CGameHandler.cpp 119 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/CSoundBase.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/CTownHandler.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/UnlockGuard.h"
  33. #include "../lib/GameSettings.h"
  34. #include "../lib/ScriptHandler.h"
  35. #include "../lib/StartInfo.h"
  36. #include "../lib/TerrainHandler.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/VCMI_Lib.h"
  39. #include "../lib/int3.h"
  40. #include "../lib/filesystem/FileInfo.h"
  41. #include "../lib/filesystem/Filesystem.h"
  42. #include "../lib/gameState/CGameState.h"
  43. #include "../lib/mapping/CMap.h"
  44. #include "../lib/mapping/CMapService.h"
  45. #include "../lib/modding/ModIncompatibility.h"
  46. #include "../lib/pathfinder/CPathfinder.h"
  47. #include "../lib/pathfinder/PathfinderOptions.h"
  48. #include "../lib/pathfinder/TurnInfo.h"
  49. #include "../lib/registerTypes/RegisterTypes.h"
  50. #include "../lib/rmg/CMapGenOptions.h"
  51. #include "../lib/serializer/CTypeList.h"
  52. #include "../lib/serializer/Cast.h"
  53. #include "../lib/serializer/Connection.h"
  54. #include "../lib/serializer/JsonSerializer.h"
  55. #include "../lib/spells/CSpellHandler.h"
  56. #include "vstd/CLoggerBase.h"
  57. #include <vcmi/events/EventBus.h>
  58. #include <vcmi/events/GenericEvents.h>
  59. #include <vcmi/events/AdventureEvents.h>
  60. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  61. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  62. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  63. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  64. template <typename T> class CApplyOnGH;
  65. class CBaseForGHApply
  66. {
  67. public:
  68. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  69. virtual ~CBaseForGHApply(){}
  70. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  71. {
  72. return new CApplyOnGH<U>();
  73. }
  74. };
  75. template <typename T> class CApplyOnGH : public CBaseForGHApply
  76. {
  77. public:
  78. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  79. {
  80. T *ptr = static_cast<T*>(pack);
  81. try
  82. {
  83. ApplyGhNetPackVisitor applier(*gh);
  84. ptr->visit(applier);
  85. return applier.getResult();
  86. }
  87. catch(ExceptionNotAllowedAction & e)
  88. {
  89. (void)e;
  90. return false;
  91. }
  92. }
  93. };
  94. template <>
  95. class CApplyOnGH<CPack> : public CBaseForGHApply
  96. {
  97. public:
  98. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  99. {
  100. logGlobal->error("Cannot apply on GH plain CPack!");
  101. assert(0);
  102. return false;
  103. }
  104. };
  105. static inline double distance(int3 a, int3 b)
  106. {
  107. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  108. }
  109. template <typename T>
  110. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  111. {
  112. fun(args[which]);
  113. }
  114. const Services * CGameHandler::services() const
  115. {
  116. return VLC;
  117. }
  118. const CGameHandler::BattleCb * CGameHandler::battle() const
  119. {
  120. return this;
  121. }
  122. const CGameHandler::GameCb * CGameHandler::game() const
  123. {
  124. return this;
  125. }
  126. vstd::CLoggerBase * CGameHandler::logger() const
  127. {
  128. return logGlobal;
  129. }
  130. events::EventBus * CGameHandler::eventBus() const
  131. {
  132. return serverEventBus.get();
  133. }
  134. CVCMIServer * CGameHandler::gameLobby() const
  135. {
  136. return lobby;
  137. }
  138. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  139. {
  140. changeSecSkill(hero, skill, 1, 0);
  141. expGiven(hero);
  142. }
  143. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  144. {
  145. // required exp for at least 1 lvl-up hasn't been reached
  146. if (!hero->gainsLevel())
  147. {
  148. return;
  149. }
  150. // give primary skill
  151. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  152. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  153. SetPrimSkill sps;
  154. sps.id = hero->id;
  155. sps.which = primarySkill;
  156. sps.abs = false;
  157. sps.val = 1;
  158. sendAndApply(&sps);
  159. PrepareHeroLevelUp pre;
  160. pre.heroId = hero->id;
  161. sendAndApply(&pre);
  162. HeroLevelUp hlu;
  163. hlu.player = hero->tempOwner;
  164. hlu.heroId = hero->id;
  165. hlu.primskill = primarySkill;
  166. hlu.skills = pre.skills;
  167. if (hlu.skills.size() == 0)
  168. {
  169. sendAndApply(&hlu);
  170. levelUpHero(hero);
  171. }
  172. else if (hlu.skills.size() == 1)
  173. {
  174. sendAndApply(&hlu);
  175. levelUpHero(hero, pre.skills.front());
  176. }
  177. else if (hlu.skills.size() > 1)
  178. {
  179. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  180. hlu.queryID = levelUpQuery->queryID;
  181. queries->addQuery(levelUpQuery);
  182. sendAndApply(&hlu);
  183. //level up will be called on query reply
  184. }
  185. }
  186. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  187. {
  188. SetCommanderProperty scp;
  189. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  190. if (hero)
  191. scp.heroid = hero->id;
  192. else
  193. {
  194. complain ("Commander is not led by hero!");
  195. return;
  196. }
  197. scp.accumulatedBonus.subtype = 0;
  198. scp.accumulatedBonus.additionalInfo = 0;
  199. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  200. scp.accumulatedBonus.turnsRemain = 0;
  201. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  202. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  203. if (skill <= ECommander::SPELL_POWER)
  204. {
  205. scp.which = SetCommanderProperty::BONUS;
  206. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  207. {
  208. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  209. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  210. };
  211. switch (skill)
  212. {
  213. case ECommander::ATTACK:
  214. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  215. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::ATTACK);
  216. break;
  217. case ECommander::DEFENSE:
  218. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  219. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::DEFENSE);
  220. break;
  221. case ECommander::HEALTH:
  222. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  223. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  224. break;
  225. case ECommander::DAMAGE:
  226. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  227. scp.accumulatedBonus.subtype = 0;
  228. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  229. break;
  230. case ECommander::SPEED:
  231. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  232. break;
  233. case ECommander::SPELL_POWER:
  234. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  235. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  236. sendAndApply (&scp); //additional pack
  237. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  238. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  239. sendAndApply (&scp); //additional pack
  240. scp.accumulatedBonus.type = BonusType::CASTS;
  241. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  242. sendAndApply (&scp); //additional pack
  243. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  244. break;
  245. }
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  247. sendAndApply (&scp);
  248. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  249. scp.additionalInfo = skill;
  250. scp.amount = c->secondarySkills.at(skill) + 1;
  251. sendAndApply (&scp);
  252. }
  253. else if (skill >= 100)
  254. {
  255. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  256. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  257. scp.additionalInfo = skill; //unnormalized
  258. sendAndApply (&scp);
  259. }
  260. expGiven(hero);
  261. }
  262. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  263. {
  264. if (!c->gainsLevel())
  265. {
  266. return;
  267. }
  268. CommanderLevelUp clu;
  269. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  270. if(hero)
  271. {
  272. clu.heroId = hero->id;
  273. clu.player = hero->tempOwner;
  274. }
  275. else
  276. {
  277. complain ("Commander is not led by hero!");
  278. return;
  279. }
  280. //picking sec. skills for choice
  281. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  282. {
  283. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  284. clu.skills.push_back(i);
  285. }
  286. int i = 100;
  287. for (auto specialSkill : VLC->creh->skillRequirements)
  288. {
  289. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  290. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  291. && !vstd::contains (c->specialSKills, i))
  292. clu.skills.push_back (i);
  293. ++i;
  294. }
  295. int skillAmount = static_cast<int>(clu.skills.size());
  296. if (!skillAmount)
  297. {
  298. sendAndApply(&clu);
  299. levelUpCommander(c);
  300. }
  301. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  302. {
  303. sendAndApply(&clu);
  304. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  305. }
  306. else if (skillAmount > 1) //apply and ask for secondary skill
  307. {
  308. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  309. clu.queryID = commanderLevelUp->queryID;
  310. queries->addQuery(commanderLevelUp);
  311. sendAndApply(&clu);
  312. }
  313. }
  314. void CGameHandler::expGiven(const CGHeroInstance *hero)
  315. {
  316. if (hero->gainsLevel())
  317. levelUpHero(hero);
  318. else if (hero->commander && hero->commander->gainsLevel())
  319. levelUpCommander(hero->commander);
  320. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  321. // levelUpCommander(hero->commander);
  322. // else
  323. // levelUpHero(hero);
  324. }
  325. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  326. {
  327. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  328. {
  329. if (gs->map->levelLimit != 0)
  330. {
  331. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  332. TExpType resultingExp = abs ? val : hero->exp + val;
  333. if (resultingExp > expLimit)
  334. {
  335. // set given experience to max possible, but don't decrease if hero already over top
  336. abs = true;
  337. val = std::max(expLimit, hero->exp);
  338. InfoWindow iw;
  339. iw.player = hero->tempOwner;
  340. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  341. iw.text.replaceRawString(hero->getNameTranslated());
  342. sendAndApply(&iw);
  343. }
  344. }
  345. }
  346. SetPrimSkill sps;
  347. sps.id = hero->id;
  348. sps.which = which;
  349. sps.abs = abs;
  350. sps.val = val;
  351. sendAndApply(&sps);
  352. //only for exp - hero may level up
  353. if (which == PrimarySkill::EXPERIENCE)
  354. {
  355. if (hero->commander && hero->commander->alive)
  356. {
  357. //FIXME: trim experience according to map limit?
  358. SetCommanderProperty scp;
  359. scp.heroid = hero->id;
  360. scp.which = SetCommanderProperty::EXPERIENCE;
  361. scp.amount = val;
  362. sendAndApply (&scp);
  363. CBonusSystemNode::treeHasChanged();
  364. }
  365. expGiven(hero);
  366. }
  367. }
  368. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  369. {
  370. if(!hero)
  371. {
  372. logGlobal->error("changeSecSkill provided no hero");
  373. return;
  374. }
  375. SetSecSkill sss;
  376. sss.id = hero->id;
  377. sss.which = which;
  378. sss.val = val;
  379. sss.abs = abs;
  380. sendAndApply(&sss);
  381. if (hero->visitedTown)
  382. giveSpells(hero->visitedTown, hero);
  383. }
  384. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  385. {
  386. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  387. return;
  388. for(auto & playerConnections : connections)
  389. {
  390. PlayerColor playerId = playerConnections.first;
  391. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  392. if(!playerSettings)
  393. continue;
  394. auto playerConnection = vstd::find(playerConnections.second, c);
  395. if(playerConnection != playerConnections.second.end())
  396. {
  397. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  398. playerMessages->broadcastMessage(playerId, messageText);
  399. }
  400. }
  401. }
  402. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  403. {
  404. //prepare struct informing that action was applied
  405. auto sendPackageResponse = [&](bool succesfullyApplied)
  406. {
  407. PackageApplied applied;
  408. applied.player = pack->player;
  409. applied.result = succesfullyApplied;
  410. applied.packType = typeList.getTypeID(pack);
  411. applied.requestID = pack->requestID;
  412. pack->c->sendPack(&applied);
  413. };
  414. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  415. if(isBlockedByQueries(pack, pack->player))
  416. {
  417. sendPackageResponse(false);
  418. }
  419. else if(apply)
  420. {
  421. const bool result = apply->applyOnGH(this, this->gs, pack);
  422. if(result)
  423. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  424. else
  425. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  426. % typeid(*pack).name()).str());
  427. sendPackageResponse(true);
  428. }
  429. else
  430. {
  431. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  432. sendPackageResponse(false);
  433. }
  434. vstd::clear_pointer(pack);
  435. }
  436. CGameHandler::CGameHandler()
  437. : turnTimerHandler(*this)
  438. {}
  439. CGameHandler::CGameHandler(CVCMIServer * lobby)
  440. : lobby(lobby)
  441. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  442. , battles(std::make_unique<BattleProcessor>(this))
  443. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  444. , queries(std::make_unique<QueriesProcessor>())
  445. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  446. , complainNoCreatures("No creatures to split")
  447. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  448. , complainInvalidSlot("Invalid slot accessed!")
