CGameHandler.cpp 122 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 "queries/QueriesProcessor.h"
  19. #include "queries/MapQueries.h"
  20. #include "../lib/ArtifactUtils.h"
  21. #include "../lib/CArtHandler.h"
  22. #include "../lib/CBuildingHandler.h"
  23. #include "../lib/CCreatureHandler.h"
  24. #include "../lib/CCreatureSet.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CHeroHandler.h"
  27. #include "../lib/CSoundBase.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/CTownHandler.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/UnlockGuard.h"
  32. #include "../lib/GameSettings.h"
  33. #include "../lib/ScriptHandler.h"
  34. #include "../lib/StartInfo.h"
  35. #include "../lib/TerrainHandler.h"
  36. #include "../lib/VCMIDirs.h"
  37. #include "../lib/VCMI_Lib.h"
  38. #include "../lib/int3.h"
  39. #include "../lib/filesystem/FileInfo.h"
  40. #include "../lib/filesystem/Filesystem.h"
  41. #include "../lib/gameState/CGameState.h"
  42. #include "../lib/mapping/CMap.h"
  43. #include "../lib/mapping/CMapService.h"
  44. #include "../lib/modding/ModIncompatibility.h"
  45. #include "../lib/pathfinder/CPathfinder.h"
  46. #include "../lib/pathfinder/PathfinderOptions.h"
  47. #include "../lib/pathfinder/TurnInfo.h"
  48. #include "../lib/registerTypes/RegisterTypes.h"
  49. #include "../lib/rmg/CMapGenOptions.h"
  50. #include "../lib/serializer/CTypeList.h"
  51. #include "../lib/serializer/Cast.h"
  52. #include "../lib/serializer/Connection.h"
  53. #include "../lib/serializer/JsonSerializer.h"
  54. #include "../lib/spells/CSpellHandler.h"
  55. #include "vstd/CLoggerBase.h"
  56. #include <vcmi/events/EventBus.h>
  57. #include <vcmi/events/GenericEvents.h>
  58. #include <vcmi/events/AdventureEvents.h>
  59. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  60. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  61. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  62. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  63. template <typename T> class CApplyOnGH;
  64. class CBaseForGHApply
  65. {
  66. public:
  67. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  68. virtual ~CBaseForGHApply(){}
  69. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  70. {
  71. return new CApplyOnGH<U>();
  72. }
  73. };
  74. template <typename T> class CApplyOnGH : public CBaseForGHApply
  75. {
  76. public:
  77. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  78. {
  79. T *ptr = static_cast<T*>(pack);
  80. try
  81. {
  82. ApplyGhNetPackVisitor applier(*gh, *gs);
  83. ptr->visit(applier);
  84. return applier.getResult();
  85. }
  86. catch(ExceptionNotAllowedAction & e)
  87. {
  88. (void)e;
  89. return false;
  90. }
  91. }
  92. };
  93. template <>
  94. class CApplyOnGH<CPack> : public CBaseForGHApply
  95. {
  96. public:
  97. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  98. {
  99. logGlobal->error("Cannot apply on GH plain CPack!");
  100. assert(0);
  101. return false;
  102. }
  103. };
  104. static inline double distance(int3 a, int3 b)
  105. {
  106. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  107. }
  108. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. if (players.find(player) != players.end())
  112. {
  113. return players.at(player);
  114. }
  115. else
  116. {
  117. throw std::runtime_error("No such player!");
  118. }
  119. }
  120. void PlayerStatuses::addPlayer(PlayerColor player)
  121. {
  122. boost::unique_lock<boost::mutex> l(mx);
  123. players[player];
  124. }
  125. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  126. {
  127. boost::unique_lock<boost::mutex> l(mx);
  128. if (players.find(player) != players.end())
  129. {
  130. return players[player].*flag;
  131. }
  132. else
  133. {
  134. throw std::runtime_error("No such player!");
  135. }
  136. }
  137. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  138. {
  139. boost::unique_lock<boost::mutex> l(mx);
  140. if (players.find(player) != players.end())
  141. {
  142. players[player].*flag = val;
  143. }
  144. else
  145. {
  146. throw std::runtime_error("No such player!");
  147. }
  148. cv.notify_all();
  149. }
  150. template <typename T>
  151. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  152. {
  153. fun(args[which]);
  154. }
  155. const Services * CGameHandler::services() const
  156. {
  157. return VLC;
  158. }
  159. const CGameHandler::BattleCb * CGameHandler::battle() const
  160. {
  161. return this;
  162. }
  163. const CGameHandler::GameCb * CGameHandler::game() const
  164. {
  165. return this;
  166. }
  167. vstd::CLoggerBase * CGameHandler::logger() const
  168. {
  169. return logGlobal;
  170. }
  171. events::EventBus * CGameHandler::eventBus() const
  172. {
  173. return serverEventBus.get();
  174. }
  175. CVCMIServer * CGameHandler::gameLobby() const
  176. {
  177. return lobby;
  178. }
  179. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  180. {
  181. changeSecSkill(hero, skill, 1, 0);
  182. expGiven(hero);
  183. }
  184. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  185. {
  186. // required exp for at least 1 lvl-up hasn't been reached
  187. if (!hero->gainsLevel())
  188. {
  189. return;
  190. }
  191. // give primary skill
  192. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  193. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  194. SetPrimSkill sps;
  195. sps.id = hero->id;
  196. sps.which = primarySkill;
  197. sps.abs = false;
  198. sps.val = 1;
  199. sendAndApply(&sps);
  200. PrepareHeroLevelUp pre;
  201. pre.heroId = hero->id;
  202. sendAndApply(&pre);
  203. HeroLevelUp hlu;
  204. hlu.player = hero->tempOwner;
  205. hlu.heroId = hero->id;
  206. hlu.primskill = primarySkill;
  207. hlu.skills = pre.skills;
  208. if (hlu.skills.size() == 0)
  209. {
  210. sendAndApply(&hlu);
  211. levelUpHero(hero);
  212. }
  213. else if (hlu.skills.size() == 1)
  214. {
  215. sendAndApply(&hlu);
  216. levelUpHero(hero, pre.skills.front());
  217. }
  218. else if (hlu.skills.size() > 1)
  219. {
  220. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  221. hlu.queryID = levelUpQuery->queryID;
  222. queries->addQuery(levelUpQuery);
  223. sendAndApply(&hlu);
  224. //level up will be called on query reply
  225. }
  226. }
  227. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  228. {
  229. SetCommanderProperty scp;
  230. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  231. if (hero)
  232. scp.heroid = hero->id;
  233. else
  234. {
  235. complain ("Commander is not led by hero!");
  236. return;
  237. }
  238. scp.accumulatedBonus.subtype = 0;
  239. scp.accumulatedBonus.additionalInfo = 0;
  240. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  241. scp.accumulatedBonus.turnsRemain = 0;
  242. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  243. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  244. if (skill <= ECommander::SPELL_POWER)
  245. {
  246. scp.which = SetCommanderProperty::BONUS;
  247. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  248. {
  249. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  250. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  251. };
  252. switch (skill)
  253. {
  254. case ECommander::ATTACK:
  255. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  256. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  257. break;
  258. case ECommander::DEFENSE:
  259. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  260. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  261. break;
