src->stacksCount())//while there are unmoved creatures
  2207. {
  2208. auto i = src->Slots().begin(); //iterator to stack to move
  2209. StackLocation sl(src, i->first); //location of stack to move
  2210. SlotID pos = dst->getSlotFor(i->second->type);
  2211. if (!pos.validSlot())
  2212. {
  2213. //try to merge two other stacks to make place
  2214. std::pair<SlotID, SlotID> toMerge;
  2215. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2216. {
  2217. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2218. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2219. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2220. }
  2221. else
  2222. {
  2223. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2224. return;
  2225. }
  2226. }
  2227. else
  2228. {
  2229. moveStack(sl, StackLocation(dst, pos));
  2230. }
  2231. }
  2232. }
  2233. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2234. {
  2235. const CGTownInstance * town = getTown(tid);
  2236. if(!town->garrisonHero == !town->visitingHero)
  2237. return false;
  2238. SetHeroesInTown intown;
  2239. intown.tid = tid;
  2240. if(town->garrisonHero) //garrison -> vising
  2241. {
  2242. intown.garrison = ObjectInstanceID();
  2243. intown.visiting = town->garrisonHero->id;
  2244. }
  2245. else //visiting -> garrison
  2246. {
  2247. if(town->armedGarrison())
  2248. town->mergeGarrisonOnSiege();
  2249. intown.visiting = ObjectInstanceID();
  2250. intown.garrison = town->visitingHero->id;
  2251. }
  2252. sendAndApply(&intown);
  2253. return true;
  2254. }
  2255. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2256. {
  2257. const CGTownInstance * town = getTown(tid);
  2258. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2259. {
  2260. if (!town->visitingHero->canBeMergedWith(*town))
  2261. {
  2262. complain("Cannot make garrison swap, not enough free slots!");
  2263. return false;
  2264. }
  2265. moveArmy(town, town->visitingHero, true);
  2266. SetHeroesInTown intown;
  2267. intown.tid = tid;
  2268. intown.visiting = ObjectInstanceID();
  2269. intown.garrison = town->visitingHero->id;
  2270. sendAndApply(&intown);
  2271. return true;
  2272. }
  2273. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2274. {
  2275. //check if moving hero out of town will break 8 wandering heroes limit
  2276. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2277. {
  2278. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2279. return false;
  2280. }
  2281. SetHeroesInTown intown;
  2282. intown.tid = tid;
  2283. intown.garrison = ObjectInstanceID();
  2284. intown.visiting = town->garrisonHero->id;
  2285. sendAndApply(&intown);
  2286. return true;
  2287. }
  2288. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2289. {
  2290. SetHeroesInTown intown;
  2291. intown.tid = tid;
  2292. intown.garrison = town->visitingHero->id;
  2293. intown.visiting = town->garrisonHero->id;
  2294. sendAndApply(&intown);
  2295. return true;
  2296. }
  2297. else
  2298. {
  2299. complain("Cannot swap garrison hero!");
  2300. return false;
  2301. }
  2302. }
  2303. // With the amount of changes done to the function, it's more like transferArtifacts.
  2304. // 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.
  2305. bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst)
  2306. {
  2307. const auto srcArtSet = getArtSet(src);
  2308. const auto dstArtSet = getArtSet(dst);
  2309. assert(srcArtSet);
  2310. assert(dstArtSet);
  2311. // Make sure exchange is even possible between the two heroes.
  2312. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2313. COMPLAIN_RET("That heroes cannot make any exchange!");
  2314. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2315. const auto dstArtifact = dstArtSet->getArt(dst.slot);
  2316. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dst.slot) : false;
  2317. if(srcArtifact == nullptr)
  2318. COMPLAIN_RET("No artifact to move!");
  2319. if(dstArtifact && getHero(src.artHolder)->getOwner() != getHero(dst.artHolder)->getOwner() && !isDstSlotBackpack)
  2320. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2321. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2322. // Moving to the backpack is always allowed.
  2323. if((!srcArtifact || !isDstSlotBackpack) && srcArtifact && !srcArtifact->canBePutAt(dstArtSet, dst.slot, true))
  2324. COMPLAIN_RET("Cannot move artifact!");
  2325. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2326. auto dstSlotInfo = dstArtSet->getSlot(dst.slot);
  2327. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2328. COMPLAIN_RET("Cannot move artifact locks.");
  2329. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2330. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2331. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2332. COMPLAIN_RET("Cannot move catapult!");
  2333. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2334. COMPLAIN_RET("Backpack is full!");
  2335. auto dstSlot = std::min(dst.slot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2336. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2337. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2338. BulkMoveArtifacts ma(src.artHolder, dst.artHolder, false);
  2339. ma.srcCreature = src.creature;
  2340. ma.dstCreature = dst.creature;
  2341. // Check if dst slot is occupied
  2342. if(!isDstSlotBackpack && dstArtifact)
  2343. {
  2344. // Previous artifact must be removed
  2345. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2346. ma.swap = true;
  2347. }
  2348. auto hero = getHero(dst.artHolder);
  2349. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2350. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2351. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2352. if(src.artHolder != dst.artHolder)
  2353. ma.askAssemble = true;
  2354. sendAndApply(&ma);
  2355. return true;
  2356. }
  2357. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack)
  2358. {
  2359. // Make sure exchange is even possible between the two heroes.