  449. , turnTimerHandler(*this)
  450. {
  451. QID = 1;
  452. IObjectInterface::cb = this;
  453. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  454. registerTypesServerPacks(*applier);
  455. spellEnv = new ServerSpellCastEnvironment(this);
  456. }
  457. CGameHandler::~CGameHandler()
  458. {
  459. delete spellEnv;
  460. delete gs;
  461. }
  462. void CGameHandler::reinitScripting()
  463. {
  464. serverEventBus = std::make_unique<events::EventBus>();
  465. #if SCRIPTING_ENABLED
  466. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  467. #endif
  468. }
  469. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  470. {
  471. if (si->seedToBeUsed == 0)
  472. {
  473. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  474. }
  475. CMapService mapService;
  476. gs = new CGameState();
  477. gs->preInit(VLC);
  478. logGlobal->info("Gamestate created!");
  479. gs->init(&mapService, si, progressTracking);
  480. logGlobal->info("Gamestate initialized!");
  481. // reset seed, so that clients can't predict any following random values
  482. getRandomGenerator().resetSeed();
  483. for (auto & elem : gs->players)
  484. turnOrder->addPlayer(elem.first);
  485. reinitScripting();
  486. }
  487. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  488. {
  489. return a.earlierThan(b);
  490. }
  491. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  492. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  493. const PlayerState * p = getPlayerState(town->tempOwner);
  494. if (!p)
  495. {
  496. assert(town->tempOwner == PlayerColor::NEUTRAL);
  497. return;
  498. }
  499. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  500. {
  501. SetAvailableCreatures ssi;
  502. ssi.tid = town->id;
  503. ssi.creatures = town->creatures;
  504. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  505. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  506. if (dwellings.empty())//no dwellings - just remove
  507. {
  508. sendAndApply(&ssi);
  509. return;
  510. }
  511. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  512. // for multi-creature dwellings like Golem Factory
  513. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  514. if (clear)
  515. {
  516. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  517. }
  518. else
  519. {
  520. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  521. }
  522. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  523. sendAndApply(&ssi);
  524. }
  525. }
  526. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  527. {
  528. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  529. turnTimerHandler.onPlayerGetTurn(which);
  530. }
  531. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  532. {
  533. const auto * playerState = gs->getPlayerState(which);
  534. assert(playerState->status == EPlayerStatus::INGAME);
  535. if (playerState->towns.empty())
  536. {
  537. DaysWithoutTown pack;
  538. pack.player = which;
  539. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  540. sendAndApply(&pack);
  541. }
  542. else
  543. {
  544. if (playerState->daysWithoutCastle.has_value())
  545. {
  546. DaysWithoutTown pack;
  547. pack.player = which;
  548. pack.daysWithoutCastle = std::nullopt;
  549. sendAndApply(&pack);
  550. }
  551. }
  552. // check for 7 days without castle
  553. checkVictoryLossConditionsForPlayer(which);
  554. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  555. if (newWeek) //new heroes in tavern
  556. heroPool->onNewWeek(which);
  557. }
  558. void CGameHandler::onNewTurn()
  559. {
  560. logGlobal->trace("Turn %d", gs->day+1);
  561. NewTurn n;
  562. n.specialWeek = NewTurn::NO_ACTION;
  563. n.creatureid = CreatureID::NONE;
  564. n.day = gs->day + 1;
  565. bool firstTurn = !getDate(Date::DAY);
  566. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  567. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  568. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  569. if (firstTurn)
  570. {
  571. for (auto obj : gs->map->objects)
  572. {
  573. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  574. {
  575. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  576. }
  577. }
  578. }
  579. if (newWeek && !firstTurn)
  580. {
  581. n.specialWeek = NewTurn::NORMAL;
  582. bool deityOfFireBuilt = false;
  583. for (const CGTownInstance *t : gs->map->towns)
  584. {
  585. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  586. {
  587. deityOfFireBuilt = true;
  588. break;
  589. }
  590. }
  591. if (deityOfFireBuilt)
  592. {
  593. n.specialWeek = NewTurn::DEITYOFFIRE;
  594. n.creatureid = CreatureID::IMP;
  595. }
  596. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  597. {
  598. int monthType = getRandomGenerator().nextInt(99);
  599. if (newMonth) //new month
  600. {
  601. if (monthType < 40) //double growth
  602. {
  603. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  604. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  605. {
  606. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  607. }
  608. else if (VLC->creh->doubledCreatures.size())
  609. {
  610. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  611. }
  612. else
  613. {
  614. complain("Cannot find creature that can be spawned!");
  615. n.specialWeek = NewTurn::NORMAL;
  616. }
  617. }
  618. else if (monthType < 50)
  619. n.specialWeek = NewTurn::PLAGUE;
  620. }
  621. else //it's a week, but not full month
  622. {
  623. if (monthType < 25)
  624. {
  625. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  626. std::pair<int, CreatureID> newMonster(54, CreatureID());
  627. do
  628. {
  629. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  630. } while (VLC->creh->objects[newMonster.second] &&
  631. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  632. n.creatureid = newMonster.second;
  633. }
  634. }
  635. }
  636. }
  637. for (auto & elem : gs->players)
  638. {
  639. if (elem.first == PlayerColor::NEUTRAL)
  640. continue;
  641. assert(elem.first.isValidPlayer());//illegal player number!
  642. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  643. hadGold.insert(playerGold);
  644. if (firstTurn)
  645. heroPool->onNewWeek(elem.first);
  646. n.res[elem.first] = elem.second.resources;
  647. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  648. {
  649. bool hasCrystalGenCreature = false;
  650. for(CGHeroInstance * hero : elem.second.heroes)
  651. {
  652. for(auto stack : hero->stacks)
  653. {
  654. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  655. {
  656. hasCrystalGenCreature = true;
  657. break;
  658. }
  659. }
  660. }
  661. if(!hasCrystalGenCreature) //not found in armies, check towns
  662. {
  663. for(CGTownInstance * town : elem.second.towns)
  664. {
  665. for(auto stack : town->stacks)
  666. {
  667. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  668. {
  669. hasCrystalGenCreature = true;
  670. break;
  671. }
  672. }
  673. }
  674. }
  675. if(hasCrystalGenCreature)
  676. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  677. }
  678. for (CGHeroInstance *h : (elem).second.heroes)
  679. {
  680. if (h->visitedTown)
  681. giveSpells(h->visitedTown, h);
  682. NewTurn::Hero hth;
  683. hth.id = h->id;
  684. auto ti = std::make_unique<TurnInfo>(h, 1);
  685. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  686. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  687. hth.mana = h->getManaNewTurn();
  688. n.heroes.insert(hth);
  689. if (!firstTurn) //not first day
  690. {
  691. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  692. {
  693. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  694. }
  695. }
  696. }
  697. }
  698. for (CGTownInstance *t : gs->map->towns)
  699. {
  700. PlayerColor player = t->tempOwner;
  701. handleTownEvents(t, n);
  702. if (newWeek) //first day of week
  703. {
  704. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  705. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  706. if (!firstTurn)
  707. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  708. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  709. if (!vstd::contains(n.cres, t->id))
  710. {
  711. n.cres[t->id].tid = t->id;
  712. n.cres[t->id].creatures = t->creatures;
  713. }
  714. auto & sac = n.cres.at(t->id);
  715. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  716. {
  717. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  718. {
  719. ui32 &availableCount = sac.creatures.at(k).first;
  720. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  721. if (n.specialWeek == NewTurn::PLAGUE)
  722. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  723. else
  724. {
  725. if (firstTurn) //first day of game: use only basic growths
  726. availableCount = cre->getGrowth();
  727. else
  728. availableCount += t->creatureGrowth(k);
  729. //Deity of fire week - upgrade both imps and upgrades
  730. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  731. availableCount += 15;
  732. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  733. {
  734. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  735. availableCount *= 2;
  736. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  737. availableCount += 5;
  738. }
  739. }
  740. }
  741. }
  742. }
  743. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  744. {
  745. n.res[player] = n.res[player] + t->dailyIncome();
  746. }
  747. if(t->hasBuilt(BuildingID::GRAIL)
  748. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  749. {
  750. // Skyship, probably easier to handle same as Veil of darkness
  751. //do it every new day after veils apply
  752. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  753. {
  754. FoWChange fw;
  755. fw.mode = 1;
  756. fw.player = player;
  757. // find all hidden tiles
  758. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  759. auto shape = fow->shape();
  760. for(size_t z = 0; z < shape[0]; z++)
  761. for(size_t x = 0; x < shape[1]; x++)
  762. for(size_t y = 0; y < shape[2]; y++)
  763. if (!(*fow)[z][x][y])
  764. fw.tiles.insert(int3(x, y, z));
  765. sendAndApply (&fw);
  766. }
  767. }
  768. if (t->hasBonusOfType (BonusType::DARKNESS))
  769. {
  770. for (auto & player : gs->players)
  771. {
  772. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  773. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  774. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  775. }
  776. }
  777. }
  778. if (newMonth)
  779. {
  780. SetAvailableArtifacts saa;
  781. saa.id = -1;
  782. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  783. sendAndApply(&saa);
  784. }
  785. sendAndApply(&n);
  786. if (newWeek)
  787. {
  788. //spawn wandering monsters
  789. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  790. {
  791. spawnWanderingMonsters(n.creatureid);
  792. }
  793. //new week info popup
  794. if (!firstTurn)
  795. {
  796. InfoWindow iw;
  797. switch (n.specialWeek)
  798. {
  799. case NewTurn::DOUBLE_GROWTH:
  800. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  801. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  802. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  803. break;
  804. case NewTurn::PLAGUE:
  805. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  806. break;
  807. case NewTurn::BONUS_GROWTH:
  808. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  809. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  810. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  811. break;
  812. case NewTurn::DEITYOFFIRE:
  813. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  814. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  815. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  816. iw.text.replacePositiveNumber(15); //%+d 15
  817. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  818. iw.text.replacePositiveNumber(15); //%+d 15
  819. break;
  820. default:
  821. if (newMonth)
  822. {
  823. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  824. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  825. }
  826. else
  827. {
  828. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  829. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  830. }
  831. }
  832. for (auto & elem : gs->players)
  833. {
  834. iw.player = elem.first;
  835. sendAndApply(&iw);
  836. }
  837. }
  838. }
  839. if (!firstTurn)
  840. checkVictoryLossConditionsForAll(); // check for map turn limit
  841. logGlobal->trace("Info about turn %d has been sent!", n.day);
  842. handleTimeEvents();
  843. //call objects
  844. for (auto & elem : gs->map->objects)
  845. {
  846. if (elem)
  847. elem->newTurn(getRandomGenerator());
  848. }
  849. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  850. }
  851. void CGameHandler::run(bool resume)
  852. {
  853. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  854. for (auto cc : lobby->connections)
  855. {
  856. auto players = lobby->getAllClientPlayers(cc->connectionID);
  857. std::stringstream sbuffer;
  858. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  859. for (PlayerColor color : players)
  860. {
  861. sbuffer << color << " ";
  862. {
  863. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  864. connections[color].insert(cc);
  865. }
  866. }
  867. logGlobal->info(sbuffer.str());
  868. }
  869. #if SCRIPTING_ENABLED
  870. services()->scripts()->run(serverScripts);
  871. #endif
  872. if (!resume)
  873. {
  874. onNewTurn();
  875. events::TurnStarted::defaultExecute(serverEventBus.get());
  876. for(auto & player : gs->players)
  877. turnTimerHandler.onGameplayStart(player.first);
  878. }
  879. else
  880. events::GameResumed::defaultExecute(serverEventBus.get());
  881. turnOrder->onGameStarted();
  882. //wait till game is done
  883. auto clockLast = std::chrono::high_resolution_clock::now();
  884. while(lobby->getState() == EServerState::GAMEPLAY)
  885. {
  886. const auto clockDuration = std::chrono::high_resolution_clock::now() - clockLast;
  887. const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
  888. clockLast += clockDuration;
  889. const int waitTime = 100; //ms
  890. for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  891. if(gs->isPlayerMakingTurn(player))
  892. turnTimerHandler.onPlayerMakingTurn(player, timePassed);
  893. if(gs->curB)
  894. turnTimerHandler.onBattleLoop(timePassed);
  895. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  896. }
  897. }
  898. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  899. {
  900. if (!h->hasSpellbook())
  901. return; //hero hasn't spellbook
  902. ChangeSpells cs;
  903. cs.hid = h->id;
  904. cs.learn = true;
  905. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  906. {
  907. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  908. for (int i = 0; i < h->maxSpellLevel(); i++)
  909. {
  910. std::vector<SpellID> spells;
  911. getAllowedSpells(spells, i+1);
  912. for (auto & spell : spells)
  913. cs.spells.insert(spell);
  914. }
  915. }
  916. else
  917. {
  918. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  919. {
  920. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  921. {
  922. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  923. cs.spells.insert(t->spells.at(i).at(j));
  924. }
  925. }
  926. }
  927. if (!cs.spells.empty())
  928. sendAndApply(&cs);
  929. }
  930. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  931. {
  932. if (!obj || !getObj(obj->id))
  933. {
  934. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  935. return false;
  936. }
  937. RemoveObject ro;
  938. ro.id = obj->id;
  939. sendAndApply(&ro);
  940. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  941. return true;
  942. }
  943. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  944. {
  945. const CGHeroInstance *h = getHero(hid);
  946. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  947. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  948. {
  949. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  950. return true; //timer expired, no error
  951. logGlobal->error("Illegal call to move hero!");
  952. return false;
  953. }
  954. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  955. const int3 hmpos = h->convertToVisitablePos(dst);
  956. if (!gs->map->isInTheMap(hmpos))
  957. {
  958. logGlobal->error("Destination tile is outside the map!");
  959. return false;
  960. }
  961. const TerrainTile t = *getTile(hmpos);
  962. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  963. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  964. const bool disembarking = h->boat
  965. && t.terType->isLand()
  966. && (dst == h->pos
  967. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  968. //result structure for start - movement failed, no move points used
  969. TryMoveHero tmh;
  970. tmh.id = hid;
  971. tmh.start = h->pos;
  972. tmh.end = dst;
  973. tmh.result = TryMoveHero::FAILED;
  974. tmh.movePoints = h->movementPointsRemaining();
  975. //check if destination tile is available
  976. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  977. auto ti = pathfinderHelper->getTurnInfo();
  978. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  979. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  980. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  981. //it's a rock or blocked and not visitable tile
  982. //OR hero is on land and dest is water and (there is not present only one object - boat)
  983. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  984. && complain("Cannot move hero, destination tile is blocked!"))