  262. case ECommander::HEALTH:
  263. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  264. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  265. break;
  266. case ECommander::DAMAGE:
  267. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  268. scp.accumulatedBonus.subtype = 0;
  269. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  270. break;
  271. case ECommander::SPEED:
  272. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  273. break;
  274. case ECommander::SPELL_POWER:
  275. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  276. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  277. sendAndApply (&scp); //additional pack
  278. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  279. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  280. sendAndApply (&scp); //additional pack
  281. scp.accumulatedBonus.type = BonusType::CASTS;
  282. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  283. sendAndApply (&scp); //additional pack
  284. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  285. break;
  286. }
  287. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  288. sendAndApply (&scp);
  289. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  290. scp.additionalInfo = skill;
  291. scp.amount = c->secondarySkills.at(skill) + 1;
  292. sendAndApply (&scp);
  293. }
  294. else if (skill >= 100)
  295. {
  296. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  297. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  298. scp.additionalInfo = skill; //unnormalized
  299. sendAndApply (&scp);
  300. }
  301. expGiven(hero);
  302. }
  303. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  304. {
  305. if (!c->gainsLevel())
  306. {
  307. return;
  308. }
  309. CommanderLevelUp clu;
  310. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  311. if(hero)
  312. {
  313. clu.heroId = hero->id;
  314. clu.player = hero->tempOwner;
  315. }
  316. else
  317. {
  318. complain ("Commander is not led by hero!");
  319. return;
  320. }
  321. //picking sec. skills for choice
  322. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  323. {
  324. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  325. clu.skills.push_back(i);
  326. }
  327. int i = 100;
  328. for (auto specialSkill : VLC->creh->skillRequirements)
  329. {
  330. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  331. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  332. && !vstd::contains (c->specialSKills, i))
  333. clu.skills.push_back (i);
  334. ++i;
  335. }
  336. int skillAmount = static_cast<int>(clu.skills.size());
  337. if (!skillAmount)
  338. {
  339. sendAndApply(&clu);
  340. levelUpCommander(c);
  341. }
  342. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  343. {
  344. sendAndApply(&clu);
  345. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  346. }
  347. else if (skillAmount > 1) //apply and ask for secondary skill
  348. {
  349. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  350. clu.queryID = commanderLevelUp->queryID;
  351. queries->addQuery(commanderLevelUp);
  352. sendAndApply(&clu);
  353. }
  354. }
  355. void CGameHandler::expGiven(const CGHeroInstance *hero)
  356. {
  357. if (hero->gainsLevel())
  358. levelUpHero(hero);
  359. else if (hero->commander && hero->commander->gainsLevel())
  360. levelUpCommander(hero->commander);
  361. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  362. // levelUpCommander(hero->commander);
  363. // else
  364. // levelUpHero(hero);
  365. }
  366. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  367. {
  368. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  369. {
  370. if (gs->map->levelLimit != 0)
  371. {
  372. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  373. TExpType resultingExp = abs ? val : hero->exp + val;
  374. if (resultingExp > expLimit)
  375. {
  376. // set given experience to max possible, but don't decrease if hero already over top
  377. abs = true;
  378. val = std::max(expLimit, hero->exp);
  379. InfoWindow iw;
  380. iw.player = hero->tempOwner;
  381. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  382. iw.text.replaceRawString(hero->getNameTranslated());
  383. sendAndApply(&iw);
  384. }
  385. }
  386. }
  387. SetPrimSkill sps;
  388. sps.id = hero->id;
  389. sps.which = which;
  390. sps.abs = abs;
  391. sps.val = val;
  392. sendAndApply(&sps);
  393. //only for exp - hero may level up
  394. if (which == PrimarySkill::EXPERIENCE)
  395. {
  396. if (hero->commander && hero->commander->alive)
  397. {
  398. //FIXME: trim experience according to map limit?
  399. SetCommanderProperty scp;
  400. scp.heroid = hero->id;
  401. scp.which = SetCommanderProperty::EXPERIENCE;
  402. scp.amount = val;
  403. sendAndApply (&scp);
  404. CBonusSystemNode::treeHasChanged();
  405. }
  406. expGiven(hero);
  407. }
  408. }
  409. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  410. {
  411. if(!hero)
  412. {
  413. logGlobal->error("changeSecSkill provided no hero");
  414. return;
  415. }
  416. SetSecSkill sss;
  417. sss.id = hero->id;
  418. sss.which = which;
  419. sss.val = val;
  420. sss.abs = abs;
  421. sendAndApply(&sss);
  422. if (hero->visitedTown)
  423. giveSpells(hero->visitedTown, hero);
  424. }
  425. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  426. {
  427. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  428. return;
  429. for(auto & playerConnections : connections)
  430. {
  431. PlayerColor playerId = playerConnections.first;
  432. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  433. if(!playerSettings)
  434. continue;
  435. auto playerConnection = vstd::find(playerConnections.second, c);
  436. if(playerConnection != playerConnections.second.end())
  437. {
  438. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  439. playerMessages->broadcastMessage(playerId, messageText);
  440. }
  441. }
  442. }
  443. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  444. {
  445. //prepare struct informing that action was applied
  446. auto sendPackageResponse = [&](bool succesfullyApplied)
  447. {
  448. PackageApplied applied;
  449. applied.player = pack->player;
  450. applied.result = succesfullyApplied;
  451. applied.packType = typeList.getTypeID(pack);
  452. applied.requestID = pack->requestID;
  453. pack->c->sendPack(&applied);
  454. };
  455. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  456. if(isBlockedByQueries(pack, pack->player))
  457. {
  458. sendPackageResponse(false);
  459. }
  460. else if(apply)
  461. {
  462. const bool result = apply->applyOnGH(this, this->gs, pack);
  463. if(result)
  464. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  465. else
  466. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  467. % typeid(*pack).name()).str());
  468. sendPackageResponse(true);
  469. }
  470. else
  471. {
  472. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  473. sendPackageResponse(false);
  474. }
  475. vstd::clear_pointer(pack);
  476. }
  477. CGameHandler::CGameHandler()
  478. : turnTimerHandler(*this)
  479. {}
  480. CGameHandler::CGameHandler(CVCMIServer * lobby)
  481. : lobby(lobby)
  482. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  483. , battles(std::make_unique<BattleProcessor>(this))
  484. , queries(std::make_unique<QueriesProcessor>())
  485. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  486. , complainNoCreatures("No creatures to split")
  487. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  488. , complainInvalidSlot("Invalid slot accessed!")