  2360. if(!isAllowedExchange(srcHero, dstHero))
  2361. COMPLAIN_RET("That heroes cannot make any exchange!");
  2362. auto psrcHero = getHero(srcHero);
  2363. auto pdstHero = getHero(dstHero);
  2364. if((!psrcHero) || (!pdstHero))
  2365. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2366. BulkMoveArtifacts ma(srcHero, dstHero, swap);
  2367. auto & slotsSrcDst = ma.artsPack0;
  2368. auto & slotsDstSrc = ma.artsPack1;
  2369. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2370. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2371. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2372. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2373. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2374. {
  2375. assert(artifact);
  2376. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2377. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2378. {
  2379. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2380. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2381. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2382. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2383. }
  2384. };
  2385. if(swap)
  2386. {
  2387. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2388. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2389. {
  2390. for(auto & artifact : srcHero->artifactsWorn)
  2391. {
  2392. if(ArtifactUtils::isArtRemovable(artifact))
  2393. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2394. }
  2395. };
  2396. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2397. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2398. {
  2399. for(auto & slotInfo : artSet->artifactsInBackpack)
  2400. {
  2401. auto slot = artSet->getArtPos(slotInfo.artifact);
  2402. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2403. }
  2404. };
  2405. if(equipped)
  2406. {
  2407. // Move over artifacts that are worn srcHero -> dstHero
  2408. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2409. artFittingSet.artifactsWorn.clear();
  2410. // Move over artifacts that are worn dstHero -> srcHero
  2411. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2412. }
  2413. if(backpack)
  2414. {
  2415. // Move over artifacts that are in backpack srcHero -> dstHero
  2416. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2417. // Move over artifacts that are in backpack dstHero -> srcHero
  2418. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2419. }
  2420. }
  2421. else
  2422. {
  2423. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2424. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2425. if(equipped)
  2426. {
  2427. // Move over artifacts that are worn
  2428. for(auto & artInfo : psrcHero->artifactsWorn)
  2429. {
  2430. if(ArtifactUtils::isArtRemovable(artInfo))
  2431. {
  2432. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2433. }
  2434. }
  2435. }
  2436. if(backpack)
  2437. {
  2438. // Move over artifacts that are in backpack
  2439. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2440. {
  2441. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2442. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2443. }
  2444. }
  2445. }
  2446. sendAndApply(&ma);
  2447. return true;
  2448. }
  2449. /**
  2450. * Assembles or disassembles a combination artifact.
  2451. * @param heroID ID of hero holding the artifact(s).
  2452. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2453. * @param assemble True for assembly operation, false for disassembly.
  2454. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2455. * artifact to assemble to. Otherwise it's not used.
  2456. */
  2457. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2458. {
  2459. const CGHeroInstance * hero = getHero(heroID);
  2460. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2461. if(!destArtifact)
  2462. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2463. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2464. if(assemble)
  2465. {
  2466. const CArtifact * combinedArt = assembleTo.toArtifact();
  2467. if(!combinedArt->isCombined())
  2468. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2469. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2470. {
  2471. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2472. }
  2473. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2474. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2475. {
  2476. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2477. }
  2478. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2479. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2480. AssembledArtifact aa;
  2481. aa.al = dstLoc;
  2482. aa.builtArt = combinedArt;
  2483. sendAndApply(&aa);
  2484. }
  2485. else
  2486. {
  2487. if(!destArtifact->isCombined())
  2488. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2489. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2490. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2491. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2492. DisassembledArtifact da;
  2493. da.al = dstLoc;
  2494. sendAndApply(&da);
  2495. }
  2496. return true;
  2497. }
  2498. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2499. {
  2500. const auto * hero = getHero(al.artHolder);
  2501. if(hero == nullptr)
  2502. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2503. const auto * art = hero->getArt(al.slot);
  2504. if(art == nullptr)
  2505. COMPLAIN_RET("Cannot remove artifact!");
  2506. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2507. COMPLAIN_RET("Illegal artifact removal request");
  2508. removeArtifact(al);
  2509. return true;
  2510. }
  2511. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2512. {
  2513. const CGHeroInstance * hero = getHero(hid);
  2514. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2515. const CGTownInstance * town = hero->visitedTown;
  2516. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2517. if (aid==ArtifactID::SPELLBOOK)
  2518. {
  2519. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2520. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2521. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2522. )
  2523. return false;
  2524. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2525. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2526. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2527. giveSpells(town,hero);
  2528. return true;
  2529. }
  2530. else
  2531. {
  2532. const CArtifact * art = aid.toArtifact();