  985. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //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)
  986. && complain("Cannot move hero, destination tile is on water!"))
  987. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  988. && complain("Cannot disembark hero, tile is blocked!"))
  989. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  990. && complain("Tiles are not neighboring!"))
  991. || ((h->inTownGarrison)
  992. && complain("Can not move garrisoned hero!"))
  993. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  994. && complain("Hero doesn't have any movement points left!"))
  995. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  996. && complain("Hero cannot transit over this tile!"))
  997. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  998. && complain("Cannot move hero during the battle"))*/)
  999. {
  1000. //send info about movement failure
  1001. sendAndApply(&tmh);
  1002. return false;
  1003. }
  1004. //several generic blocks of code
  1005. // should be called if hero changes tile but before applying TryMoveHero package
  1006. auto leaveTile = [&]()
  1007. {
  1008. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1009. {
  1010. obj->onHeroLeave(h);
  1011. }
  1012. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1013. };
  1014. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1015. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1016. {
  1017. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1018. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1019. queries->addQuery(moveQuery);
  1020. if (leavingTile == LEAVING_TILE)
  1021. leaveTile();
  1022. if (isInTheMap(guardPos))
  1023. tmh.attackedFrom = std::make_optional(guardPos);
  1024. tmh.result = result;
  1025. sendAndApply(&tmh);
  1026. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1027. { // Hero should be always able to visit any object he staying on even if there guards around
  1028. visitObjectOnTile(t, h);
  1029. }
  1030. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1031. {
  1032. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1033. objectVisited(guardTile.visitableObjects.back(), h);
  1034. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1035. }
  1036. else if (visitDest == VISIT_DEST)
  1037. {
  1038. visitObjectOnTile(t, h);
  1039. }
  1040. for(auto topQuery = queries->topQuery(h->tempOwner); true; topQuery = queries->topQuery(h->tempOwner))
  1041. {
  1042. moveQuery = std::dynamic_pointer_cast<CHeroMovementQuery>(topQuery);
  1043. if(moveQuery
  1044. && (!transit || result != TryMoveHero::SUCCESS))
  1045. queries->popIfTop(moveQuery);
  1046. else
  1047. break;
  1048. }
  1049. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1050. return result != TryMoveHero::FAILED;
  1051. };
  1052. //interaction with blocking object (like resources)
  1053. auto blockingVisit = [&]() -> bool
  1054. {
  1055. for (CGObjectInstance *obj : t.visitableObjects)
  1056. {
  1057. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1058. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1059. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1060. {
  1061. EVisitDest visitDest = VISIT_DEST;
  1062. if(h->boat && !h->boat->onboardVisitAllowed)
  1063. visitDest = DONT_VISIT_DEST;
  1064. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1065. }
  1066. }
  1067. return false;
  1068. };
  1069. if (!transit && embarking)
  1070. {
  1071. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1072. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1073. // In H3 embark ignore guards
  1074. }
  1075. if (disembarking)
  1076. {
  1077. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1078. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1079. }
  1080. if (teleporting)
  1081. {
  1082. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1083. return true;
  1084. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1085. // visit town for town portal \ castle gates
  1086. // do not use generic visitObjectOnTile to avoid double-teleporting
  1087. // if this moveHero call was triggered by teleporter
  1088. if (!t.visitableObjects.empty())
  1089. {
  1090. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1091. town->onHeroVisit(h);
  1092. }
  1093. return true;
  1094. }
  1095. //still here? it is standard movement!
  1096. {
  1097. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1098. ? h->movementPointsRemaining() - cost
  1099. : 0;
  1100. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1101. EVisitDest visitDest = VISIT_DEST;
  1102. if (transit)
  1103. {
  1104. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1105. visitDest = DONT_VISIT_DEST;
  1106. if (canFly)
  1107. {
  1108. lookForGuards = IGNORE_GUARDS;
  1109. visitDest = DONT_VISIT_DEST;
  1110. }
  1111. }
  1112. else if (blockingVisit())
  1113. return true;
  1114. if(h->boat && !h->boat->onboardAssaultAllowed)
  1115. lookForGuards = IGNORE_GUARDS;
  1116. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1117. return true;
  1118. }
  1119. }
  1120. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1121. {
  1122. const CGHeroInstance *h = getHero(hid);
  1123. const CGTownInstance *t = getTown(dstid);
  1124. if (!h || !t)
  1125. COMPLAIN_RET("Invalid call to teleportHero!");
  1126. const CGTownInstance *from = h->visitedTown;
  1127. if (((h->getOwner() != t->getOwner())
  1128. && complain("Cannot teleport hero to another player"))
  1129. || (from->town->faction->getId() != t->town->faction->getId()
  1130. && complain("Source town and destination town should belong to the same faction"))
  1131. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1132. && complain("Hero must be in town with Castle gate for teleporting"))
  1133. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1134. && complain("Cannot teleport hero to town without Castle gate in it")))
  1135. return false;
  1136. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1137. moveHero(hid,pos,1);
  1138. return true;
  1139. }
  1140. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1141. {
  1142. PlayerColor oldOwner = getOwner(obj->id);
  1143. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1144. sendAndApply(&sop);
  1145. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1146. checkVictoryLossConditions(playerColors);
  1147. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1148. if (town) //town captured
  1149. {
  1150. if (owner.isValidPlayer()) //new owner is real player
  1151. {
  1152. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1153. setPortalDwelling(town, true, false);
  1154. }
  1155. if (oldOwner.isValidPlayer()) //old owner is real player
  1156. {
  1157. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1158. {
  1159. InfoWindow iw;
  1160. iw.player = oldOwner;
  1161. 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.
  1162. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  1163. sendAndApply(&iw);
  1164. }
  1165. }
  1166. }
  1167. const PlayerState * p = getPlayerState(owner);
  1168. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1169. {
  1170. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1171. {
  1172. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1173. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1174. }
  1175. }
  1176. }
  1177. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1178. {
  1179. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1180. queries->addQuery(dialogQuery);
  1181. iw->queryID = dialogQuery->queryID;
  1182. sendToAllClients(iw);
  1183. }
  1184. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1185. {
  1186. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1187. queries->addQuery(dialogQuery);
  1188. iw->queryID = dialogQuery->queryID;
  1189. sendToAllClients(iw);
  1190. }
  1191. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1192. {
  1193. if (!val) return; //don't waste time on empty call
  1194. TResources resources;
  1195. resources[which] = val;
  1196. giveResources(player, resources);
  1197. }
  1198. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1199. {
  1200. SetResources sr;
  1201. sr.abs = false;
  1202. sr.player = player;
  1203. sr.res = resources;
  1204. sendAndApply(&sr);
  1205. }
  1206. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1207. {
  1208. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1209. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1210. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1211. //first we move creatures to give to make them army of object-source
  1212. for (auto & elem : creatures.Slots())
  1213. {
  1214. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1215. }
  1216. tryJoiningArmy(obj, h, remove, true);
  1217. }
  1218. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1219. {
  1220. std::vector<CStackBasicDescriptor> cres = creatures;
  1221. if (cres.size() <= 0)
  1222. return;
  1223. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1224. for (CStackBasicDescriptor &sbd : cres)
  1225. {
  1226. TQuantity collected = 0;
  1227. while(collected < sbd.count)
  1228. {
  1229. bool foundSth = false;
  1230. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1231. {
  1232. if (i->second->type == sbd.type)
  1233. {
  1234. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1235. changeStackCount(StackLocation(obj, i->first), -take, false);
  1236. collected += take;
  1237. foundSth = true;
  1238. break;
  1239. }
  1240. }
  1241. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1242. {
  1243. complain("Unexpected failure during taking creatures!");
  1244. return;
  1245. }
  1246. }
  1247. }
  1248. }
  1249. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1250. {
  1251. HeroVisitCastle vc;
  1252. vc.hid = hero->id;
  1253. vc.tid = obj->id;
  1254. vc.flags |= 1;
  1255. sendAndApply(&vc);
  1256. visitCastleObjects(obj, hero);
  1257. giveSpells (obj, hero);
  1258. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1259. }
  1260. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1261. {
  1262. for (auto building : t->bonusingBuildings)
  1263. building->onHeroVisit(h);
  1264. }
  1265. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1266. {
  1267. HeroVisitCastle vc;
  1268. vc.hid = hero->id;
  1269. vc.tid = obj->id;
  1270. sendAndApply(&vc);
  1271. }
  1272. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1273. {
  1274. EraseArtifact ea;
  1275. ea.al = al;
  1276. sendAndApply(&ea);
  1277. }
  1278. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1279. {
  1280. ChangeSpells cs;
  1281. cs.hid = hero->id;
  1282. cs.spells = spells;
  1283. cs.learn = give;
  1284. sendAndApply(&cs);
  1285. }
  1286. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1287. {
  1288. sendAndApply(bonus);
  1289. }
  1290. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1291. {
  1292. sendAndApply(smp);
  1293. }
  1294. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1295. {
  1296. SetMana sm;
  1297. sm.hid = hid;
  1298. sm.val = val;
  1299. sm.absolute = true;
  1300. sendAndApply(&sm);
  1301. }
  1302. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1303. {
  1304. GiveHero gh;
  1305. gh.id = id;
  1306. gh.player = player;
  1307. gh.boatId = boatId;
  1308. sendAndApply(&gh);
  1309. //Reveal fow around new hero, especially released from Prison
  1310. auto h = getHero(id);
  1311. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  1312. }
  1313. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  1314. {
  1315. ChangeObjPos cop;
  1316. cop.objid = objid;
  1317. cop.nPos = newPos;
  1318. sendAndApply(&cop);
  1319. }
  1320. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1321. {
  1322. const CGHeroInstance * h1 = getHero(fromHero);
  1323. const CGHeroInstance * h2 = getHero(toHero);
  1324. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1325. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1326. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1327. {
  1328. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1329. std::swap(fromHero, toHero);
  1330. }
  1331. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1332. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1333. return;//no scholar skill or no spellbook
  1334. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  1335. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  1336. ChangeSpells cs1;
  1337. cs1.learn = true;
  1338. cs1.hid = toHero;//giving spells to first hero
  1339. for (auto it : h1->getSpellsInSpellbook())
  1340. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1341. cs1.spells.insert(it);//spell to learn
  1342. ChangeSpells cs2;
  1343. cs2.learn = true;
  1344. cs2.hid = fromHero;
  1345. for (auto it : h2->getSpellsInSpellbook())
  1346. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1347. cs2.spells.insert(it);
  1348. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1349. {
  1350. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  1351. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  1352. InfoWindow iw;
  1353. iw.player = h1->tempOwner;
  1354. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  1355. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1356. iw.text.replaceRawString(h1->getNameTranslated());
  1357. if (!cs2.spells.empty())//if found new spell - apply
  1358. {
  1359. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1360. int size = static_cast<int>(cs2.spells.size());
  1361. for (auto it : cs2.spells)
  1362. {
  1363. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1364. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1365. switch (size--)
  1366. {
  1367. case 2:
  1368. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1369. case 1:
  1370. break;
  1371. default:
  1372. iw.text.appendRawString(", ");
  1373. }
  1374. }
  1375. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1376. iw.text.replaceRawString(h2->getNameTranslated());
  1377. sendAndApply(&cs2);
  1378. }
  1379. if (!cs1.spells.empty() && !cs2.spells.empty())
  1380. {
  1381. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1382. }
  1383. if (!cs1.spells.empty())
  1384. {
  1385. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1386. int size = static_cast<int>(cs1.spells.size());
  1387. for (auto it : cs1.spells)
  1388. {
  1389. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1390. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1391. switch (size--)
  1392. {
  1393. case 2:
  1394. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1395. case 1:
  1396. break;
  1397. default:
  1398. iw.text.appendRawString(", ");
  1399. }
  1400. }
  1401. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1402. iw.text.replaceRawString(h2->getNameTranslated());
  1403. sendAndApply(&cs1);
  1404. }
  1405. sendAndApply(&iw);
  1406. }
  1407. }
  1408. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1409. {
  1410. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1411. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1412. {
  1413. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1414. ExchangeDialog hex;
  1415. hex.queryID = exchange->queryID;
  1416. hex.player = h1->getOwner();
  1417. hex.hero1 = hero1;
  1418. hex.hero2 = hero2;
  1419. sendAndApply(&hex);
  1420. useScholarSkill(hero1,hero2);
  1421. queries->addQuery(exchange);
  1422. }
  1423. }
  1424. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1425. {
  1426. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1427. for (auto c : lobby->connections)
  1428. {
  1429. if(!c->isOpen())
  1430. continue;
  1431. c->sendPack(pack);
  1432. }
  1433. }
  1434. void CGameHandler::sendAndApply(CPackForClient * pack)
  1435. {
  1436. sendToAllClients(pack);
  1437. gs->apply(pack);
  1438. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1439. }
  1440. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1441. {
  1442. sendAndApply(static_cast<CPackForClient *>(pack));
  1443. checkVictoryLossConditionsForAll();
  1444. }