  489. , turnTimerHandler(*this)
  490. {
  491. QID = 1;
  492. IObjectInterface::cb = this;
  493. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  494. registerTypesServerPacks(*applier);
  495. spellEnv = new ServerSpellCastEnvironment(this);
  496. }
  497. CGameHandler::~CGameHandler()
  498. {
  499. delete spellEnv;
  500. delete gs;
  501. }
  502. void CGameHandler::reinitScripting()
  503. {
  504. serverEventBus = std::make_unique<events::EventBus>();
  505. #if SCRIPTING_ENABLED
  506. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  507. #endif
  508. }
  509. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  510. {
  511. if (si->seedToBeUsed == 0)
  512. {
  513. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  514. }
  515. CMapService mapService;
  516. gs = new CGameState();
  517. gs->preInit(VLC);
  518. logGlobal->info("Gamestate created!");
  519. gs->init(&mapService, si, progressTracking);
  520. logGlobal->info("Gamestate initialized!");
  521. // reset seed, so that clients can't predict any following random values
  522. getRandomGenerator().resetSeed();
  523. for (auto & elem : gs->players)
  524. {
  525. states.addPlayer(elem.first);
  526. }
  527. reinitScripting();
  528. }
  529. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  530. {
  531. return a.earlierThan(b);
  532. }
  533. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  534. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  535. const PlayerState * p = getPlayerState(town->tempOwner);
  536. if (!p)
  537. {
  538. assert(town->tempOwner == PlayerColor::NEUTRAL);
  539. return;
  540. }
  541. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  542. {
  543. SetAvailableCreatures ssi;
  544. ssi.tid = town->id;
  545. ssi.creatures = town->creatures;
  546. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  547. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  548. if (dwellings.empty())//no dwellings - just remove
  549. {
  550. sendAndApply(&ssi);
  551. return;
  552. }
  553. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  554. // for multi-creature dwellings like Golem Factory
  555. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  556. if (clear)
  557. {
  558. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  559. }
  560. else
  561. {
  562. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  563. }
  564. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  565. sendAndApply(&ssi);
  566. }
  567. }
  568. void CGameHandler::newTurn()
  569. {
  570. logGlobal->trace("Turn %d", gs->day+1);
  571. NewTurn n;
  572. n.specialWeek = NewTurn::NO_ACTION;
  573. n.creatureid = CreatureID::NONE;
  574. n.day = gs->day + 1;
  575. bool firstTurn = !getDate(Date::DAY);
  576. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  577. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  578. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  579. if (firstTurn)
  580. {
  581. for (auto obj : gs->map->objects)
  582. {
  583. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  584. {
  585. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  586. }
  587. }
  588. }
  589. if (newWeek && !firstTurn)
  590. {
  591. n.specialWeek = NewTurn::NORMAL;
  592. bool deityOfFireBuilt = false;
  593. for (const CGTownInstance *t : gs->map->towns)
  594. {
  595. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  596. {
  597. deityOfFireBuilt = true;
  598. break;
  599. }
  600. }
  601. if (deityOfFireBuilt)
  602. {
  603. n.specialWeek = NewTurn::DEITYOFFIRE;
  604. n.creatureid = CreatureID::IMP;
  605. }
  606. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  607. {
  608. int monthType = getRandomGenerator().nextInt(99);
  609. if (newMonth) //new month
  610. {
  611. if (monthType < 40) //double growth
  612. {
  613. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  614. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  615. {
  616. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  617. }
  618. else if (VLC->creh->doubledCreatures.size())
  619. {
  620. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  621. }
  622. else
  623. {
  624. complain("Cannot find creature that can be spawned!");
  625. n.specialWeek = NewTurn::NORMAL;
  626. }
  627. }
  628. else if (monthType < 50)
  629. n.specialWeek = NewTurn::PLAGUE;
  630. }
  631. else //it's a week, but not full month
  632. {
  633. if (monthType < 25)
  634. {
  635. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  636. std::pair<int, CreatureID> newMonster(54, CreatureID());
  637. do
  638. {
  639. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  640. } while (VLC->creh->objects[newMonster.second] &&
  641. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  642. n.creatureid = newMonster.second;
  643. }
  644. }
  645. }
  646. }
  647. for (auto & elem : gs->players)
  648. {
  649. if (elem.first == PlayerColor::NEUTRAL)
  650. continue;
  651. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  652. assert(0); //illegal player number!
  653. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  654. hadGold.insert(playerGold);
  655. if (newWeek) //new heroes in tavern
  656. heroPool->onNewWeek(elem.first);
  657. n.res[elem.first] = elem.second.resources;
  658. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  659. {
  660. bool hasCrystalGenCreature = false;
  661. for(CGHeroInstance * hero : elem.second.heroes)
  662. {
  663. for(auto stack : hero->stacks)
  664. {
  665. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  666. {
  667. hasCrystalGenCreature = true;
  668. break;
  669. }
  670. }
  671. }
  672. if(!hasCrystalGenCreature) //not found in armies, check towns
  673. {
  674. for(CGTownInstance * town : elem.second.towns)
  675. {
  676. for(auto stack : town->stacks)
  677. {
  678. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  679. {
  680. hasCrystalGenCreature = true;
  681. break;
  682. }
  683. }
  684. }
  685. }
  686. if(hasCrystalGenCreature)
  687. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  688. }
  689. for (CGHeroInstance *h : (elem).second.heroes)
  690. {
  691. if (h->visitedTown)
  692. giveSpells(h->visitedTown, h);
  693. NewTurn::Hero hth;
  694. hth.id = h->id;
  695. auto ti = std::make_unique<TurnInfo>(h, 1);
  696. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  697. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  698. hth.mana = h->getManaNewTurn();
  699. n.heroes.insert(hth);
  700. if (!firstTurn) //not first day
  701. {
  702. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  703. {
  704. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  705. }
  706. }
  707. }
  708. }
  709. for (CGTownInstance *t : gs->map->towns)
  710. {
  711. PlayerColor player = t->tempOwner;
  712. handleTownEvents(t, n);
  713. if (newWeek) //first day of week
  714. {
  715. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  716. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  717. if (!firstTurn)
  718. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  719. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  720. if (!vstd::contains(n.cres, t->id))
  721. {
  722. n.cres[t->id].tid = t->id;
  723. n.cres[t->id].creatures = t->creatures;
  724. }
  725. auto & sac = n.cres.at(t->id);
  726. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  727. {
  728. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  729. {
  730. ui32 &availableCount = sac.creatures.at(k).first;
  731. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  732. if (n.specialWeek == NewTurn::PLAGUE)
  733. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  734. else
  735. {
  736. if (firstTurn) //first day of game: use only basic growths
  737. availableCount = cre->getGrowth();
  738. else
  739. availableCount += t->creatureGrowth(k);
  740. //Deity of fire week - upgrade both imps and upgrades
  741. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  742. availableCount += 15;
  743. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  744. {
  745. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  746. availableCount *= 2;
  747. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  748. availableCount += 5;
  749. }
  750. }
  751. }
  752. }
  753. }
  754. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  755. {
  756. n.res[player] = n.res[player] + t->dailyIncome();
  757. }
  758. if(t->hasBuilt(BuildingID::GRAIL)
  759. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  760. {
  761. // Skyship, probably easier to handle same as Veil of darkness
  762. //do it every new day after veils apply
  763. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  764. {
  765. FoWChange fw;
  766. fw.mode = 1;
  767. fw.player = player;
  768. // find all hidden tiles
  769. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  770. auto shape = fow->shape();
  771. for(size_t z = 0; z < shape[0]; z++)
  772. for(size_t x = 0; x < shape[1]; x++)
  773. for(size_t y = 0; y < shape[2]; y++)
  774. if (!(*fow)[z][x][y])
  775. fw.tiles.insert(int3(x, y, z));
  776. sendAndApply (&fw);
  777. }
  778. }
  779. if (t->hasBonusOfType (BonusType::DARKNESS))
  780. {
  781. for (auto & player : gs->players)
  782. {