  2533. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2534. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2535. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2536. const int price = art->getPrice();
  2537. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2538. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2539. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2540. {
  2541. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2542. return giveHeroNewArtifact(hero, art);
  2543. }
  2544. else
  2545. COMPLAIN_RET("This machine is unavailable here!");
  2546. }
  2547. }
  2548. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2549. {
  2550. if(!h)
  2551. COMPLAIN_RET("Only hero can buy artifacts!");
  2552. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2553. COMPLAIN_RET("That artifact is unavailable!");
  2554. int b1;
  2555. int b2;
  2556. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2557. if (getResource(h->tempOwner, rid) < b1)
  2558. COMPLAIN_RET("You can't afford to buy this artifact!");
  2559. giveResource(h->tempOwner, rid, -b1);
  2560. SetAvailableArtifacts saa;
  2561. if(dynamic_cast<const CGTownInstance *>(m))
  2562. {
  2563. saa.id = ObjectInstanceID::NONE;
  2564. saa.arts = gs->map->townMerchantArtifacts;
  2565. }
  2566. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2567. {
  2568. saa.id = bm->id;
  2569. saa.arts = bm->artifacts;
  2570. }
  2571. else
  2572. COMPLAIN_RET("Wrong marktet...");
  2573. bool found = false;
  2574. for (const CArtifact *&art : saa.arts)
  2575. {
  2576. if (art && art->getId() == aid)
  2577. {
  2578. art = nullptr;
  2579. found = true;
  2580. break;
  2581. }
  2582. }
  2583. if (!found)
  2584. COMPLAIN_RET("Cannot find selected artifact on the list");
  2585. sendAndApply(&saa);
  2586. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2587. return true;
  2588. }
  2589. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2590. {
  2591. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2592. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2593. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2594. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2595. int resVal = 0;
  2596. int dump = 1;
  2597. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2598. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2599. giveResource(h->tempOwner, rid, resVal);
  2600. return true;
  2601. }
  2602. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2603. {
  2604. if (!h)
  2605. COMPLAIN_RET("You need hero to buy a skill!");
  2606. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2607. COMPLAIN_RET("Hero already know this skill");
  2608. if (!h->canLearnSkill())
  2609. COMPLAIN_RET("Hero can't learn any more skills");
  2610. if (!h->canLearnSkill(skill))
  2611. COMPLAIN_RET("The hero can't learn this skill!");
  2612. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2613. COMPLAIN_RET("That skill is unavailable!");
  2614. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2615. COMPLAIN_RET("You can't afford to buy this skill");
  2616. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2617. changeSecSkill(h, skill, 1, true);
  2618. return true;
  2619. }
  2620. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2621. {
  2622. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2623. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2624. int b1; //base quantities for trade
  2625. int b2;
  2626. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2627. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2628. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2629. {
  2630. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2631. }
  2632. giveResource(player, toSell, -b1 * amountToBoy);
  2633. giveResource(player, toBuy, b2 * amountToBoy);
  2634. return true;
  2635. }
  2636. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2637. {
  2638. if(!hero)
  2639. COMPLAIN_RET("Only hero can sell creatures!");
  2640. if (!vstd::contains(hero->Slots(), slot))
  2641. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2642. const CStackInstance &s = hero->getStack(slot);
  2643. if (s.count < (TQuantity)count //can't sell more creatures than have
  2644. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2645. {
  2646. COMPLAIN_RET("Not enough creatures in army!");
  2647. }
  2648. int b1; //base quantities for trade
  2649. int b2;
  2650. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2651. int units = count / b1; //how many base quantities we trade
  2652. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2653. {
  2654. //TODO: complain?
  2655. assert(0);
  2656. }
  2657. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2658. giveResource(hero->tempOwner, resourceID, b2 * units);
  2659. return true;
  2660. }
  2661. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2662. {
  2663. const CArmedInstance *army = nullptr;
  2664. if (hero)
  2665. army = hero;
  2666. else
  2667. army = dynamic_cast<const CGTownInstance *>(market);
  2668. if (!army)
  2669. COMPLAIN_RET("Incorrect call to transform in undead!");
  2670. if (!army->hasStackAtSlot(slot))
  2671. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2672. const CStackInstance &s = army->getStack(slot);
  2673. //resulting creature - bone dragons or skeletons
  2674. CreatureID resCreature = CreatureID::SKELETON;
  2675. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2676. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2677. || (s.getCreatureID() == CreatureID::HYDRA)
  2678. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2679. resCreature = CreatureID::BONE_DRAGON;
  2680. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2681. return true;
  2682. }
  2683. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2684. {
  2685. const PlayerState *p2 = getPlayerState(r2, false);
  2686. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2687. {
  2688. complain("Dest player must be in game!");
  2689. return false;
  2690. }
  2691. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2692. vstd::amin(val, curRes1);
  2693. giveResource(player, r1, -(int)val);
  2694. giveResource(r2, r1, val);
  2695. return true;
  2696. }
  2697. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2698. {
  2699. const CGHeroInstance *h = getHero(hid);
  2700. if (!h)
  2701. {
  2702. logGlobal->error("Hero doesn't exist!");
  2703. return false;
  2704. }
  2705. ChangeFormation cf;
  2706. cf.hid = hid;
  2707. cf.formation = formation;