  1445. void CGameHandler::sendAndApply(SetResources * pack)
  1446. {
  1447. sendAndApply(static_cast<CPackForClient *>(pack));
  1448. checkVictoryLossConditionsForPlayer(pack->player);
  1449. }
  1450. void CGameHandler::sendAndApply(NewStructures * pack)
  1451. {
  1452. sendAndApply(static_cast<CPackForClient *>(pack));
  1453. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1454. }
  1455. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1456. {
  1457. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1458. }
  1459. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1460. {
  1461. if(pack->c)
  1462. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1463. logNetwork->error("Player is not allowed to perform this action!");
  1464. throw ExceptionNotAllowedAction();
  1465. }
  1466. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1467. {
  1468. std::ostringstream oss;
  1469. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1470. logNetwork->error(oss.str());
  1471. if(pack->c)
  1472. playerMessages->sendSystemMessage(pack->c, oss.str());
  1473. }
  1474. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1475. {
  1476. if(!isPlayerOwns(pack, id))
  1477. {
  1478. wrongPlayerMessage(pack, getOwner(id));
  1479. throwNotAllowedAction(pack);
  1480. }
  1481. }
  1482. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1483. {
  1484. throwIfWrongPlayer(pack, pack->player);
  1485. }
  1486. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1487. {
  1488. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1489. {
  1490. wrongPlayerMessage(pack, player);
  1491. throwNotAllowedAction(pack);
  1492. }
  1493. }
  1494. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1495. {
  1496. complain(txt);
  1497. throwNotAllowedAction(pack);
  1498. }
  1499. void CGameHandler::save(const std::string & filename)
  1500. {
  1501. logGlobal->info("Saving to %s", filename);
  1502. const auto stem = FileInfo::GetPathStem(filename);
  1503. const auto savefname = stem.to_string() + ".vsgm1";
  1504. CResourceHandler::get("local")->createResource(savefname);
  1505. try
  1506. {
  1507. {
  1508. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
  1509. saveCommonState(save);
  1510. logGlobal->info("Saving server state");
  1511. save << *this;
  1512. }
  1513. logGlobal->info("Game has been successfully saved!");
  1514. }
  1515. catch(std::exception &e)
  1516. {
  1517. logGlobal->error("Failed to save game: %s", e.what());
  1518. }
  1519. }
  1520. bool CGameHandler::load(const std::string & filename)
  1521. {
  1522. logGlobal->info("Loading from %s", filename);
  1523. const auto stem = FileInfo::GetPathStem(filename);
  1524. reinitScripting();
  1525. try
  1526. {
  1527. {
  1528. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1529. loadCommonState(lf);
  1530. logGlobal->info("Loading server state");
  1531. lf >> *this;
  1532. }
  1533. logGlobal->info("Game has been successfully loaded!");
  1534. }
  1535. catch(const ModIncompatibility & e)
  1536. {
  1537. logGlobal->error("Failed to load game: %s", e.what());
  1538. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  1539. errorMsg += e.what();
  1540. lobby->announceMessage(errorMsg);
  1541. return false;
  1542. }
  1543. catch(const std::exception & e)
  1544. {
  1545. logGlobal->error("Failed to load game: %s", e.what());
  1546. return false;
  1547. }
  1548. gs->preInit(VLC);
  1549. gs->updateOnLoad(lobby->si.get());
  1550. return true;
  1551. }
  1552. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1553. {
  1554. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1555. return false;
  1556. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1557. const CCreatureSet & creatureSet = *army;
  1558. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1559. || (howMany < 1 && complain("Invalid split parameter!")))
  1560. {
  1561. return false;
  1562. }
  1563. auto actualAmount = army->getStackCount(slotSrc);
  1564. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1565. return false;
  1566. auto freeSlots = creatureSet.getFreeSlots();
  1567. if(freeSlots.empty() && complain("No empty stacks"))
  1568. return false;
  1569. BulkRebalanceStacks bulkRS;
  1570. for(auto slot : freeSlots)
  1571. {
  1572. RebalanceStacks rs;
  1573. rs.srcArmy = army->id;
  1574. rs.dstArmy = army->id;
  1575. rs.srcSlot = slotSrc;
  1576. rs.dstSlot = slot;
  1577. rs.count = howMany;
  1578. bulkRS.moves.push_back(rs);
  1579. actualAmount -= howMany;
  1580. if(actualAmount <= howMany)
  1581. break;
  1582. }
  1583. sendAndApply(&bulkRS);
  1584. return true;
  1585. }
  1586. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1587. {
  1588. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1589. return false;
  1590. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1591. const CCreatureSet & creatureSet = *army;
  1592. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1593. return false;
  1594. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1595. if(actualAmount < 1 && complain(complainNoCreatures))
  1596. return false;
  1597. auto currentCreature = creatureSet.getCreature(slotSrc);
  1598. if(!currentCreature && complain(complainNoCreatures))
  1599. return false;
  1600. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1601. if(!creatureSlots.size())
  1602. return false;
  1603. BulkRebalanceStacks bulkRS;
  1604. for(auto slot : creatureSlots)
  1605. {
  1606. RebalanceStacks rs;
  1607. rs.srcArmy = army->id;
  1608. rs.dstArmy = army->id;
  1609. rs.srcSlot = slot;
  1610. rs.dstSlot = slotSrc;
  1611. rs.count = creatureSet.getStackCount(slot);
  1612. bulkRS.moves.push_back(rs);
  1613. }
  1614. sendAndApply(&bulkRS);
  1615. return true;
  1616. }
  1617. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1618. {
  1619. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1620. return false;
  1621. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1622. const CCreatureSet & setSrc = *armySrc;
  1623. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1624. return false;
  1625. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1626. const CCreatureSet & setDest = *armyDest;
  1627. auto freeSlots = setDest.getFreeSlotsQueue();
  1628. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1629. TRebalanceMap moves;
  1630. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1631. auto slotsLeft = setSrc.stacksCount();
  1632. auto destMap = setDest.getCreatureMap();
  1633. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1634. while(!srcQueue.empty())
  1635. {
  1636. auto pair = srcQueue.top();
  1637. srcQueue.pop();
  1638. auto currCreature = pair.first;
  1639. auto currSlot = pair.second;
  1640. const auto quantity = setSrc.getStackCount(currSlot);
  1641. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1642. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1643. if(!alreadyExists)
  1644. {
  1645. if(freeSlots.empty())
  1646. continue;
  1647. auto currFreeSlot = freeSlots.front();
  1648. freeSlots.pop();
  1649. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1650. }
  1651. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1652. slotsLeft--;
  1653. }
  1654. if(slotsLeft == 1)
  1655. {
  1656. auto lastCreature = setSrc.getCreature(srcSlot);
  1657. auto slotToMove = SlotID();
  1658. // Try to find a slot for last creature
  1659. if(destMap.find(lastCreature) == destMap.end())
  1660. {
  1661. if(!freeSlots.empty())
  1662. slotToMove = freeSlots.front();
  1663. }
  1664. else
  1665. {
  1666. slotToMove = destMap[lastCreature];
  1667. }
  1668. if(slotToMove != SlotID())
  1669. {
  1670. const bool needsLastStack = armySrc->needsLastStack();
  1671. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1672. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1673. }
  1674. }
  1675. BulkRebalanceStacks bulkRS;
  1676. for(auto & move : moves)
  1677. {
  1678. RebalanceStacks rs;
  1679. rs.srcArmy = armySrc->id;
  1680. rs.dstArmy = armyDest->id;
  1681. rs.srcSlot = move.first;
  1682. rs.dstSlot = move.second.first;
  1683. rs.count = move.second.second;
  1684. bulkRS.moves.push_back(rs);
  1685. }
  1686. sendAndApply(&bulkRS);
  1687. return true;
  1688. }
  1689. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1690. {
  1691. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1692. return false;
  1693. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1694. const CCreatureSet & creatureSet = *army;
  1695. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1696. return false;
  1697. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1698. if(actualAmount <= 1 && complain(complainNoCreatures))
  1699. return false;
  1700. auto freeSlot = creatureSet.getFreeSlot();
  1701. auto currentCreature = creatureSet.getCreature(slotSrc);
  1702. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1703. return true;
  1704. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1705. TQuantity totalCreatures = 0;
  1706. for(auto slot : creatureSlots)
  1707. totalCreatures += creatureSet.getStackCount(slot);
  1708. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1709. return false;
  1710. if(freeSlot != SlotID())
  1711. creatureSlots.push_back(freeSlot);
  1712. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1713. return false;
  1714. const auto totalCreatureSlots = creatureSlots.size();
  1715. const auto rem = totalCreatures % totalCreatureSlots;
  1716. const auto quotient = totalCreatures / totalCreatureSlots;
  1717. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1718. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1719. BulkSmartRebalanceStacks bulkSRS;
  1720. if(freeSlot != SlotID())
  1721. {
  1722. RebalanceStacks rs;
  1723. rs.srcArmy = rs.dstArmy = army->id;
  1724. rs.srcSlot = slotSrc;
  1725. rs.dstSlot = freeSlot;
  1726. rs.count = 1;
  1727. bulkSRS.moves.push_back(rs);
  1728. }
  1729. auto currSlot = 0;
  1730. auto check = 0;
  1731. for(auto slot : creatureSlots)
  1732. {
  1733. ChangeStackCount csc;
  1734. csc.army = army->id;
  1735. csc.slot = slot;
  1736. csc.count = (currSlot < rem)
  1737. ? quotient + 1
  1738. : quotient;
  1739. csc.absoluteValue = true;
  1740. bulkSRS.changes.push_back(csc);
  1741. currSlot++;
  1742. check += csc.count;
  1743. }
  1744. if(check != totalCreatures)
  1745. {
  1746. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1747. return false;
  1748. }
  1749. sendAndApply(&bulkSRS);
  1750. return true;
  1751. }
  1752. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1753. {
  1754. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  1755. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1756. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1757. StackLocation sl1(s1, p1), sl2(s2, p2);
  1758. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1759. {
  1760. complain(complainInvalidSlot);
  1761. return false;
  1762. }
  1763. if (!isAllowedExchange(id1,id2))
  1764. {
  1765. complain("Cannot exchange stacks between these two objects!\n");
  1766. return false;
  1767. }
  1768. // We can always put stacks into locked garrison, but not take them out of it
  1769. auto notRemovable = [&](const CArmedInstance * army)
  1770. {
  1771. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1772. {
  1773. auto g = dynamic_cast<const CGGarrison *>(army);
  1774. if (g && !g->removableUnits)
  1775. {
  1776. complain("Stacks in this garrison are not removable!\n");
  1777. return true;
  1778. }
  1779. }
  1780. return false;
  1781. };
  1782. if (what==1) //swap
  1783. {
  1784. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1785. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1786. {
  1787. complain("Can't take troops from another player!");
  1788. return false;
  1789. }
  1790. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1791. {
  1792. complain("Cannot swap stacks - slots are the same!");
  1793. return false;
  1794. }
  1795. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1796. {
  1797. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1798. return false;
  1799. }
  1800. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1801. return false;
  1802. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1803. return false;
  1804. swapStacks(sl1, sl2);
  1805. }
  1806. else if (what==2)//merge
  1807. {
  1808. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1809. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1810. return false;
  1811. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1812. {
  1813. complain("Cannot merge empty stack!");
  1814. return false;
  1815. }
  1816. else if (notRemovable(sl1.army))
  1817. return false;
  1818. moveStack(sl1, sl2);
  1819. }
  1820. else if (what==3) //split
  1821. {
  1822. const int countToMove = val - s2->getStackCount(p2);
  1823. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1824. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1825. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1826. {
  1827. complain("Can't move troops of another player!");
  1828. return false;
  1829. }
  1830. //general conditions checking
  1831. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1832. || (val<1 && complain(complainNoCreatures)) )
  1833. {
  1834. return false;
  1835. }
  1836. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1837. {
  1838. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1839. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1840. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1841. )
  1842. {
  1843. return false;
  1844. }
  1845. if (notRemovable(sl1.army))
  1846. {
  1847. if (s1->getStackCount(p1) > countLeftOnSrc)
  1848. return false;
  1849. }
  1850. else if (notRemovable(sl2.army))
  1851. {
  1852. if (s2->getStackCount(p1) < countLeftOnSrc)
  1853. return false;
  1854. }
  1855. moveStack(sl1, sl2, countToMove);
  1856. //S2.slots[p2]->count = val;
  1857. //S1.slots[p1]->count = total - val;
  1858. }
  1859. else //split one stack to the two
  1860. {
  1861. if (s1->getStackCount(p1) < val)//not enough creatures
  1862. {
  1863. complain(complainNotEnoughCreatures);
  1864. return false;
  1865. }
  1866. if (notRemovable(sl1.army))
  1867. return false;
  1868. moveStack(sl1, sl2, val);
  1869. }
  1870. }
  1871. return true;
  1872. }
  1873. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1874. {
  1875. return connections.at(player).count(c);
  1876. }
  1877. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1878. {
  1879. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1880. if (!vstd::contains(s1->stacks,pos))
  1881. {
  1882. complain("Illegal call to disbandCreature - no such stack in army!");
  1883. return false;
  1884. }
  1885. eraseStack(StackLocation(s1, pos));
  1886. return true;
  1887. }
  1888. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1889. {
  1890. const CGTownInstance * t = getTown(tid);
  1891. if(!t)
  1892. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1893. if(!t->town->buildings.count(requestedID))
  1894. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1895. if(t->hasBuilt(requestedID))
  1896. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1897. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1898. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1899. std::vector<const CBuilding*> remainingAutoBuildings;
  1900. std::set<BuildingID> buildingsThatWillBe;
  1901. //Check validity of request
  1902. if(!force)
  1903. {
  1904. switch(requestedBuilding->mode)
  1905. {
  1906. case CBuilding::BUILD_NORMAL :
  1907. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1908. COMPLAIN_RET("Cannot build that building!");
  1909. break;
  1910. case CBuilding::BUILD_AUTO :
  1911. case CBuilding::BUILD_SPECIAL:
  1912. COMPLAIN_RET("This building can not be constructed normally!");
  1913. case CBuilding::BUILD_GRAIL :
  1914. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1915. {
  1916. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1917. COMPLAIN_RET("Cannot build this without grail!")