  783. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  784. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  785. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  786. }
  787. }
  788. }
  789. if (newMonth)
  790. {
  791. SetAvailableArtifacts saa;
  792. saa.id = -1;
  793. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  794. sendAndApply(&saa);
  795. }
  796. sendAndApply(&n);
  797. if (newWeek)
  798. {
  799. //spawn wandering monsters
  800. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  801. {
  802. spawnWanderingMonsters(n.creatureid);
  803. }
  804. //new week info popup
  805. if (!firstTurn)
  806. {
  807. InfoWindow iw;
  808. switch (n.specialWeek)
  809. {
  810. case NewTurn::DOUBLE_GROWTH:
  811. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  812. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  813. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  814. break;
  815. case NewTurn::PLAGUE:
  816. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  817. break;
  818. case NewTurn::BONUS_GROWTH:
  819. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  820. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  821. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  822. break;
  823. case NewTurn::DEITYOFFIRE:
  824. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  825. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  826. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  827. iw.text.replacePositiveNumber(15); //%+d 15
  828. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  829. iw.text.replacePositiveNumber(15); //%+d 15
  830. break;
  831. default:
  832. if (newMonth)
  833. {
  834. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  835. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  836. }
  837. else
  838. {
  839. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  840. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  841. }
  842. }
  843. for (auto & elem : gs->players)
  844. {
  845. iw.player = elem.first;
  846. sendAndApply(&iw);
  847. }
  848. }
  849. }
  850. logGlobal->trace("Info about turn %d has been sent!", n.day);
  851. handleTimeEvents();
  852. //call objects
  853. for (auto & elem : gs->map->objects)
  854. {
  855. if (elem)
  856. elem->newTurn(getRandomGenerator());
  857. }
  858. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  859. }
  860. void CGameHandler::run(bool resume)
  861. {
  862. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  863. for (auto cc : lobby->connections)
  864. {
  865. auto players = lobby->getAllClientPlayers(cc->connectionID);
  866. std::stringstream sbuffer;
  867. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  868. for (PlayerColor color : players)
  869. {
  870. sbuffer << color << " ";
  871. {
  872. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  873. connections[color].insert(cc);
  874. }
  875. }
  876. logGlobal->info(sbuffer.str());
  877. }
  878. #if SCRIPTING_ENABLED
  879. services()->scripts()->run(serverScripts);
  880. #endif
  881. if(resume)
  882. events::GameResumed::defaultExecute(serverEventBus.get());
  883. auto playerTurnOrder = generatePlayerTurnOrder();
  884. if(!resume)
  885. for(auto & playerColor : playerTurnOrder)
  886. turnTimerHandler.onGameplayStart(gs->players[playerColor]);
  887. while(lobby->state == EServerState::GAMEPLAY)
  888. {
  889. if(!resume)
  890. {
  891. newTurn();
  892. events::TurnStarted::defaultExecute(serverEventBus.get());
  893. }
  894. std::list<PlayerColor>::iterator it;
  895. if (resume)
  896. {
  897. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  898. }
  899. else
  900. {
  901. it = playerTurnOrder.begin();
  902. }
  903. resume = false;
  904. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  905. {
  906. auto playerColor = *it;
  907. auto onGetTurn = [&](events::PlayerGotTurn & event)
  908. {
  909. //if player runs out of time, he shouldn't get the turn (especially AI)
  910. //pre-trigger may change anything, should check before each player
  911. //TODO: is it enough to check only one player?
  912. checkVictoryLossConditionsForAll();
  913. auto player = event.getPlayer();
  914. const PlayerState * playerState = &gs->players[player];
  915. if(playerState->status != EPlayerStatus::INGAME)
  916. {
  917. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  918. }
  919. else
  920. {
  921. states.setFlag(player, &PlayerStatus::makingTurn, true);
  922. YourTurn yt;
  923. yt.player = player;
  924. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  925. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  926. applyAndSend(&yt);
  927. turnTimerHandler.onPlayerGetTurn(gs->players[player]);
  928. }
  929. };
  930. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  931. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  932. {
  933. //wait till turn is done
  934. const int waitTime = 100; //ms
  935. boost::unique_lock<boost::mutex> lock(states.mx);
  936. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  937. {
  938. turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
  939. if(gs->curB)
  940. turnTimerHandler.onBattleLoop(waitTime);
  941. states.cv.wait_for(lock, boost::chrono::milliseconds(waitTime));
  942. }
  943. }
  944. }
  945. //additional check that game is not finished
  946. bool activePlayer = false;
  947. for (auto player : playerTurnOrder)
  948. {
  949. if (gs->players[player].status == EPlayerStatus::INGAME)
  950. activePlayer = true;
  951. }
  952. if(!activePlayer)
  953. lobby->state = EServerState::GAMEPLAY_ENDED;
  954. }
  955. }
  956. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  957. {
  958. // Generate player turn order
  959. std::list<PlayerColor> playerTurnOrder;
  960. for (const auto & player : gs->players) // add human players first
  961. {
  962. if (player.second.human)
  963. playerTurnOrder.push_back(player.first);
  964. }
  965. for (const auto & player : gs->players) // then add non-human players
  966. {
  967. if (!player.second.human)
  968. playerTurnOrder.push_back(player.first);
  969. }
  970. return playerTurnOrder;
  971. }
  972. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  973. {
  974. if (!h->hasSpellbook())
  975. return; //hero hasn't spellbook
  976. ChangeSpells cs;
  977. cs.hid = h->id;
  978. cs.learn = true;
  979. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  980. {
  981. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  982. for (int i = 0; i < h->maxSpellLevel(); i++)
  983. {
  984. std::vector<SpellID> spells;
  985. getAllowedSpells(spells, i+1);
  986. for (auto & spell : spells)
  987. cs.spells.insert(spell);
  988. }
  989. }
  990. else
  991. {
  992. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  993. {
  994. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  995. {
  996. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  997. cs.spells.insert(t->spells.at(i).at(j));
  998. }
  999. }
  1000. }
  1001. if (!cs.spells.empty())
  1002. sendAndApply(&cs);
  1003. }
  1004. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1005. {
  1006. if (!obj || !getObj(obj->id))
  1007. {
  1008. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1009. return false;
  1010. }
  1011. RemoveObject ro;
  1012. ro.id = obj->id;
  1013. sendAndApply(&ro);
  1014. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1015. return true;
  1016. }
  1017. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1018. {
  1019. const CGHeroInstance *h = getHero(hid);
  1020. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1021. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1022. {
  1023. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  1024. return true; //timer expired, no error
  1025. logGlobal->error("Illegal call to move hero!");
  1026. return false;
  1027. }
  1028. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1029. const int3 hmpos = h->convertToVisitablePos(dst);
  1030. if (!gs->map->isInTheMap(hmpos))
  1031. {
  1032. logGlobal->error("Destination tile is outside the map!");
  1033. return false;
  1034. }
  1035. const TerrainTile t = *getTile(hmpos);
  1036. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1037. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1038. const bool disembarking = h->boat
  1039. && t.terType->isLand()
  1040. && (dst == h->pos
  1041. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1042. //result structure for start - movement failed, no move points used
  1043. TryMoveHero tmh;
  1044. tmh.id = hid;
  1045. tmh.start = h->pos;
  1046. tmh.end = dst;
  1047. tmh.result = TryMoveHero::FAILED;
  1048. tmh.movePoints = h->movementPointsRemaining();
  1049. //check if destination tile is available
  1050. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1051. auto ti = pathfinderHelper->getTurnInfo();
  1052. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1053. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1054. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1055. //it's a rock or blocked and not visitable tile
  1056. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1057. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  1058. && complain("Cannot move hero, destination tile is blocked!"))