  2708. sendAndApply(&cf);
  2709. return true;
  2710. }
  2711. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2712. {
  2713. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2714. if (answer)
  2715. logGlobal->trace("%d", *answer);
  2716. auto topQuery = queries->topQuery(player);
  2717. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2718. if(topQuery->queryID != qid)
  2719. {
  2720. auto currentQuery = queries->getQuery(qid);
  2721. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2722. currentQuery->setReply(answer);
  2723. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2724. }
  2725. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2726. topQuery->setReply(answer);
  2727. queries->popQuery(topQuery);
  2728. return true;
  2729. }
  2730. void CGameHandler::handleTimeEvents()
  2731. {
  2732. gs->map->events.sort(evntCmp);
  2733. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2734. {
  2735. CMapEvent ev = gs->map->events.front();
  2736. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2737. {
  2738. auto color = PlayerColor(player);
  2739. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2740. if (pinfo //player exists
  2741. && (ev.players & 1<<player) //event is enabled to this player
  2742. && ((ev.computerAffected && !pinfo->human)
  2743. || (ev.humanAffected && pinfo->human)
  2744. )
  2745. )
  2746. {
  2747. //give resources
  2748. giveResources(color, ev.resources);
  2749. //prepare dialog
  2750. InfoWindow iw;
  2751. iw.player = color;
  2752. iw.text = ev.message;
  2753. for (GameResID i : GameResID::ALL_RESOURCES())
  2754. {
  2755. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2756. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2757. }
  2758. sendAndApply(&iw); //show dialog
  2759. }
  2760. } //PLAYERS LOOP
  2761. if (ev.nextOccurence)
  2762. {
  2763. gs->map->events.pop_front();
  2764. ev.firstOccurence += ev.nextOccurence;
  2765. auto it = gs->map->events.begin();
  2766. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2767. it++;
  2768. gs->map->events.insert(it, ev);
  2769. }
  2770. else
  2771. {
  2772. gs->map->events.pop_front();
  2773. }
  2774. }
  2775. //TODO send only if changed
  2776. UpdateMapEvents ume;
  2777. ume.events = gs->map->events;
  2778. sendAndApply(&ume);
  2779. }
  2780. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2781. {
  2782. town->events.sort(evntCmp);
  2783. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2784. {
  2785. PlayerColor player = town->tempOwner;
  2786. CCastleEvent ev = town->events.front();
  2787. const PlayerState * pinfo = getPlayerState(player, false);
  2788. if (pinfo //player exists
  2789. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2790. && ((ev.computerAffected && !pinfo->human)
  2791. || (ev.humanAffected && pinfo->human)))
  2792. {
  2793. // dialog
  2794. InfoWindow iw;
  2795. iw.player = player;
  2796. iw.text = ev.message;
  2797. if (ev.resources.nonZero())
  2798. {
  2799. TResources was = n.res[player];
  2800. n.res[player] += ev.resources;
  2801. n.res[player].amax(0);
  2802. for (GameResID i : GameResID::ALL_RESOURCES())
  2803. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2804. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2805. }
  2806. for (auto & i : ev.buildings)
  2807. {
  2808. // Only perform action if:
  2809. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2810. // 2. Building was not built yet
  2811. // othervice, silently ignore / skip it
  2812. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2813. {
  2814. buildStructure(town->id, i, true);
  2815. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2816. }
  2817. }
  2818. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2819. {
  2820. n.cres[town->id].tid = town->id;
  2821. n.cres[town->id].creatures = town->creatures;
  2822. }
  2823. auto & sac = n.cres[town->id];
  2824. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2825. {
  2826. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2827. {
  2828. sac.creatures[i].first += ev.creatures.at(i);
  2829. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2830. }
  2831. }
  2832. sendAndApply(&iw); //show dialog
  2833. }
  2834. if (ev.nextOccurence)
  2835. {
  2836. town->events.pop_front();
  2837. ev.firstOccurence += ev.nextOccurence;
  2838. auto it = town->events.begin();
  2839. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2840. it++;
  2841. town->events.insert(it, ev);
  2842. }
  2843. else
  2844. {
  2845. town->events.pop_front();
  2846. }
  2847. }
  2848. //TODO send only if changed
  2849. UpdateCastleEvents uce;
  2850. uce.town = town->id;
  2851. uce.events = town->events;
  2852. sendAndApply(&uce);
  2853. }
  2854. bool CGameHandler::complain(const std::string &problem)
  2855. {
  2856. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2857. logGlobal->error(problem);
  2858. return true;
  2859. }
  2860. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2861. {
  2862. //PlayerColor player = getOwner(hid);
  2863. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2864. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2865. assert(lowerArmy);
  2866. assert(upperArmy);
  2867. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2868. queries->addQuery(garrisonQuery);
  2869. GarrisonDialog gd;
  2870. gd.hid = hid;
  2871. gd.objid = upobj;
  2872. gd.removableUnits = removableUnits;
  2873. gd.queryID = garrisonQuery->queryID;
  2874. sendAndApply(&gd);
  2875. }
  2876. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2877. {
  2878. OpenWindow pack;
  2879. pack.window = window;
  2880. pack.object = object->id;
  2881. pack.visitor = visitor->id;
  2882. if (addQuery)
  2883. {
  2884. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2885. pack.queryID = windowQuery->queryID;
  2886. queries->addQuery(windowQuery);
  2887. }
  2888. sendAndApply(&pack);
  2889. }
  2890. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2891. {
  2892. if (id1 == id2)
  2893. return true;
  2894. const CGObjectInstance *o1 = getObj(id1);
  2895. const CGObjectInstance *o2 = getObj(id2);
  2896. if (!o1 || !o2)
  2897. return true; //arranging stacks within an object should be always allowed
  2898. if (o1 && o2)
  2899. {
  2900. if (o1->ID == Obj::TOWN)
  2901. {
  2902. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2903. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2904. return true;
  2905. }
  2906. if (o2->ID == Obj::TOWN)