  1918. else
  1919. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1920. }
  1921. break;
  1922. }
  1923. }
  1924. //Performs stuff that has to be done before new building is built
  1925. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1926. {
  1927. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1928. {
  1929. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1930. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1931. if(upgradeNumber >= t->town->creatures.at(level).size())
  1932. {
  1933. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1934. "no creature found (upgrade number %d, level %d!")
  1935. % buildingID % upgradeNumber % level));
  1936. return;
  1937. }
  1938. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  1939. SetAvailableCreatures ssi;
  1940. ssi.tid = t->id;
  1941. ssi.creatures = t->creatures;
  1942. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1943. ssi.creatures[level].first = crea->getGrowth();
  1944. ssi.creatures[level].second.push_back(crea->getId());
  1945. sendAndApply(&ssi);
  1946. }
  1947. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1948. {
  1949. setPortalDwelling(t);
  1950. }
  1951. };
  1952. //Performs stuff that has to be done after new building is built
  1953. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1954. {
  1955. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1956. auto isLibrary = isMageGuild ? false
  1957. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1958. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1959. {
  1960. if(t->visitingHero)
  1961. giveSpells(t,t->visitingHero);
  1962. if(t->garrisonHero)
  1963. giveSpells(t,t->garrisonHero);
  1964. }
  1965. };
  1966. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1967. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  1968. {
  1969. return buildingsThatWillBe.count(buildID);
  1970. };
  1971. //Init the vectors
  1972. for(auto & build : t->town->buildings)
  1973. {
  1974. if(t->hasBuilt(build.first))
  1975. {
  1976. buildingsThatWillBe.insert(build.first);
  1977. }
  1978. else
  1979. {
  1980. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1981. remainingAutoBuildings.push_back(build.second);
  1982. }
  1983. }
  1984. //Prepare structure (list of building ids will be filled later)
  1985. NewStructures ns;
  1986. ns.tid = tid;
  1987. ns.builded = force ? t->builded : (t->builded+1);
  1988. std::queue<const CBuilding*> buildingsToAdd;
  1989. buildingsToAdd.push(requestedBuilding);
  1990. while(!buildingsToAdd.empty())
  1991. {
  1992. auto b = buildingsToAdd.front();
  1993. buildingsToAdd.pop();
  1994. ns.bid.insert(b->bid);
  1995. buildingsThatWillBe.insert(b->bid);
  1996. remainingAutoBuildings -= b;
  1997. for(auto autoBuilding : remainingAutoBuildings)
  1998. {
  1999. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2000. if(actualRequirements.test(areRequirementsFullfilled))
  2001. buildingsToAdd.push(autoBuilding);
  2002. }
  2003. }
  2004. // 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.
  2005. for(auto builtID : ns.bid)
  2006. processBeforeBuiltStructure(builtID);
  2007. //Take cost
  2008. if(!force)
  2009. giveResources(t->tempOwner, -requestedBuilding->resources);
  2010. //We know what has been built, apply changes. Do this as final step to properly update town window
  2011. sendAndApply(&ns);
  2012. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2013. for(auto builtID : ns.bid)
  2014. processAfterBuiltStructure(builtID);
  2015. // now when everything is built - reveal tiles for lookout tower
  2016. FoWChange fw;
  2017. fw.player = t->tempOwner;
  2018. fw.mode = 1;
  2019. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2020. sendAndApply(&fw);
  2021. if(t->visitingHero)
  2022. visitCastleObjects(t, t->visitingHero);
  2023. if(t->garrisonHero)
  2024. visitCastleObjects(t, t->garrisonHero);
  2025. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2026. return true;
  2027. }
  2028. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2029. {
  2030. ///incomplete, simply erases target building
  2031. const CGTownInstance * t = getTown(tid);
  2032. if (!vstd::contains(t->builtBuildings, bid))
  2033. return false;
  2034. RazeStructures rs;
  2035. rs.tid = tid;
  2036. rs.bid.insert(bid);
  2037. rs.destroyed = t->destroyed + 1;
  2038. sendAndApply(&rs);
  2039. //TODO: Remove dwellers
  2040. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2041. // {
  2042. // RemoveBonus rb(RemoveBonus::TOWN);
  2043. // rb.whoID = t->id;
  2044. // rb.source = BonusSource::TOWN_STRUCTURE;
  2045. // rb.id = 17;
  2046. // sendAndApply(&rb);
  2047. // }
  2048. return true;
  2049. }
  2050. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2051. {
  2052. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2053. const CArmedInstance *dst = nullptr;
  2054. const CCreature *c = VLC->creh->objects.at(crid);
  2055. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2056. //TODO: test for owning
  2057. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2058. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2059. assert(dw && dst);
  2060. //verify
  2061. bool found = false;
  2062. int level = 0;
  2063. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2064. {
  2065. if ((fromLvl != -1) && (level !=fromLvl))
  2066. continue;
  2067. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2068. int i = 0;
  2069. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2070. if (cur.second.at(i) == crid)
  2071. break;
  2072. if (i < cur.second.size())
  2073. {
  2074. found = true;
  2075. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2076. break;
  2077. }
  2078. }
  2079. SlotID slot = dst->getSlotFor(crid);
  2080. if ((!found && complain("Cannot recruit: no such creatures!"))
  2081. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2082. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2083. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2084. {
  2085. return false;
  2086. }
  2087. //recruit
  2088. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  2089. SetAvailableCreatures sac;
  2090. sac.tid = objid;
  2091. sac.creatures = dw->creatures;
  2092. sac.creatures[level].first -= cram;
  2093. sendAndApply(&sac);
  2094. if (warMachine)
  2095. {
  2096. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2097. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2098. ArtifactID artId = c->warMachine;
  2099. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2100. const CArtifact * art = artId.toArtifact();
  2101. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2102. return giveHeroNewArtifact(h, art);
  2103. }
  2104. else
  2105. {
  2106. addToSlot(StackLocation(dst, slot), c, cram);
  2107. }
  2108. return true;
  2109. }
  2110. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2111. {
  2112. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2113. if (!obj->hasStackAtSlot(pos))
  2114. {
  2115. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2116. }
  2117. UpgradeInfo ui;
  2118. fillUpgradeInfo(obj, pos, ui);
  2119. PlayerColor player = obj->tempOwner;
  2120. const PlayerState *p = getPlayerState(player);
  2121. int crQuantity = obj->stacks.at(pos)->count;
  2122. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2123. //check if upgrade is possible
  2124. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2125. {
  2126. return false;
  2127. }
  2128. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2129. //check if player has enough resources
  2130. if (!p->resources.canAfford(totalCost))
  2131. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2132. //take resources
  2133. giveResources(player, -totalCost);
  2134. //upgrade creature
  2135. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2136. return true;
  2137. }
  2138. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2139. {
  2140. if (!sl.army->hasStackAtSlot(sl.slot))
  2141. COMPLAIN_RET("Cannot find a stack to change type");
  2142. SetStackType sst;
  2143. sst.army = sl.army->id;
  2144. sst.slot = sl.slot;
  2145. sst.type = c->getId();
  2146. sendAndApply(&sst);
  2147. return true;
  2148. }
  2149. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2150. {
  2151. assert(src->canBeMergedWith(*dst, allowMerging));
  2152. while(src->stacksCount())//while there are unmoved creatures
  2153. {
  2154. auto i = src->Slots().begin(); //iterator to stack to move
  2155. StackLocation sl(src, i->first); //location of stack to move
  2156. SlotID pos = dst->getSlotFor(i->second->type);
  2157. if (!pos.validSlot())
  2158. {
  2159. //try to merge two other stacks to make place
  2160. std::pair<SlotID, SlotID> toMerge;
  2161. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2162. {
  2163. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2164. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2165. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2166. }
  2167. else
  2168. {
  2169. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2170. return;
  2171. }
  2172. }
  2173. else
  2174. {
  2175. moveStack(sl, StackLocation(dst, pos));
  2176. }
  2177. }
  2178. }
  2179. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2180. {
  2181. const CGTownInstance * town = getTown(tid);
  2182. if(!town->garrisonHero == !town->visitingHero)
  2183. return false;
  2184. SetHeroesInTown intown;
  2185. intown.tid = tid;
  2186. if(town->garrisonHero) //garrison -> vising
  2187. {
  2188. intown.garrison = ObjectInstanceID();
  2189. intown.visiting = town->garrisonHero->id;
  2190. }
  2191. else //visiting -> garrison
  2192. {
  2193. if(town->armedGarrison())
  2194. town->mergeGarrisonOnSiege();
  2195. intown.visiting = ObjectInstanceID();
  2196. intown.garrison = town->visitingHero->id;
  2197. }
  2198. sendAndApply(&intown);
  2199. return true;
  2200. }
  2201. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2202. {
  2203. const CGTownInstance * town = getTown(tid);
  2204. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2205. {
  2206. if (!town->visitingHero->canBeMergedWith(*town))
  2207. {
  2208. complain("Cannot make garrison swap, not enough free slots!");
  2209. return false;
  2210. }
  2211. moveArmy(town, town->visitingHero, true);
  2212. SetHeroesInTown intown;
  2213. intown.tid = tid;
  2214. intown.visiting = ObjectInstanceID();
  2215. intown.garrison = town->visitingHero->id;
  2216. sendAndApply(&intown);
  2217. return true;
  2218. }
  2219. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2220. {
  2221. //check if moving hero out of town will break 8 wandering heroes limit
  2222. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2223. {
  2224. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2225. return false;
  2226. }
  2227. SetHeroesInTown intown;
  2228. intown.tid = tid;
  2229. intown.garrison = ObjectInstanceID();
  2230. intown.visiting = town->garrisonHero->id;
  2231. sendAndApply(&intown);
  2232. return true;
  2233. }
  2234. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2235. {
  2236. SetHeroesInTown intown;
  2237. intown.tid = tid;
  2238. intown.garrison = town->visitingHero->id;
  2239. intown.visiting = town->garrisonHero->id;
  2240. sendAndApply(&intown);
  2241. return true;
  2242. }
  2243. else
  2244. {
  2245. complain("Cannot swap garrison hero!");
  2246. return false;
  2247. }
  2248. }
  2249. // With the amount of changes done to the function, it's more like transferArtifacts.