  1059. || ((!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)
  1060. && complain("Cannot move hero, destination tile is on water!"))
  1061. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1062. && complain("Cannot disembark hero, tile is blocked!"))
  1063. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1064. && complain("Tiles are not neighboring!"))
  1065. || ((h->inTownGarrison)
  1066. && complain("Can not move garrisoned hero!"))
  1067. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1068. && complain("Hero doesn't have any movement points left!"))
  1069. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1070. && complain("Hero cannot transit over this tile!"))
  1071. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1072. && complain("Cannot move hero during the battle"))*/)
  1073. {
  1074. //send info about movement failure
  1075. sendAndApply(&tmh);
  1076. return false;
  1077. }
  1078. //several generic blocks of code
  1079. // should be called if hero changes tile but before applying TryMoveHero package
  1080. auto leaveTile = [&]()
  1081. {
  1082. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1083. {
  1084. obj->onHeroLeave(h);
  1085. }
  1086. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1087. };
  1088. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1089. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1090. {
  1091. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1092. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1093. queries->addQuery(moveQuery);
  1094. if (leavingTile == LEAVING_TILE)
  1095. leaveTile();
  1096. if (isInTheMap(guardPos))
  1097. tmh.attackedFrom = std::make_optional(guardPos);
  1098. tmh.result = result;
  1099. sendAndApply(&tmh);
  1100. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1101. { // Hero should be always able to visit any object he staying on even if there guards around
  1102. visitObjectOnTile(t, h);
  1103. }
  1104. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1105. {
  1106. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1107. objectVisited(guardTile.visitableObjects.back(), h);
  1108. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1109. }
  1110. else if (visitDest == VISIT_DEST)
  1111. {
  1112. visitObjectOnTile(t, h);
  1113. }
  1114. if(!transit)
  1115. {
  1116. for(auto topQuery = queries->topQuery(h->tempOwner); true; topQuery = queries->topQuery(h->tempOwner))
  1117. {
  1118. moveQuery = std::dynamic_pointer_cast<CHeroMovementQuery>(topQuery);
  1119. if(moveQuery)
  1120. queries->popIfTop(moveQuery);
  1121. else
  1122. break;
  1123. }
  1124. }
  1125. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1126. return result != TryMoveHero::FAILED;
  1127. };
  1128. //interaction with blocking object (like resources)
  1129. auto blockingVisit = [&]() -> bool
  1130. {
  1131. for (CGObjectInstance *obj : t.visitableObjects)
  1132. {
  1133. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1134. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1135. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1136. {
  1137. EVisitDest visitDest = VISIT_DEST;
  1138. if(h->boat && !h->boat->onboardVisitAllowed)
  1139. visitDest = DONT_VISIT_DEST;
  1140. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1141. }
  1142. }
  1143. return false;
  1144. };
  1145. if (!transit && embarking)
  1146. {
  1147. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1148. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1149. // In H3 embark ignore guards
  1150. }
  1151. if (disembarking)
  1152. {
  1153. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1154. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1155. }
  1156. if (teleporting)
  1157. {
  1158. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1159. return true;
  1160. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1161. // visit town for town portal \ castle gates
  1162. // do not use generic visitObjectOnTile to avoid double-teleporting
  1163. // if this moveHero call was triggered by teleporter
  1164. if (!t.visitableObjects.empty())
  1165. {
  1166. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1167. town->onHeroVisit(h);
  1168. }
  1169. return true;
  1170. }
  1171. //still here? it is standard movement!
  1172. {
  1173. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1174. ? h->movementPointsRemaining() - cost
  1175. : 0;
  1176. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1177. EVisitDest visitDest = VISIT_DEST;
  1178. if (transit)
  1179. {
  1180. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1181. visitDest = DONT_VISIT_DEST;
  1182. if (canFly)
  1183. {
  1184. lookForGuards = IGNORE_GUARDS;
  1185. visitDest = DONT_VISIT_DEST;
  1186. }
  1187. }
  1188. else if (blockingVisit())
  1189. return true;
  1190. if(h->boat && !h->boat->onboardAssaultAllowed)
  1191. lookForGuards = IGNORE_GUARDS;
  1192. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1193. return true;
  1194. }
  1195. }
  1196. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1197. {
  1198. const CGHeroInstance *h = getHero(hid);
  1199. const CGTownInstance *t = getTown(dstid);
  1200. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1201. COMPLAIN_RET("Invalid call to teleportHero!");
  1202. const CGTownInstance *from = h->visitedTown;
  1203. if (((h->getOwner() != t->getOwner())
  1204. && complain("Cannot teleport hero to another player"))
  1205. || (from->town->faction->getId() != t->town->faction->getId()
  1206. && complain("Source town and destination town should belong to the same faction"))
  1207. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1208. && complain("Hero must be in town with Castle gate for teleporting"))
  1209. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1210. && complain("Cannot teleport hero to town without Castle gate in it")))
  1211. return false;
  1212. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1213. moveHero(hid,pos,1);
  1214. return true;
  1215. }
  1216. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1217. {
  1218. PlayerColor oldOwner = getOwner(obj->id);
  1219. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1220. sendAndApply(&sop);
  1221. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1222. checkVictoryLossConditions(playerColors);
  1223. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1224. if (town) //town captured
  1225. {
  1226. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1227. {
  1228. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1229. setPortalDwelling(town, true, false);
  1230. }
  1231. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1232. {
  1233. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1234. {
  1235. InfoWindow iw;
  1236. iw.player = oldOwner;
  1237. 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.