  2907. {
  2908. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2909. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2910. return true;
  2911. }
  2912. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2913. {
  2914. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2915. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2916. // two heroes in same town (garrisoned and visiting)
  2917. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2918. return true;
  2919. }
  2920. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2921. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2922. if (!dialog)
  2923. {
  2924. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2925. }
  2926. if (dialog)
  2927. {
  2928. auto topArmy = dialog->exchangingArmies.at(0);
  2929. auto bottomArmy = dialog->exchangingArmies.at(1);
  2930. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2931. return true;
  2932. }
  2933. }
  2934. return false;
  2935. }
  2936. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2937. {
  2938. using events::ObjectVisitStarted;
  2939. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2940. if (getVisitingHero(obj) != nullptr)
  2941. {
  2942. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2943. throw std::runtime_error("Can not visit object that is being visited");
  2944. }
  2945. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2946. auto startVisit = [&](ObjectVisitStarted & event)
  2947. {
  2948. auto visitedObject = obj;
  2949. if(obj->ID == Obj::HERO)
  2950. {
  2951. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2952. const auto visitedTown = visitedHero->visitedTown;
  2953. if(visitedTown)
  2954. {
  2955. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2956. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2957. visitedObject = visitedTown;
  2958. }
  2959. }
  2960. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2961. queries->addQuery(visitQuery); //TODO real visit pos
  2962. HeroVisit hv;
  2963. hv.objId = obj->id;
  2964. hv.heroId = h->id;
  2965. hv.player = h->tempOwner;
  2966. hv.starting = true;
  2967. sendAndApply(&hv);
  2968. obj->onHeroVisit(h);
  2969. };
  2970. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2971. if(visitQuery)
  2972. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2973. }
  2974. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2975. {
  2976. using events::ObjectVisitEnded;
  2977. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2978. auto endVisit = [&](ObjectVisitEnded & event)
  2979. {
  2980. HeroVisit hv;
  2981. hv.player = event.getPlayer();
  2982. hv.heroId = event.getHero();
  2983. hv.starting = false;
  2984. sendAndApply(&hv);
  2985. };
  2986. //TODO: ObjectVisitEnded should also have id of visited object,
  2987. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2988. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2989. }
  2990. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2991. {
  2992. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2993. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2994. {
  2995. complain("Cannot build boat in this shipyard!");
  2996. return false;
  2997. }
  2998. TResources boatCost;
  2999. obj->getBoatCost(boatCost);
  3000. TResources aviable = getPlayerState(playerID)->resources;
  3001. if (!aviable.canAfford(boatCost))
  3002. {
  3003. complain("Not enough resources to build a boat!");
  3004. return false;
  3005. }
  3006. int3 tile = obj->bestLocation();
  3007. if (!gs->map->isInTheMap(tile))
  3008. {
  3009. complain("Cannot find appropriate tile for a boat!");
  3010. return false;
  3011. }
  3012. giveResources(playerID, -boatCost);
  3013. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  3014. return true;
  3015. }
  3016. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3017. {
  3018. for (auto playerColor : playerColors)
  3019. {
  3020. if (getPlayerState(playerColor, false))
  3021. checkVictoryLossConditionsForPlayer(playerColor);
  3022. }
  3023. }
  3024. void CGameHandler::checkVictoryLossConditionsForAll()
  3025. {
  3026. std::set<PlayerColor> playerColors;
  3027. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3028. {
  3029. playerColors.insert(PlayerColor(i));
  3030. }
  3031. checkVictoryLossConditions(playerColors);
  3032. }
  3033. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3034. {
  3035. const PlayerState * p = getPlayerState(player);
  3036. if(!p || p->status != EPlayerStatus::INGAME) return;
  3037. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3038. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3039. {
  3040. InfoWindow iw;
  3041. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3042. sendAndApply(&iw);
  3043. PlayerEndsGame peg;
  3044. peg.player = player;
  3045. peg.victoryLossCheckResult = victoryLossCheckResult;
  3046. sendAndApply(&peg);
  3047. turnOrder->onPlayerEndsGame(player);
  3048. if (victoryLossCheckResult.victory())
  3049. {
  3050. //one player won -> all enemies lost
  3051. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3052. {
  3053. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3054. {
  3055. peg.player = i->first;
  3056. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3057. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3058. InfoWindow iw;
  3059. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3060. iw.player = i->first;
  3061. sendAndApply(&iw);
  3062. sendAndApply(&peg);
  3063. }
  3064. }
  3065. if(p->human)
  3066. {
  3067. lobby->setState(EServerState::SHUTDOWN);
  3068. }
  3069. }
  3070. else
  3071. {
  3072. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3073. auto hlp = p->heroes;
  3074. for (auto h : hlp) //eliminate heroes
  3075. {
  3076. if (h.get())
  3077. removeObject(h, player);
  3078. }
  3079. //player lost -> all his objects become unflagged (neutral)
  3080. for (auto obj : gs->map->objects) //unflag objs
  3081. {
  3082. if (obj.get() && obj->tempOwner == player)
  3083. setOwner(obj, PlayerColor::NEUTRAL);
  3084. }
  3085. //eliminating one player may cause victory of another:
  3086. std::set<PlayerColor> playerColors;
  3087. //do not copy player state (CBonusSystemNode) by value
  3088. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3089. {
  3090. if (p.first != player)
  3091. playerColors.insert(p.first);
  3092. }
  3093. //notify all players
  3094. for (auto pc : playerColors)
  3095. {