  2250. // 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.
  2251. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2252. {
  2253. ArtifactLocation src = al1, dst = al2;
  2254. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2255. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2256. // Make sure exchange is even possible between the two heroes.
  2257. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2258. COMPLAIN_RET("That heroes cannot make any exchange!");
  2259. const CArtifactInstance *srcArtifact = src.getArt();
  2260. const CArtifactInstance *destArtifact = dst.getArt();
  2261. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  2262. if(srcArtifact == nullptr)
  2263. COMPLAIN_RET("No artifact to move!");
  2264. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  2265. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2266. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2267. // Moving to the backpack is always allowed.
  2268. if((!srcArtifact || !isDstSlotBackpack)
  2269. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2270. COMPLAIN_RET("Cannot move artifact!");
  2271. auto srcSlot = src.getSlot();
  2272. auto dstSlot = dst.getSlot();
  2273. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2274. COMPLAIN_RET("Cannot move artifact locks.");
  2275. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2276. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2277. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2278. COMPLAIN_RET("Cannot move catapult!");
  2279. if(isDstSlotBackpack)
  2280. {
  2281. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  2282. COMPLAIN_RET("Backpack is full!");
  2283. vstd::amin(dst.slot, ArtifactPosition::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2284. }
  2285. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  2286. {
  2287. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  2288. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2289. // Check if dst slot is occupied
  2290. if(!isDstSlotBackpack && destArtifact)
  2291. {
  2292. // Previous artifact must be removed first
  2293. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  2294. }
  2295. try
  2296. {
  2297. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  2298. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  2299. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2300. }
  2301. catch(const std::bad_variant_access &)
  2302. {
  2303. // object other than hero received an art - ignore
  2304. }
  2305. MoveArtifact ma(&src, &dst);
  2306. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  2307. ma.askAssemble = false;
  2308. sendAndApply(&ma);
  2309. }
  2310. return true;
  2311. }
  2312. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  2313. {
  2314. // Make sure exchange is even possible between the two heroes.
  2315. if(!isAllowedExchange(srcHero, dstHero))
  2316. COMPLAIN_RET("That heroes cannot make any exchange!");
  2317. auto psrcHero = getHero(srcHero);
  2318. auto pdstHero = getHero(dstHero);
  2319. if((!psrcHero) || (!pdstHero))
  2320. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2321. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  2322. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  2323. auto & slotsSrcDst = ma.artsPack0;
  2324. auto & slotsDstSrc = ma.artsPack1;
  2325. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2326. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2327. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2328. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2329. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2330. {
  2331. assert(artifact);
  2332. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2333. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2334. {
  2335. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2336. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2337. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2338. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2339. }
  2340. };
  2341. if(swap)
  2342. {
  2343. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2344. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2345. {
  2346. for(auto & artifact : srcHero->artifactsWorn)
  2347. {
  2348. if(ArtifactUtils::isArtRemovable(artifact))
  2349. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2350. }
  2351. };
  2352. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2353. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2354. {
  2355. for(auto & slotInfo : artSet->artifactsInBackpack)
  2356. {
  2357. auto slot = artSet->getArtPos(slotInfo.artifact);
  2358. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2359. }
  2360. };
  2361. // Move over artifacts that are worn srcHero -> dstHero
  2362. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2363. artFittingSet.artifactsWorn.clear();
  2364. // Move over artifacts that are worn dstHero -> srcHero
  2365. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2366. // Move over artifacts that are in backpack srcHero -> dstHero
  2367. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2368. // Move over artifacts that are in backpack dstHero -> srcHero
  2369. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2370. }
  2371. else
  2372. {
  2373. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2374. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2375. // Move over artifacts that are worn
  2376. for(auto & artInfo : psrcHero->artifactsWorn)
  2377. {
  2378. if(ArtifactUtils::isArtRemovable(artInfo))
  2379. {
  2380. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2381. }
  2382. }
  2383. // Move over artifacts that are in backpack
  2384. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2385. {
  2386. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2387. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2388. }
  2389. }
  2390. sendAndApply(&ma);
  2391. return true;
  2392. }
  2393. /**
  2394. * Assembles or disassembles a combination artifact.
  2395. * @param heroID ID of hero holding the artifact(s).
  2396. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2397. * @param assemble True for assembly operation, false for disassembly.
  2398. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2399. * artifact to assemble to. Otherwise it's not used.
  2400. */
  2401. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2402. {
  2403. const CGHeroInstance * hero = getHero(heroID);
  2404. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2405. if(!destArtifact)
  2406. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2407. if(assemble)
  2408. {
  2409. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2410. if(!combinedArt->isCombined())
  2411. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2412. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  2413. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  2414. {
  2415. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2416. }
  2417. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2418. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2419. AssembledArtifact aa;
  2420. aa.al = ArtifactLocation(hero, artifactSlot);
  2421. aa.builtArt = combinedArt;
  2422. sendAndApply(&aa);
  2423. }
  2424. else
  2425. {
  2426. if(!destArtifact->isCombined())
  2427. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2428. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2429. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2430. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2431. DisassembledArtifact da;
  2432. da.al = ArtifactLocation(hero, artifactSlot);
  2433. sendAndApply(&da);
  2434. }
  2435. return true;
  2436. }
  2437. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2438. {
  2439. const auto * hero = getHero(al.relatedObj()->id);
  2440. if(hero == nullptr)
  2441. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2442. const auto * art = al.getArt();
  2443. if(art == nullptr)
  2444. COMPLAIN_RET("Cannot remove artifact!");
  2445. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2446. COMPLAIN_RET("Illegal artifact removal request");
  2447. removeArtifact(al);
  2448. return true;
  2449. }
  2450. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2451. {
  2452. const CGHeroInstance * hero = getHero(hid);
  2453. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2454. const CGTownInstance * town = hero->visitedTown;
  2455. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2456. if (aid==ArtifactID::SPELLBOOK)
  2457. {
  2458. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2459. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2460. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2461. )
  2462. return false;
  2463. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2464. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2465. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2466. giveSpells(town,hero);
  2467. return true;
  2468. }
  2469. else
  2470. {
  2471. const CArtifact * art = aid.toArtifact();
  2472. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2473. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2474. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2475. const int price = art->getPrice();
  2476. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2477. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2478. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2479. {
  2480. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2481. return giveHeroNewArtifact(hero, art);
  2482. }
  2483. else
  2484. COMPLAIN_RET("This machine is unavailable here!");
  2485. }
  2486. }
  2487. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2488. {
  2489. if(!h)
  2490. COMPLAIN_RET("Only hero can buy artifacts!");
  2491. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2492. COMPLAIN_RET("That artifact is unavailable!");
  2493. int b1, b2;
  2494. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2495. if (getResource(h->tempOwner, rid) < b1)
  2496. COMPLAIN_RET("You can't afford to buy this artifact!");
  2497. giveResource(h->tempOwner, rid, -b1);
  2498. SetAvailableArtifacts saa;
  2499. if(dynamic_cast<const CGTownInstance *>(m))
  2500. {
  2501. saa.id = -1;
  2502. saa.arts = CGTownInstance::merchantArtifacts;
  2503. }
  2504. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2505. {
  2506. saa.id = bm->id.getNum();
  2507. saa.arts = bm->artifacts;
  2508. }
  2509. else
  2510. COMPLAIN_RET("Wrong marktet...");
  2511. bool found = false;
  2512. for (const CArtifact *&art : saa.arts)
  2513. {
  2514. if (art && art->getId() == aid)
  2515. {
  2516. art = nullptr;
  2517. found = true;
  2518. break;
  2519. }
  2520. }
  2521. if (!found)
  2522. COMPLAIN_RET("Cannot find selected artifact on the list");
  2523. sendAndApply(&saa);
  2524. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2525. return true;
  2526. }
  2527. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2528. {
  2529. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2530. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2531. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2532. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2533. int resVal = 0, dump = 1;
  2534. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2535. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2536. giveResource(h->tempOwner, rid, resVal);
  2537. return true;
  2538. }
  2539. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2540. {
  2541. if (!h)
  2542. COMPLAIN_RET("You need hero to buy a skill!");
  2543. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2544. COMPLAIN_RET("Hero already know this skill");
  2545. if (!h->canLearnSkill())
  2546. COMPLAIN_RET("Hero can't learn any more skills");
  2547. if (!h->canLearnSkill(skill))
  2548. COMPLAIN_RET("The hero can't learn this skill!");
  2549. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2550. COMPLAIN_RET("That skill is unavailable!");
  2551. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2552. COMPLAIN_RET("You can't afford to buy this skill");
  2553. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2554. changeSecSkill(h, skill, 1, true);
  2555. return true;
  2556. }
  2557. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2558. {
  2559. TResourceCap r1 = getPlayerState(player)->resources[id1];
  2560. vstd::amin(val, r1); //can't trade more resources than have
  2561. int b1, b2; //base quantities for trade
  2562. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2563. int units = val / b1; //how many base quantities we trade
  2564. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2565. {
  2566. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2567. }
  2568. giveResource(player, GameResID(id1), - b1 * units);
  2569. giveResource(player, GameResID(id2), b2 * units);
  2570. return true;
  2571. }
  2572. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2573. {
  2574. if(!hero)
  2575. COMPLAIN_RET("Only hero can sell creatures!");
  2576. if (!vstd::contains(hero->Slots(), slot))
  2577. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2578. const CStackInstance &s = hero->getStack(slot);
  2579. if (s.count < (TQuantity)count //can't sell more creatures than have
  2580. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2581. {
  2582. COMPLAIN_RET("Not enough creatures in army!");
  2583. }
  2584. int b1, b2; //base quantities for trade
  2585. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2586. int units = count / b1; //how many base quantities we trade
  2587. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2588. {
  2589. //TODO: complain?