  1238. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  1239. sendAndApply(&iw);
  1240. }
  1241. }
  1242. }
  1243. const PlayerState * p = getPlayerState(owner);
  1244. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1245. {
  1246. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1247. {
  1248. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1249. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1250. }
  1251. }
  1252. }
  1253. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1254. {
  1255. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1256. queries->addQuery(dialogQuery);
  1257. iw->queryID = dialogQuery->queryID;
  1258. sendToAllClients(iw);
  1259. }
  1260. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1261. {
  1262. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1263. queries->addQuery(dialogQuery);
  1264. iw->queryID = dialogQuery->queryID;
  1265. sendToAllClients(iw);
  1266. }
  1267. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1268. {
  1269. if (!val) return; //don't waste time on empty call
  1270. TResources resources;
  1271. resources[which] = val;
  1272. giveResources(player, resources);
  1273. }
  1274. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1275. {
  1276. SetResources sr;
  1277. sr.abs = false;
  1278. sr.player = player;
  1279. sr.res = resources;
  1280. sendAndApply(&sr);
  1281. }
  1282. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1283. {
  1284. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1285. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1286. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1287. //first we move creatures to give to make them army of object-source
  1288. for (auto & elem : creatures.Slots())
  1289. {
  1290. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1291. }
  1292. tryJoiningArmy(obj, h, remove, true);
  1293. }
  1294. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1295. {
  1296. std::vector<CStackBasicDescriptor> cres = creatures;
  1297. if (cres.size() <= 0)
  1298. return;
  1299. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1300. for (CStackBasicDescriptor &sbd : cres)
  1301. {
  1302. TQuantity collected = 0;
  1303. while(collected < sbd.count)
  1304. {
  1305. bool foundSth = false;
  1306. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1307. {
  1308. if (i->second->type == sbd.type)
  1309. {
  1310. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1311. changeStackCount(StackLocation(obj, i->first), -take, false);
  1312. collected += take;
  1313. foundSth = true;
  1314. break;
  1315. }
  1316. }
  1317. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1318. {
  1319. complain("Unexpected failure during taking creatures!");
  1320. return;
  1321. }
  1322. }
  1323. }
  1324. }
  1325. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1326. {
  1327. HeroVisitCastle vc;
  1328. vc.hid = hero->id;
  1329. vc.tid = obj->id;
  1330. vc.flags |= 1;
  1331. sendAndApply(&vc);
  1332. visitCastleObjects(obj, hero);
  1333. giveSpells (obj, hero);
  1334. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1335. }
  1336. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1337. {
  1338. for (auto building : t->bonusingBuildings)
  1339. building->onHeroVisit(h);
  1340. }
  1341. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1342. {
  1343. HeroVisitCastle vc;
  1344. vc.hid = hero->id;
  1345. vc.tid = obj->id;
  1346. sendAndApply(&vc);
  1347. }
  1348. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1349. {
  1350. EraseArtifact ea;
  1351. ea.al = al;
  1352. sendAndApply(&ea);
  1353. }
  1354. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1355. {
  1356. ChangeSpells cs;
  1357. cs.hid = hero->id;
  1358. cs.spells = spells;
  1359. cs.learn = give;
  1360. sendAndApply(&cs);
  1361. }
  1362. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1363. {
  1364. sendAndApply(bonus);
  1365. }
  1366. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1367. {
  1368. sendAndApply(smp);
  1369. }
  1370. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1371. {
  1372. SetMana sm;
  1373. sm.hid = hid;
  1374. sm.val = val;
  1375. sm.absolute = true;
  1376. sendAndApply(&sm);
  1377. }
  1378. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1379. {
  1380. GiveHero gh;
  1381. gh.id = id;
  1382. gh.player = player;
  1383. gh.boatId = boatId;
  1384. sendAndApply(&gh);
  1385. //Reveal fow around new hero, especially released from Prison
  1386. auto h = getHero(id);
  1387. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  1388. }
  1389. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  1390. {
  1391. ChangeObjPos cop;
  1392. cop.objid = objid;
  1393. cop.nPos = newPos;
  1394. sendAndApply(&cop);
  1395. }
  1396. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1397. {
  1398. const CGHeroInstance * h1 = getHero(fromHero);
  1399. const CGHeroInstance * h2 = getHero(toHero);
  1400. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1401. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1402. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1403. {
  1404. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1405. std::swap(fromHero, toHero);
  1406. }
  1407. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1408. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1409. return;//no scholar skill or no spellbook
  1410. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  1411. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  1412. ChangeSpells cs1;
  1413. cs1.learn = true;
  1414. cs1.hid = toHero;//giving spells to first hero
  1415. for (auto it : h1->getSpellsInSpellbook())
  1416. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1417. cs1.spells.insert(it);//spell to learn
  1418. ChangeSpells cs2;
  1419. cs2.learn = true;
  1420. cs2.hid = fromHero;
  1421. for (auto it : h2->getSpellsInSpellbook())
  1422. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  1423. cs2.spells.insert(it);
  1424. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1425. {
  1426. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  1427. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  1428. InfoWindow iw;
  1429. iw.player = h1->tempOwner;
  1430. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  1431. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1432. iw.text.replaceRawString(h1->getNameTranslated());
  1433. if (!cs2.spells.empty())//if found new spell - apply
  1434. {
  1435. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1436. int size = static_cast<int>(cs2.spells.size());
  1437. for (auto it : cs2.spells)
  1438. {
  1439. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1440. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1441. switch (size--)
  1442. {
  1443. case 2:
  1444. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1445. case 1:
  1446. break;
  1447. default:
  1448. iw.text.appendRawString(", ");
  1449. }
  1450. }
  1451. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1452. iw.text.replaceRawString(h2->getNameTranslated());
  1453. sendAndApply(&cs2);
  1454. }
  1455. if (!cs1.spells.empty() && !cs2.spells.empty())
  1456. {
  1457. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1458. }
  1459. if (!cs1.spells.empty())
  1460. {
  1461. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1462. int size = static_cast<int>(cs1.spells.size());
  1463. for (auto it : cs1.spells)
  1464. {
  1465. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1466. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1467. switch (size--)
  1468. {
  1469. case 2:
  1470. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1471. case 1:
  1472. break;
  1473. default:
  1474. iw.text.appendRawString(", ");
  1475. }
  1476. }
  1477. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1478. iw.text.replaceRawString(h2->getNameTranslated());
  1479. sendAndApply(&cs1);
  1480. }
  1481. sendAndApply(&iw);
  1482. }
  1483. }
  1484. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1485. {
  1486. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1487. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1488. {
  1489. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1490. ExchangeDialog hex;
  1491. hex.queryID = exchange->queryID;
  1492. hex.player = h1->getOwner();
  1493. hex.hero1 = hero1;
  1494. hex.hero2 = hero2;
  1495. sendAndApply(&hex);
  1496. useScholarSkill(hero1,hero2);
  1497. queries->addQuery(exchange);
  1498. }
  1499. }
  1500. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1501. {
  1502. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1503. for (auto c : lobby->connections)