  3096. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3097. {
  3098. InfoWindow iw;
  3099. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3100. iw.player = pc;
  3101. sendAndApply(&iw);
  3102. }
  3103. }
  3104. checkVictoryLossConditions(playerColors);
  3105. }
  3106. }
  3107. }
  3108. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3109. {
  3110. out.player = player;
  3111. out.text = victoryLossCheckResult.messageToSelf;
  3112. out.text.replaceName(player);
  3113. out.components.emplace_back(ComponentType::FLAG, player);
  3114. }
  3115. bool CGameHandler::dig(const CGHeroInstance *h)
  3116. {
  3117. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3118. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3119. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3120. //take MPs
  3121. SetMovePoints smp;
  3122. smp.hid = h->id;
  3123. smp.val = 0;
  3124. sendAndApply(&smp);
  3125. InfoWindow iw;
  3126. iw.type = EInfoWindowMode::AUTO;
  3127. iw.player = h->tempOwner;
  3128. if (gs->map->grailPos == h->visitablePos())
  3129. {
  3130. ArtifactID grail = ArtifactID::GRAIL;
  3131. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3132. iw.text.replaceName(grail);
  3133. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3134. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3135. sendAndApply(&iw);
  3136. iw.soundID = soundBase::invalid;
  3137. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3138. iw.text.clear();
  3139. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3140. sendAndApply(&iw);
  3141. }
  3142. else
  3143. {
  3144. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3145. iw.soundID = soundBase::Dig;
  3146. sendAndApply(&iw);
  3147. }
  3148. return true;
  3149. }
  3150. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3151. {
  3152. if (!t.visitableObjects.empty())
  3153. {
  3154. //to prevent self-visiting heroes on space press
  3155. if (t.visitableObjects.back() != h)
  3156. objectVisited(t.visitableObjects.back(), h);
  3157. else if (t.visitableObjects.size() > 1)
  3158. objectVisited(*(t.visitableObjects.end()-2),h);
  3159. }
  3160. }
  3161. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3162. {
  3163. if (!hero)
  3164. COMPLAIN_RET("You need hero to sacrifice creature!");
  3165. int expSum = 0;
  3166. auto finish = [this, &hero, &expSum]()
  3167. {
  3168. giveExperience(hero, hero->calculateXp(expSum));
  3169. };
  3170. for(int i = 0; i < slot.size(); ++i)
  3171. {
  3172. int oldCount = hero->getStackCount(slot[i]);
  3173. if(oldCount < (int)count[i])
  3174. {
  3175. finish();
  3176. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3177. }
  3178. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3179. {
  3180. finish();
  3181. COMPLAIN_RET("Cannot sacrifice last creature!");
  3182. }
  3183. int crid = hero->getStack(slot[i]).type->getId();
  3184. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3185. int dump;
  3186. int exp;
  3187. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3188. exp *= count[i];
  3189. expSum += exp;
  3190. }
  3191. finish();
  3192. return true;
  3193. }
  3194. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3195. {
  3196. if (!hero)
  3197. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3198. int expSum = 0;
  3199. auto finish = [this, &hero, &expSum]()
  3200. {
  3201. giveExperience(hero, hero->calculateXp(expSum));
  3202. };
  3203. for(int i = 0; i < slot.size(); ++i)
  3204. {
  3205. ArtifactLocation al(hero->id, slot[i]);
  3206. const CArtifactInstance * a = hero->getArt(al.slot);
  3207. if(!a)
  3208. {
  3209. finish();
  3210. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3211. }
  3212. const CArtifactInstance * art = hero->getArt(slot[i]);
  3213. if(!art)
  3214. {
  3215. finish();
  3216. COMPLAIN_RET("No artifact at position to sacrifice!");
  3217. }
  3218. si32 typId = art->artType->getId();
  3219. int dmp;
  3220. int expToGive;
  3221. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3222. expSum += expToGive;
  3223. removeArtifact(al);
  3224. }
  3225. finish();
  3226. return true;
  3227. }
  3228. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3229. {
  3230. if (sl.army->hasStackAtSlot(sl.slot))
  3231. COMPLAIN_RET("Slot is already taken!");
  3232. if (!sl.slot.validSlot())
  3233. COMPLAIN_RET("Cannot insert stack to that slot!");
  3234. InsertNewStack ins;
  3235. ins.army = sl.army->id;
  3236. ins.slot = sl.slot;
  3237. ins.type = c->getId();
  3238. ins.count = count;
  3239. sendAndApply(&ins);
  3240. return true;
  3241. }
  3242. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3243. {
  3244. if (!sl.army->hasStackAtSlot(sl.slot))
  3245. COMPLAIN_RET("Cannot find a stack to erase");
  3246. if (sl.army->stacksCount() == 1 //from the last stack
  3247. && sl.army->needsLastStack() //that must be left
  3248. && !forceRemoval) //ignore above conditions if we are forcing removal
  3249. {
  3250. COMPLAIN_RET("Cannot erase the last stack!");
  3251. }
  3252. EraseStack es;
  3253. es.army = sl.army->id;
  3254. es.slot = sl.slot;
  3255. sendAndApply(&es);
  3256. return true;
  3257. }
  3258. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3259. {
  3260. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3261. if ((absoluteValue && count < 0)
  3262. || (!absoluteValue && -count > currentCount))
  3263. {
  3264. COMPLAIN_RET("Cannot take more stacks than present!");
  3265. }
  3266. if ((currentCount == -count && !absoluteValue)
  3267. || (!count && absoluteValue))
  3268. {
  3269. eraseStack(sl);
  3270. }
  3271. else
  3272. {
  3273. ChangeStackCount csc;
  3274. csc.army = sl.army->id;
  3275. csc.slot = sl.slot;
  3276. csc.count = count;
  3277. csc.absoluteValue = absoluteValue;
  3278. sendAndApply(&csc);
  3279. }
  3280. return true;
  3281. }
  3282. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3283. {
  3284. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3285. if (!slotC) //slot is empty
  3286. insertNewStack(sl, c, count);
  3287. else if (c == slotC)
  3288. changeStackCount(sl, count);
  3289. else
  3290. {
  3291. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3292. }
  3293. return true;
  3294. }
  3295. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3296. {
  3297. if (removeObjWhenFinished)
  3298. removeAfterVisit(src);
  3299. if (!src->canBeMergedWith(*dst, allowMerging))
  3300. {
  3301. if (allowMerging) //do that, add all matching creatures.