  2590. assert(0);
  2591. }
  2592. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2593. giveResource(hero->tempOwner, resourceID, b2 * units);
  2594. return true;
  2595. }
  2596. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2597. {
  2598. const CArmedInstance *army = nullptr;
  2599. if (hero)
  2600. army = hero;
  2601. else
  2602. army = dynamic_cast<const CGTownInstance *>(market);
  2603. if (!army)
  2604. COMPLAIN_RET("Incorrect call to transform in undead!");
  2605. if (!army->hasStackAtSlot(slot))
  2606. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2607. const CStackInstance &s = army->getStack(slot);
  2608. //resulting creature - bone dragons or skeletons
  2609. CreatureID resCreature = CreatureID::SKELETON;
  2610. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2611. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2612. || (s.getCreatureID() == CreatureID::HYDRA)
  2613. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2614. resCreature = CreatureID::BONE_DRAGON;
  2615. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2616. return true;
  2617. }
  2618. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2619. {
  2620. const PlayerState *p2 = getPlayerState(r2, false);
  2621. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2622. {
  2623. complain("Dest player must be in game!");
  2624. return false;
  2625. }
  2626. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2627. vstd::amin(val, curRes1);
  2628. giveResource(player, r1, -(int)val);
  2629. giveResource(r2, r1, val);
  2630. return true;
  2631. }
  2632. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  2633. {
  2634. const CGHeroInstance *h = getHero(hid);
  2635. if (!h)
  2636. {
  2637. logGlobal->error("Hero doesn't exist!");
  2638. return false;
  2639. }
  2640. ChangeFormation cf;
  2641. cf.hid = hid;
  2642. cf.formation = formation;
  2643. sendAndApply(&cf);
  2644. return true;
  2645. }
  2646. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  2647. {
  2648. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2649. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2650. logGlobal->trace(answer.toJson());
  2651. auto topQuery = queries->topQuery(player);
  2652. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2653. if(topQuery->queryID != qid)
  2654. {
  2655. auto currentQuery = queries->getQuery(qid);
  2656. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2657. currentQuery->setReply(answer);
  2658. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2659. }
  2660. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2661. topQuery->setReply(answer);
  2662. queries->popQuery(topQuery);
  2663. return true;
  2664. }
  2665. void CGameHandler::handleTimeEvents()
  2666. {
  2667. gs->map->events.sort(evntCmp);
  2668. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2669. {
  2670. CMapEvent ev = gs->map->events.front();
  2671. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2672. {
  2673. auto color = PlayerColor(player);
  2674. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2675. if (pinfo //player exists
  2676. && (ev.players & 1<<player) //event is enabled to this player
  2677. && ((ev.computerAffected && !pinfo->human)
  2678. || (ev.humanAffected && pinfo->human)
  2679. )
  2680. )
  2681. {
  2682. //give resources
  2683. giveResources(color, ev.resources);
  2684. //prepare dialog
  2685. InfoWindow iw;
  2686. iw.player = color;
  2687. iw.text.appendRawString(ev.message);
  2688. for (int i=0; i<ev.resources.size(); i++)
  2689. {
  2690. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2691. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  2692. }
  2693. sendAndApply(&iw); //show dialog
  2694. }
  2695. } //PLAYERS LOOP
  2696. if (ev.nextOccurence)
  2697. {
  2698. gs->map->events.pop_front();
  2699. ev.firstOccurence += ev.nextOccurence;
  2700. auto it = gs->map->events.begin();
  2701. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2702. it++;
  2703. gs->map->events.insert(it, ev);
  2704. }
  2705. else
  2706. {
  2707. gs->map->events.pop_front();
  2708. }
  2709. }
  2710. //TODO send only if changed
  2711. UpdateMapEvents ume;
  2712. ume.events = gs->map->events;
  2713. sendAndApply(&ume);
  2714. }
  2715. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2716. {
  2717. town->events.sort(evntCmp);
  2718. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2719. {
  2720. PlayerColor player = town->tempOwner;
  2721. CCastleEvent ev = town->events.front();
  2722. const PlayerState * pinfo = getPlayerState(player, false);
  2723. if (pinfo //player exists
  2724. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2725. && ((ev.computerAffected && !pinfo->human)
  2726. || (ev.humanAffected && pinfo->human)))
  2727. {
  2728. // dialog
  2729. InfoWindow iw;
  2730. iw.player = player;
  2731. iw.text.appendRawString(ev.message);
  2732. if (ev.resources.nonZero())
  2733. {
  2734. TResources was = n.res[player];
  2735. n.res[player] += ev.resources;
  2736. n.res[player].amax(0);
  2737. for (int i=0; i<ev.resources.size(); i++)
  2738. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2739. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  2740. }
  2741. for (auto & i : ev.buildings)
  2742. {
  2743. if (!town->hasBuilt(i))
  2744. {
  2745. buildStructure(town->id, i, true);
  2746. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  2747. }
  2748. }
  2749. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2750. {
  2751. n.cres[town->id].tid = town->id;
  2752. n.cres[town->id].creatures = town->creatures;
  2753. }
  2754. auto & sac = n.cres[town->id];
  2755. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2756. {
  2757. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2758. {
  2759. sac.creatures[i].first += ev.creatures.at(i);
  2760. iw.components.emplace_back(Component::EComponentType::CREATURE,
  2761. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  2762. }
  2763. }
  2764. sendAndApply(&iw); //show dialog
  2765. }
  2766. if (ev.nextOccurence)
  2767. {
  2768. town->events.pop_front();
  2769. ev.firstOccurence += ev.nextOccurence;
  2770. auto it = town->events.begin();
  2771. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2772. it++;
  2773. town->events.insert(it, ev);
  2774. }
  2775. else
  2776. {
  2777. town->events.pop_front();
  2778. }
  2779. }
  2780. //TODO send only if changed
  2781. UpdateCastleEvents uce;
  2782. uce.town = town->id;
  2783. uce.events = town->events;
  2784. sendAndApply(&uce);
  2785. }
  2786. bool CGameHandler::complain(const std::string &problem)
  2787. {
  2788. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2789. logGlobal->error(problem);
  2790. return true;
  2791. }
  2792. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2793. {
  2794. //PlayerColor player = getOwner(hid);
  2795. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2796. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2797. assert(lowerArmy);
  2798. assert(upperArmy);
  2799. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2800. queries->addQuery(garrisonQuery);
  2801. GarrisonDialog gd;
  2802. gd.hid = hid;
  2803. gd.objid = upobj;
  2804. gd.removableUnits = removableUnits;
  2805. gd.queryID = garrisonQuery->queryID;
  2806. sendAndApply(&gd);
  2807. }
  2808. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  2809. {
  2810. OpenWindow ow;
  2811. ow.window = EOpenWindowMode::THIEVES_GUILD;
  2812. ow.id1 = player.getNum();
  2813. ow.id2 = requestingObjId.getNum();
  2814. sendAndApply(&ow);
  2815. }
  2816. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2817. {
  2818. if (id1 == id2)
  2819. return true;
  2820. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2821. if (!o1 || !o2)
  2822. return true; //arranging stacks within an object should be always allowed
  2823. if (o1 && o2)
  2824. {
  2825. if (o1->ID == Obj::TOWN)
  2826. {
  2827. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2828. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2829. return true;
  2830. }
  2831. if (o2->ID == Obj::TOWN)
  2832. {
  2833. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2834. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2835. return true;
  2836. }
  2837. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2838. {
  2839. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2840. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2841. // two heroes in same town (garrisoned and visiting)
  2842. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2843. return true;
  2844. }
  2845. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2846. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2847. if (!dialog)
  2848. {
  2849. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2850. }
  2851. if (dialog)
  2852. {
  2853. auto topArmy = dialog->exchangingArmies.at(0);
  2854. auto bottomArmy = dialog->exchangingArmies.at(1);
  2855. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2856. return true;
  2857. }
  2858. }
  2859. return false;
  2860. }
  2861. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2862. {
  2863. using events::ObjectVisitStarted;
  2864. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  2865. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2866. auto startVisit = [&](ObjectVisitStarted & event)
  2867. {
  2868. auto visitedObject = obj;
  2869. if(obj->ID == Obj::HERO)
  2870. {
  2871. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2872. const auto visitedTown = visitedHero->visitedTown;
  2873. if(visitedTown)
  2874. {
  2875. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2876. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2877. visitedObject = visitedTown;
  2878. }
  2879. }
  2880. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2881. queries->addQuery(visitQuery); //TODO real visit pos
  2882. HeroVisit hv;
  2883. hv.objId = obj->id;
  2884. hv.heroId = h->id;
  2885. hv.player = h->tempOwner;
  2886. hv.starting = true;
  2887. sendAndApply(&hv);
  2888. obj->onHeroVisit(h);
  2889. };
  2890. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2891. if(visitQuery)
  2892. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2893. }
  2894. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2895. {
  2896. using events::ObjectVisitEnded;
  2897. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2898. auto endVisit = [&](ObjectVisitEnded & event)
  2899. {
  2900. HeroVisit hv;
  2901. hv.player = event.getPlayer();
  2902. hv.heroId = event.getHero();
  2903. hv.starting = false;
  2904. sendAndApply(&hv);
  2905. };
  2906. //TODO: ObjectVisitEnded should also have id of visited object,
  2907. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2908. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2909. }
  2910. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2911. {
  2912. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2913. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2914. {
  2915. complain("Cannot build boat in this shipyard!");
  2916. return false;
  2917. }
  2918. TResources boatCost;
  2919. obj->getBoatCost(boatCost);
  2920. TResources aviable = getPlayerState(playerID)->resources;
  2921. if (!aviable.canAfford(boatCost))
  2922. {
  2923. complain("Not enough resources to build a boat!");
  2924. return false;
  2925. }
  2926. int3 tile = obj->bestLocation();
  2927. if (!gs->map->isInTheMap(tile))
  2928. {
  2929. complain("Cannot find appropriate tile for a boat!");
  2930. return false;
  2931. }
  2932. giveResources(playerID, -boatCost);
  2933. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  2934. return true;
  2935. }
  2936. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2937. {
  2938. for (auto playerColor : playerColors)
  2939. {
  2940. if (getPlayerState(playerColor, false))
  2941. checkVictoryLossConditionsForPlayer(playerColor);
  2942. }
  2943. }
  2944. void CGameHandler::checkVictoryLossConditionsForAll()
  2945. {
  2946. std::set<PlayerColor> playerColors;
  2947. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2948. {
  2949. playerColors.insert(PlayerColor(i));
  2950. }
  2951. checkVictoryLossConditions(playerColors);
  2952. }
  2953. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2954. {
  2955. const PlayerState * p = getPlayerState(player);
  2956. if(!p || p->status != EPlayerStatus::INGAME) return;
  2957. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  2958. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2959. {
  2960. InfoWindow iw;
  2961. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2962. sendAndApply(&iw);
  2963. PlayerEndsGame peg;
  2964. peg.player = player;
  2965. peg.victoryLossCheckResult = victoryLossCheckResult;
  2966. sendAndApply(&peg);
  2967. turnOrder->onPlayerEndsGame(player);
  2968. if (victoryLossCheckResult.victory())
  2969. {
  2970. //one player won -> all enemies lost
  2971. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  2972. {
  2973. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  2974. {
  2975. peg.player = i->first;
  2976. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  2977. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2978. InfoWindow iw;
  2979. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  2980. iw.player = i->first;
  2981. sendAndApply(&iw);
  2982. sendAndApply(&peg);
  2983. }
  2984. }
  2985. if(p->human)
  2986. {
  2987. lobby->setState(EServerState::GAMEPLAY_ENDED);
  2988. }
  2989. }
  2990. else
  2991. {
  2992. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2993. auto hlp = p->heroes;
  2994. for (auto h : hlp) //eliminate heroes
  2995. {
  2996. if (h.get())
  2997. removeObject(h);
  2998. }
  2999. //player lost -> all his objects become unflagged (neutral)
  3000. for (auto obj : gs->map->objects) //unflag objs
  3001. {
  3002. if (obj.get() && obj->tempOwner == player)
  3003. setOwner(obj, PlayerColor::NEUTRAL);
  3004. }
  3005. //eliminating one player may cause victory of another:
  3006. std::set<PlayerColor> playerColors;
  3007. //do not copy player state (CBonusSystemNode) by value
  3008. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3009. {
  3010. if (p.first != player)
  3011. playerColors.insert(p.first);
  3012. }
  3013. //notify all players
  3014. for (auto pc : playerColors)
  3015. {
  3016. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3017. {
  3018. InfoWindow iw;
  3019. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3020. iw.player = pc;
  3021. sendAndApply(&iw);
  3022. }
  3023. }
  3024. checkVictoryLossConditions(playerColors);
  3025. }
  3026. }
  3027. }
  3028. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3029. {
  3030. out.player = player;
  3031. out.text = victoryLossCheckResult.messageToSelf;
  3032. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  3033. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  3034. }
  3035. bool CGameHandler::dig(const CGHeroInstance *h)
  3036. {