  1504. {
  1505. if(!c->isOpen())
  1506. continue;
  1507. c->sendPack(pack);
  1508. }
  1509. }
  1510. void CGameHandler::sendAndApply(CPackForClient * pack)
  1511. {
  1512. sendToAllClients(pack);
  1513. gs->apply(pack);
  1514. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1515. }
  1516. void CGameHandler::applyAndSend(CPackForClient * pack)
  1517. {
  1518. gs->apply(pack);
  1519. sendToAllClients(pack);
  1520. }
  1521. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1522. {
  1523. sendAndApply(static_cast<CPackForClient *>(pack));
  1524. checkVictoryLossConditionsForAll();
  1525. }
  1526. void CGameHandler::sendAndApply(SetResources * pack)
  1527. {
  1528. sendAndApply(static_cast<CPackForClient *>(pack));
  1529. checkVictoryLossConditionsForPlayer(pack->player);
  1530. }
  1531. void CGameHandler::sendAndApply(NewStructures * pack)
  1532. {
  1533. sendAndApply(static_cast<CPackForClient *>(pack));
  1534. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1535. }
  1536. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1537. {
  1538. return getPlayerAt(pack->c) == getOwner(id);
  1539. }
  1540. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1541. {
  1542. if(pack->c)
  1543. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1544. logNetwork->error("Player is not allowed to perform this action!");
  1545. throw ExceptionNotAllowedAction();
  1546. }
  1547. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1548. {
  1549. std::ostringstream oss;
  1550. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  1551. logNetwork->error(oss.str());
  1552. if(pack->c)
  1553. playerMessages->sendSystemMessage(pack->c, oss.str());
  1554. }
  1555. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1556. {
  1557. if(!isPlayerOwns(pack, id))
  1558. {
  1559. wrongPlayerMessage(pack, getOwner(id));
  1560. throwNotAllowedAction(pack);
  1561. }
  1562. }
  1563. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  1564. {
  1565. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  1566. {
  1567. wrongPlayerMessage(pack, player);
  1568. throwNotAllowedAction(pack);
  1569. }
  1570. }
  1571. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1572. {
  1573. complain(txt);
  1574. throwNotAllowedAction(pack);
  1575. }
  1576. void CGameHandler::save(const std::string & filename)
  1577. {
  1578. logGlobal->info("Saving to %s", filename);
  1579. const auto stem = FileInfo::GetPathStem(filename);
  1580. const auto savefname = stem.to_string() + ".vsgm1";
  1581. CResourceHandler::get("local")->createResource(savefname);
  1582. try
  1583. {
  1584. {
  1585. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
  1586. saveCommonState(save);
  1587. logGlobal->info("Saving server state");
  1588. save << *this;
  1589. }
  1590. logGlobal->info("Game has been successfully saved!");
  1591. }
  1592. catch(std::exception &e)
  1593. {
  1594. logGlobal->error("Failed to save game: %s", e.what());
  1595. }
  1596. }
  1597. bool CGameHandler::load(const std::string & filename)
  1598. {
  1599. logGlobal->info("Loading from %s", filename);
  1600. const auto stem = FileInfo::GetPathStem(filename);
  1601. reinitScripting();
  1602. try
  1603. {
  1604. {
  1605. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1606. loadCommonState(lf);
  1607. logGlobal->info("Loading server state");
  1608. lf >> *this;
  1609. }
  1610. logGlobal->info("Game has been successfully loaded!");
  1611. }
  1612. catch(const ModIncompatibility & e)
  1613. {
  1614. logGlobal->error("Failed to load game: %s", e.what());
  1615. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  1616. errorMsg += e.what();
  1617. lobby->announceMessage(errorMsg);
  1618. return false;
  1619. }
  1620. catch(const std::exception & e)
  1621. {
  1622. logGlobal->error("Failed to load game: %s", e.what());
  1623. return false;
  1624. }
  1625. gs->preInit(VLC);
  1626. gs->updateOnLoad(lobby->si.get());
  1627. return true;
  1628. }
  1629. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1630. {
  1631. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1632. return false;
  1633. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1634. const CCreatureSet & creatureSet = *army;
  1635. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1636. || (howMany < 1 && complain("Invalid split parameter!")))
  1637. {
  1638. return false;
  1639. }
  1640. auto actualAmount = army->getStackCount(slotSrc);
  1641. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1642. return false;
  1643. auto freeSlots = creatureSet.getFreeSlots();
  1644. if(freeSlots.empty() && complain("No empty stacks"))
  1645. return false;
  1646. BulkRebalanceStacks bulkRS;
  1647. for(auto slot : freeSlots)
  1648. {
  1649. RebalanceStacks rs;
  1650. rs.srcArmy = army->id;
  1651. rs.dstArmy = army->id;
  1652. rs.srcSlot = slotSrc;
  1653. rs.dstSlot = slot;
  1654. rs.count = howMany;
  1655. bulkRS.moves.push_back(rs);
  1656. actualAmount -= howMany;
  1657. if(actualAmount <= howMany)
  1658. break;
  1659. }
  1660. sendAndApply(&bulkRS);
  1661. return true;
  1662. }
  1663. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1664. {
  1665. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1666. return false;
  1667. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1668. const CCreatureSet & creatureSet = *army;
  1669. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1670. return false;
  1671. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1672. if(actualAmount < 1 && complain(complainNoCreatures))
  1673. return false;
  1674. auto currentCreature = creatureSet.getCreature(slotSrc);
  1675. if(!currentCreature && complain(complainNoCreatures))
  1676. return false;
  1677. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1678. if(!creatureSlots.size())
  1679. return false;
  1680. BulkRebalanceStacks bulkRS;
  1681. for(auto slot : creatureSlots)
  1682. {
  1683. RebalanceStacks rs;
  1684. rs.srcArmy = army->id;
  1685. rs.dstArmy = army->id;
  1686. rs.srcSlot = slot;
  1687. rs.dstSlot = slotSrc;
  1688. rs.count = creatureSet.getStackCount(slot);
  1689. bulkRS.moves.push_back(rs);
  1690. }
  1691. sendAndApply(&bulkRS);
  1692. return true;
  1693. }
  1694. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1695. {
  1696. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1697. return false;
  1698. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1699. const CCreatureSet & setSrc = *armySrc;
  1700. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1701. return false;
  1702. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1703. const CCreatureSet & setDest = *armyDest;
  1704. auto freeSlots = setDest.getFreeSlotsQueue();
  1705. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1706. TRebalanceMap moves;
  1707. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1708. auto slotsLeft = setSrc.stacksCount();
  1709. auto destMap = setDest.getCreatureMap();
  1710. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1711. while(!srcQueue.empty())
  1712. {
  1713. auto pair = srcQueue.top();
  1714. srcQueue.pop();
  1715. auto currCreature = pair.first;
  1716. auto currSlot = pair.second;
  1717. const auto quantity = setSrc.getStackCount(currSlot);
  1718. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1719. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1720. if(!alreadyExists)
  1721. {
  1722. if(freeSlots.empty())
  1723. continue;
  1724. auto currFreeSlot = freeSlots.front();
  1725. freeSlots.pop();
  1726. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1727. }
  1728. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1729. slotsLeft--;
  1730. }
  1731. if(slotsLeft == 1)
  1732. {
  1733. auto lastCreature = setSrc.getCreature(srcSlot);
  1734. auto slotToMove = SlotID();
  1735. // Try to find a slot for last creature
  1736. if(destMap.find(lastCreature) == destMap.end())
  1737. {
  1738. if(!freeSlots.empty())
  1739. slotToMove = freeSlots.front();
  1740. }
  1741. else
  1742. {
  1743. slotToMove = destMap[lastCreature];
  1744. }
  1745. if(slotToMove != SlotID())
  1746. {
  1747. const bool needsLastStack = armySrc->needsLastStack();
  1748. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1749. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1750. }
  1751. }
  1752. BulkRebalanceStacks bulkRS;
  1753. for(auto & move : moves)
  1754. {
  1755. RebalanceStacks rs;
  1756. rs.srcArmy = armySrc->id;
  1757. rs.dstArmy = armyDest->id;
  1758. rs.srcSlot = move.first;
  1759. rs.dstSlot = move.second.first;
  1760. rs.count = move.second.second;
  1761. bulkRS.moves.push_back(rs);
  1762. }
  1763. sendAndApply(&bulkRS);