  3302. {
  3303. bool cont = true;
  3304. while (cont)
  3305. {
  3306. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3307. {
  3308. SlotID pos = dst->getSlotFor(i->second->type);
  3309. if (pos.validSlot())
  3310. {
  3311. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3312. cont = true;
  3313. break; //or iterator crashes
  3314. }
  3315. cont = false;
  3316. }
  3317. }
  3318. }
  3319. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3320. }
  3321. else //merge
  3322. {
  3323. moveArmy(src, dst, allowMerging);
  3324. }
  3325. }
  3326. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3327. {
  3328. if (!src.army->hasStackAtSlot(src.slot))
  3329. COMPLAIN_RET("No stack to move!");
  3330. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3331. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3332. if (!dst.slot.validSlot())
  3333. COMPLAIN_RET("Cannot move stack to that slot!");
  3334. if (count == -1)
  3335. {
  3336. count = src.army->getStackCount(src.slot);
  3337. }
  3338. if (src.army != dst.army //moving away
  3339. && count == src.army->getStackCount(src.slot) //all creatures
  3340. && src.army->stacksCount() == 1 //from the last stack
  3341. && src.army->needsLastStack()) //that must be left
  3342. {
  3343. COMPLAIN_RET("Cannot move away the last creature!");
  3344. }
  3345. RebalanceStacks rs;
  3346. rs.srcArmy = src.army->id;
  3347. rs.dstArmy = dst.army->id;
  3348. rs.srcSlot = src.slot;
  3349. rs.dstSlot = dst.slot;
  3350. rs.count = count;
  3351. sendAndApply(&rs);
  3352. return true;
  3353. }
  3354. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3355. {
  3356. if (!spellID.hasValue())
  3357. return;
  3358. AdventureSpellCastParameters p;
  3359. p.caster = caster;
  3360. p.pos = pos;
  3361. const CSpell * s = spellID.toSpell();
  3362. s->adventureCast(spellEnv, p);
  3363. }
  3364. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3365. {
  3366. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3367. {
  3368. return moveStack(sl2, sl1);
  3369. }
  3370. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3371. {
  3372. return moveStack(sl1, sl2);
  3373. }
  3374. else
  3375. {
  3376. SwapStacks ss;
  3377. ss.srcArmy = sl1.army->id;
  3378. ss.dstArmy = sl2.army->id;
  3379. ss.srcSlot = sl1.slot;
  3380. ss.dstSlot = sl2.slot;
  3381. sendAndApply(&ss);
  3382. return true;
  3383. }
  3384. }
  3385. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3386. {
  3387. assert(art && art->artType);
  3388. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3389. dst.creature = al.creature;
  3390. auto putTo = getArtSet(al);
  3391. assert(putTo);
  3392. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3393. {
  3394. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3395. }
  3396. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3397. {
  3398. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3399. }
  3400. else
  3401. {
  3402. dst.slot = al.slot;
  3403. }
  3404. if(!askAssemble.has_value())
  3405. {
  3406. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3407. askAssemble = true;
  3408. else
  3409. askAssemble = false;
  3410. }
  3411. if(art->canBePutAt(putTo, dst.slot))
  3412. {
  3413. PutArtifact pa(dst, askAssemble.value());
  3414. pa.art = art;
  3415. sendAndApply(&pa);
  3416. return true;
  3417. }
  3418. else
  3419. {
  3420. return false;
  3421. }
  3422. }
  3423. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3424. {
  3425. assert(artType);
  3426. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3427. {
  3428. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3429. COMPLAIN_RET("Cannot put artifact in that slot!");
  3430. }
  3431. else if(ArtifactUtils::isSlotBackpack(pos))
  3432. {
  3433. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3434. COMPLAIN_RET("Cannot put artifact in that slot!");
  3435. }
  3436. else
  3437. {
  3438. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3439. }
  3440. auto * newArtInst = new CArtifactInstance();
  3441. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3442. NewArtifact na;
  3443. na.art = newArtInst;
  3444. sendAndApply(&na); // -> updates newArtInst!!!