  3037. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3038. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3039. createObject(h->visitablePos(), Obj::HOLE, 0 );
  3040. //take MPs
  3041. SetMovePoints smp;
  3042. smp.hid = h->id;
  3043. smp.val = 0;
  3044. sendAndApply(&smp);
  3045. InfoWindow iw;
  3046. iw.type = EInfoWindowMode::AUTO;
  3047. iw.player = h->tempOwner;
  3048. if (gs->map->grailPos == h->visitablePos())
  3049. {
  3050. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3051. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  3052. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3053. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  3054. sendAndApply(&iw);
  3055. iw.soundID = soundBase::invalid;
  3056. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  3057. iw.text.clear();
  3058. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  3059. sendAndApply(&iw);
  3060. }
  3061. else
  3062. {
  3063. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3064. iw.soundID = soundBase::Dig;
  3065. sendAndApply(&iw);
  3066. }
  3067. return true;
  3068. }
  3069. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3070. {
  3071. if (!t.visitableObjects.empty())
  3072. {
  3073. //to prevent self-visiting heroes on space press
  3074. if (t.visitableObjects.back() != h)
  3075. objectVisited(t.visitableObjects.back(), h);
  3076. else if (t.visitableObjects.size() > 1)
  3077. objectVisited(*(t.visitableObjects.end()-2),h);
  3078. }
  3079. }
  3080. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3081. {
  3082. if (!hero)
  3083. COMPLAIN_RET("You need hero to sacrifice creature!");
  3084. int expSum = 0;
  3085. auto finish = [this, &hero, &expSum]()
  3086. {
  3087. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3088. };
  3089. for(int i = 0; i < slot.size(); ++i)
  3090. {
  3091. int oldCount = hero->getStackCount(slot[i]);
  3092. if(oldCount < (int)count[i])
  3093. {
  3094. finish();
  3095. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3096. }
  3097. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3098. {
  3099. finish();
  3100. COMPLAIN_RET("Cannot sacrifice last creature!");
  3101. }
  3102. int crid = hero->getStack(slot[i]).type->getId();
  3103. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3104. int dump, exp;
  3105. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3106. exp *= count[i];
  3107. expSum += exp;
  3108. }
  3109. finish();
  3110. return true;
  3111. }
  3112. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3113. {
  3114. if (!hero)
  3115. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3116. int expSum = 0;
  3117. auto finish = [this, &hero, &expSum]()
  3118. {
  3119. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3120. };
  3121. for(int i = 0; i < slot.size(); ++i)
  3122. {
  3123. ArtifactLocation al(hero, slot[i]);
  3124. const CArtifactInstance * a = al.getArt();
  3125. if(!a)
  3126. {
  3127. finish();
  3128. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3129. }
  3130. const CArtifactInstance * art = hero->getArt(slot[i]);
  3131. if(!art)
  3132. {
  3133. finish();
  3134. COMPLAIN_RET("No artifact at position to sacrifice!");
  3135. }
  3136. si32 typId = art->artType->getId();
  3137. int dmp, expToGive;
  3138. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3139. expSum += expToGive;
  3140. removeArtifact(al);
  3141. }
  3142. finish();
  3143. return true;
  3144. }
  3145. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3146. {
  3147. if (sl.army->hasStackAtSlot(sl.slot))
  3148. COMPLAIN_RET("Slot is already taken!");
  3149. if (!sl.slot.validSlot())
  3150. COMPLAIN_RET("Cannot insert stack to that slot!");
  3151. InsertNewStack ins;
  3152. ins.army = sl.army->id;
  3153. ins.slot = sl.slot;
  3154. ins.type = c->getId();
  3155. ins.count = count;
  3156. sendAndApply(&ins);
  3157. return true;
  3158. }
  3159. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3160. {
  3161. if (!sl.army->hasStackAtSlot(sl.slot))
  3162. COMPLAIN_RET("Cannot find a stack to erase");
  3163. if (sl.army->stacksCount() == 1 //from the last stack
  3164. && sl.army->needsLastStack() //that must be left
  3165. && !forceRemoval) //ignore above conditions if we are forcing removal
  3166. {
  3167. COMPLAIN_RET("Cannot erase the last stack!");
  3168. }
  3169. EraseStack es;
  3170. es.army = sl.army->id;
  3171. es.slot = sl.slot;
  3172. sendAndApply(&es);
  3173. return true;
  3174. }
  3175. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3176. {
  3177. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3178. if ((absoluteValue && count < 0)
  3179. || (!absoluteValue && -count > currentCount))
  3180. {
  3181. COMPLAIN_RET("Cannot take more stacks than present!");
  3182. }
  3183. if ((currentCount == -count && !absoluteValue)
  3184. || (!count && absoluteValue))
  3185. {
  3186. eraseStack(sl);
  3187. }
  3188. else
  3189. {
  3190. ChangeStackCount csc;
  3191. csc.army = sl.army->id;
  3192. csc.slot = sl.slot;
  3193. csc.count = count;
  3194. csc.absoluteValue = absoluteValue;
  3195. sendAndApply(&csc);
  3196. }
  3197. return true;
  3198. }
  3199. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3200. {
  3201. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3202. if (!slotC) //slot is empty
  3203. insertNewStack(sl, c, count);
  3204. else if (c == slotC)
  3205. changeStackCount(sl, count);
  3206. else
  3207. {
  3208. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3209. }
  3210. return true;
  3211. }
  3212. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3213. {
  3214. if (removeObjWhenFinished)
  3215. removeAfterVisit(src);
  3216. if (!src->canBeMergedWith(*dst, allowMerging))
  3217. {
  3218. if (allowMerging) //do that, add all matching creatures.
  3219. {
  3220. bool cont = true;
  3221. while (cont)
  3222. {
  3223. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3224. {
  3225. SlotID pos = dst->getSlotFor(i->second->type);
  3226. if (pos.validSlot())
  3227. {
  3228. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3229. cont = true;
  3230. break; //or iterator crashes
  3231. }
  3232. cont = false;
  3233. }
  3234. }
  3235. }
  3236. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3237. }
  3238. else //merge
  3239. {
  3240. moveArmy(src, dst, allowMerging);
  3241. }
  3242. }
  3243. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3244. {
  3245. if (!src.army->hasStackAtSlot(src.slot))
  3246. COMPLAIN_RET("No stack to move!");
  3247. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3248. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3249. if (!dst.slot.validSlot())
  3250. COMPLAIN_RET("Cannot move stack to that slot!");
  3251. if (count == -1)
  3252. {
  3253. count = src.army->getStackCount(src.slot);
  3254. }
  3255. if (src.army != dst.army //moving away
  3256. && count == src.army->getStackCount(src.slot) //all creatures
  3257. && src.army->stacksCount() == 1 //from the last stack
  3258. && src.army->needsLastStack()) //that must be left
  3259. {
  3260. COMPLAIN_RET("Cannot move away the last creature!");
  3261. }
  3262. RebalanceStacks rs;
  3263. rs.srcArmy = src.army->id;
  3264. rs.dstArmy = dst.army->id;
  3265. rs.srcSlot = src.slot;
  3266. rs.dstSlot = dst.slot;
  3267. rs.count = count;
  3268. sendAndApply(&rs);
  3269. return true;
  3270. }
  3271. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3272. {
  3273. const CSpell * s = spellID.toSpell();
  3274. if(!s)
  3275. return;
  3276. AdventureSpellCastParameters p;
  3277. p.caster = caster;
  3278. p.pos = pos;
  3279. s->adventureCast(spellEnv, p);
  3280. }
  3281. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3282. {
  3283. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3284. {
  3285. return moveStack(sl2, sl1);
  3286. }
  3287. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3288. {
  3289. return moveStack(sl1, sl2);
  3290. }
  3291. else
  3292. {
  3293. SwapStacks ss;
  3294. ss.srcArmy = sl1.army->id;
  3295. ss.dstArmy = sl2.army->id;
  3296. ss.srcSlot = sl1.slot;
  3297. ss.dstSlot = sl2.slot;
  3298. sendAndApply(&ss);
  3299. return true;
  3300. }
  3301. }
  3302. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  3303. {
  3304. assert(a->artType);
  3305. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  3306. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3307. {
  3308. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  3309. }
  3310. else if(ArtifactUtils::isSlotBackpack(pos))
  3311. {
  3312. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  3313. }
  3314. else
  3315. {
  3316. al.slot = pos;
  3317. }
  3318. if(a->canBePutAt(al))
  3319. putArtifact(al, a);
  3320. else
  3321. return false;
  3322. return true;
  3323. }
  3324. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  3325. {
  3326. PutArtifact pa;
  3327. pa.art = a;
  3328. pa.al = al;
  3329. sendAndApply(&pa);
  3330. }
  3331. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3332. {
  3333. assert(artType);
  3334. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3335. {
  3336. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3337. COMPLAIN_RET("Cannot put artifact in that slot!");
  3338. }
  3339. else if(ArtifactUtils::isSlotBackpack(pos))
  3340. {
  3341. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3342. COMPLAIN_RET("Cannot put artifact in that slot!");
  3343. }
  3344. else
  3345. {
  3346. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3347. }
  3348. auto * newArtInst = new CArtifactInstance();
  3349. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3350. NewArtifact na;
  3351. na.art = newArtInst;
  3352. sendAndApply(&na); // -> updates newArtInst!!!
  3353. if(giveHeroArtifact(h, newArtInst, pos))
  3354. return true;
  3355. else
  3356. return false;
  3357. }
  3358. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3359. {
  3360. std::vector<int3>::iterator tile;
  3361. std::vector<int3> tiles;
  3362. getFreeTiles(tiles);
  3363. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3364. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3365. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3366. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3367. for (int i = 0; i < (int)amount; ++i)
  3368. {
  3369. tile = tiles.begin();
  3370. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3371. {
  3372. auto count = cre->getRandomAmount(std::rand);
  3373. createObject(*tile, Obj::MONSTER, creatureID);
  3374. auto monsterId = getTopObj(*tile)->id;
  3375. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  3376. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3377. }
  3378. tiles.erase(tile); //not use it again
  3379. }
  3380. }
  3381. void CGameHandler::synchronizeArtifactHandlerLists()
  3382. {
  3383. UpdateArtHandlerLists uahl;
  3384. uahl.treasures = VLC->arth->treasures;
  3385. uahl.minors = VLC->arth->minors;
  3386. uahl.majors = VLC->arth->majors;
  3387. uahl.relics = VLC->arth->relics;
  3388. sendAndApply(&uahl);
  3389. }
  3390. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3391. {
  3392. return vstd::contains(gs->map->objects, obj);
  3393. }
  3394. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3395. {
  3396. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3397. return false;
  3398. auto query = queries->topQuery(player);
  3399. if (query && query->blocksPack(pack))
  3400. {
  3401. complain(boost::str(boost::format(
  3402. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3403. % boost::to_upper_copy<std::string>(player.getStr())
  3404. % query->toString()
  3405. ));
  3406. return true;
  3407. }
  3408. return false;
  3409. }
  3410. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3411. {
  3412. //If the object is being visited, there must be a matching query
  3413. for (const auto &query : queries->allQueries())
  3414. {
  3415. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3416. {
  3417. if (someVistQuery->visitedObject == object)
  3418. {
  3419. someVistQuery->removeObjectAfterVisit = true;
  3420. return;
  3421. }
  3422. }
  3423. }
  3424. //If we haven't returned so far, there is no query and no visit, call was wrong
  3425. assert("This function needs to be called during the object visit!");
  3426. }
  3427. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  3428. {
  3429. std::unordered_set<int3> tiles;
  3430. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  3431. if (hide)
  3432. {
  3433. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3434. auto p = getPlayerState(player);
  3435. for (auto h : p->heroes)
  3436. {
  3437. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  3438. }
  3439. for (auto t : p->towns)
  3440. {
  3441. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  3442. }
  3443. for (auto tile : observedTiles)
  3444. vstd::erase_if_present (tiles, tile);
  3445. }
  3446. changeFogOfWar(tiles, player, hide);
  3447. }
  3448. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  3449. {
  3450. FoWChange fow;
  3451. fow.tiles = tiles;
  3452. fow.player = player;
  3453. fow.mode = hide? 0 : 1;
  3454. sendAndApply(&fow);
  3455. }
  3456. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3457. {
  3458. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3459. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3460. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3461. return true;
  3462. }
  3463. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  3464. {
  3465. SetObjectProperty sob;
  3466. sob.id = objid;
  3467. sob.what = prop;
  3468. sob.val = static_cast<ui32>(val);
  3469. sendAndApply(&sob);
  3470. }
  3471. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3472. {
  3473. sendAndApply(iw);
  3474. }
  3475. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3476. {
  3477. InfoWindow iw;
  3478. iw.player = player;
  3479. iw.text.appendRawString(msg);
  3480. showInfoDialog(&iw);
  3481. }
  3482. CRandomGenerator & CGameHandler::getRandomGenerator()
  3483. {
  3484. return CRandomGenerator::getDefault();
  3485. }
  3486. #if SCRIPTING_ENABLED
  3487. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3488. {
  3489. return serverScripts.get();
  3490. }
  3491. scripting::Pool * CGameHandler::getContextPool() const
  3492. {
  3493. return serverScripts.get();
  3494. }
  3495. #endif
  3496. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  3497. {
  3498. NewObject no;
  3499. no.ID = type;
  3500. no.subID= subtype;
  3501. no.targetPos = visitablePosition;
  3502. sendAndApply(&no);
  3503. }
  3504. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3505. {
  3506. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3507. }
  3508. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3509. {
  3510. battles->startBattleI(army1, army2, tile, creatureBank);
  3511. }
  3512. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3513. {
  3514. battles->startBattleI(army1, army2, creatureBank);
  3515. }