  3445. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3446. return true;
  3447. else
  3448. return false;
  3449. }
  3450. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3451. {
  3452. std::vector<int3>::iterator tile;
  3453. std::vector<int3> tiles;
  3454. getFreeTiles(tiles);
  3455. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3456. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3457. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3458. const CCreature *cre = creatureID.toCreature();
  3459. for (int i = 0; i < (int)amount; ++i)
  3460. {
  3461. tile = tiles.begin();
  3462. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3463. {
  3464. auto count = cre->getRandomAmount(std::rand);
  3465. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3466. auto monsterId = getTopObj(*tile)->id;
  3467. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3468. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3469. }
  3470. tiles.erase(tile); //not use it again
  3471. }
  3472. }
  3473. void CGameHandler::synchronizeArtifactHandlerLists()
  3474. {
  3475. UpdateArtHandlerLists uahl;
  3476. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3477. sendAndApply(&uahl);
  3478. }
  3479. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3480. {
  3481. return vstd::contains(gs->map->objects, obj);
  3482. }
  3483. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3484. {
  3485. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3486. return false;
  3487. auto query = queries->topQuery(player);
  3488. if (query && query->blocksPack(pack))
  3489. {
  3490. complain(boost::str(boost::format(
  3491. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3492. % boost::to_upper_copy<std::string>(player.toString())
  3493. % query->toString()
  3494. ));
  3495. return true;
  3496. }
  3497. return false;
  3498. }
  3499. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3500. {
  3501. //If the object is being visited, there must be a matching query
  3502. for (const auto &query : queries->allQueries())
  3503. {
  3504. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3505. {
  3506. if (someVistQuery->visitedObject == object)
  3507. {
  3508. someVistQuery->removeObjectAfterVisit = true;
  3509. return;
  3510. }
  3511. }
  3512. }
  3513. //If we haven't returned so far, there is no query and no visit, call was wrong
  3514. assert("This function needs to be called during the object visit!");
  3515. }
  3516. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3517. {
  3518. std::unordered_set<int3> tiles;
  3519. if (mode == ETileVisibility::HIDDEN)
  3520. {
  3521. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3522. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3523. auto p = getPlayerState(player);
  3524. for (auto h : p->heroes)
  3525. {
  3526. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3527. }
  3528. for (auto t : p->towns)
  3529. {
  3530. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3531. }
  3532. for (auto tile : observedTiles)
  3533. vstd::erase_if_present (tiles, tile);
  3534. }
  3535. else
  3536. {
  3537. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3538. }
  3539. changeFogOfWar(tiles, player, mode);
  3540. }
  3541. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3542. {
  3543. FoWChange fow;
  3544. fow.tiles = tiles;
  3545. fow.player = player;
  3546. fow.mode = mode;
  3547. sendAndApply(&fow);
  3548. }
  3549. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3550. {
  3551. assert(obj);
  3552. for(const auto & query : queries->allQueries())
  3553. {
  3554. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3555. if (visit && visit->visitedObject == obj)
  3556. return visit->visitingHero;
  3557. }
  3558. return nullptr;
  3559. }
  3560. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3561. {
  3562. assert(obj);
  3563. assert(hero);
  3564. assert(getVisitingHero(obj) == hero);
  3565. // Check top query of targeted player:
  3566. // If top query is NOT visit to targeted object then we assume that
  3567. // visitation query is covered by other query that must be answered first
  3568. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3569. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3570. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3571. return true;
  3572. }
  3573. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3574. {
  3575. SetObjectProperty sob;
  3576. sob.id = objid;
  3577. sob.what = prop;
  3578. sob.identifier = NumericID(value);
  3579. sendAndApply(&sob);
  3580. }
  3581. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3582. {
  3583. SetObjectProperty sob;
  3584. sob.id = objid;
  3585. sob.what = prop;
  3586. sob.identifier = identifier;
  3587. sendAndApply(&sob);
  3588. }
  3589. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3590. {
  3591. sendAndApply(iw);
  3592. }
  3593. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3594. {
  3595. InfoWindow iw;
  3596. iw.player = player;
  3597. iw.text.appendRawString(msg);
  3598. showInfoDialog(&iw);
  3599. }
  3600. CRandomGenerator & CGameHandler::getRandomGenerator()
  3601. {
  3602. return CRandomGenerator::getDefault();
  3603. }
  3604. #if SCRIPTING_ENABLED
  3605. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3606. {
  3607. return serverScripts.get();
  3608. }
  3609. //scripting::Pool * CGameHandler::getContextPool() const
  3610. //{
  3611. // return serverScripts.get();
  3612. //}
  3613. #endif
  3614. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3615. {
  3616. NewObject no;
  3617. no.ID = type;
  3618. no.subID = subtype;
  3619. no.initiator = initiator;
  3620. no.targetPos = visitablePosition;
  3621. sendAndApply(&no);
  3622. }
  3623. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3624. {
  3625. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3626. }
  3627. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3628. {
  3629. battles->startBattleI(army1, army2, tile, creatureBank);
  3630. }
  3631. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3632. {
  3633. battles->startBattleI(army1, army2, creatureBank);
  3634. }