  1764. return true;
  1765. }
  1766. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1767. {
  1768. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1769. return false;
  1770. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1771. const CCreatureSet & creatureSet = *army;
  1772. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1773. return false;
  1774. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1775. if(actualAmount <= 1 && complain(complainNoCreatures))
  1776. return false;
  1777. auto freeSlot = creatureSet.getFreeSlot();
  1778. auto currentCreature = creatureSet.getCreature(slotSrc);
  1779. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1780. return true;
  1781. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1782. TQuantity totalCreatures = 0;
  1783. for(auto slot : creatureSlots)
  1784. totalCreatures += creatureSet.getStackCount(slot);
  1785. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1786. return false;
  1787. if(freeSlot != SlotID())
  1788. creatureSlots.push_back(freeSlot);
  1789. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1790. return false;
  1791. const auto totalCreatureSlots = creatureSlots.size();
  1792. const auto rem = totalCreatures % totalCreatureSlots;
  1793. const auto quotient = totalCreatures / totalCreatureSlots;
  1794. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1795. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1796. BulkSmartRebalanceStacks bulkSRS;
  1797. if(freeSlot != SlotID())
  1798. {
  1799. RebalanceStacks rs;
  1800. rs.srcArmy = rs.dstArmy = army->id;
  1801. rs.srcSlot = slotSrc;
  1802. rs.dstSlot = freeSlot;
  1803. rs.count = 1;
  1804. bulkSRS.moves.push_back(rs);
  1805. }
  1806. auto currSlot = 0;
  1807. auto check = 0;
  1808. for(auto slot : creatureSlots)
  1809. {
  1810. ChangeStackCount csc;
  1811. csc.army = army->id;
  1812. csc.slot = slot;
  1813. csc.count = (currSlot < rem)
  1814. ? quotient + 1
  1815. : quotient;
  1816. csc.absoluteValue = true;
  1817. bulkSRS.changes.push_back(csc);
  1818. currSlot++;
  1819. check += csc.count;
  1820. }
  1821. if(check != totalCreatures)
  1822. {
  1823. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1824. return false;
  1825. }
  1826. sendAndApply(&bulkSRS);
  1827. return true;
  1828. }
  1829. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1830. {
  1831. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  1832. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1833. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1834. StackLocation sl1(s1, p1), sl2(s2, p2);
  1835. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1836. {
  1837. complain(complainInvalidSlot);
  1838. return false;
  1839. }
  1840. if (!isAllowedExchange(id1,id2))
  1841. {
  1842. complain("Cannot exchange stacks between these two objects!\n");
  1843. return false;
  1844. }
  1845. // We can always put stacks into locked garrison, but not take them out of it
  1846. auto notRemovable = [&](const CArmedInstance * army)
  1847. {
  1848. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1849. {
  1850. auto g = dynamic_cast<const CGGarrison *>(army);
  1851. if (g && !g->removableUnits)
  1852. {
  1853. complain("Stacks in this garrison are not removable!\n");
  1854. return true;
  1855. }
  1856. }
  1857. return false;
  1858. };
  1859. if (what==1) //swap
  1860. {
  1861. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1862. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1863. {
  1864. complain("Can't take troops from another player!");
  1865. return false;
  1866. }
  1867. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1868. {
  1869. complain("Cannot swap stacks - slots are the same!");
  1870. return false;
  1871. }
  1872. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1873. {
  1874. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1875. return false;
  1876. }
  1877. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1878. return false;
  1879. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1880. return false;
  1881. swapStacks(sl1, sl2);
  1882. }
  1883. else if (what==2)//merge
  1884. {
  1885. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1886. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1887. return false;
  1888. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1889. {
  1890. complain("Cannot merge empty stack!");
  1891. return false;
  1892. }
  1893. else if (notRemovable(sl1.army))
  1894. return false;
  1895. moveStack(sl1, sl2);
  1896. }
  1897. else if (what==3) //split
  1898. {
  1899. const int countToMove = val - s2->getStackCount(p2);
  1900. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1901. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1902. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1903. {
  1904. complain("Can't move troops of another player!");
  1905. return false;
  1906. }
  1907. //general conditions checking
  1908. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1909. || (val<1 && complain(complainNoCreatures)) )
  1910. {
  1911. return false;
  1912. }
  1913. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1914. {
  1915. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1916. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1917. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1918. )
  1919. {
  1920. return false;
  1921. }
  1922. if (notRemovable(sl1.army))
  1923. {
  1924. if (s1->getStackCount(p1) > countLeftOnSrc)
  1925. return false;
  1926. }
  1927. else if (notRemovable(sl2.army))
  1928. {
  1929. if (s2->getStackCount(p1) < countLeftOnSrc)
  1930. return false;
  1931. }
  1932. moveStack(sl1, sl2, countToMove);
  1933. //S2.slots[p2]->count = val;
  1934. //S1.slots[p1]->count = total - val;
  1935. }
  1936. else //split one stack to the two
  1937. {
  1938. if (s1->getStackCount(p1) < val)//not enough creatures
  1939. {
  1940. complain(complainNotEnoughCreatures);
  1941. return false;
  1942. }
  1943. if (notRemovable(sl1.army))
  1944. return false;
  1945. moveStack(sl1, sl2, val);
  1946. }
  1947. }
  1948. return true;
  1949. }
  1950. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1951. {
  1952. return connections.at(player).count(c);
  1953. }
  1954. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  1955. {
  1956. std::set<PlayerColor> all;
  1957. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  1958. if(vstd::contains(i->second, c))
  1959. all.insert(i->first);
  1960. switch(all.size())
  1961. {
  1962. case 0:
  1963. return PlayerColor::NEUTRAL;
  1964. case 1:
  1965. return *all.begin();
  1966. default:
  1967. {
  1968. //if we have more than one player at this connection, try to pick active one
  1969. if (vstd::contains(all, gs->currentPlayer))
  1970. return gs->currentPlayer;
  1971. else
  1972. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  1973. }
  1974. }
  1975. }
  1976. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1977. {
  1978. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1979. if (!vstd::contains(s1->stacks,pos))
  1980. {
  1981. complain("Illegal call to disbandCreature - no such stack in army!");
  1982. return false;
  1983. }
  1984. eraseStack(StackLocation(s1, pos));
  1985. return true;
  1986. }
  1987. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1988. {
  1989. const CGTownInstance * t = getTown(tid);
  1990. if(!t)
  1991. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1992. if(!t->town->buildings.count(requestedID))
  1993. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1994. if(t->hasBuilt(requestedID))
  1995. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1996. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1997. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1998. std::vector<const CBuilding*> remainingAutoBuildings;
  1999. std::set<BuildingID> buildingsThatWillBe;
  2000. //Check validity of request
  2001. if(!force)
  2002. {
  2003. switch(requestedBuilding->mode)
  2004. {
  2005. case CBuilding::BUILD_NORMAL :
  2006. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2007. COMPLAIN_RET("Cannot build that building!");
  2008. break;
  2009. case CBuilding::BUILD_AUTO :
  2010. case CBuilding::BUILD_SPECIAL:
  2011. COMPLAIN_RET("This building can not be constructed normally!");
  2012. case CBuilding::BUILD_GRAIL :
  2013. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2014. {
  2015. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2016. COMPLAIN_RET("Cannot build this without grail!")
  2017. else
  2018. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2019. }
  2020. break;
  2021. }
  2022. }
  2023. //Performs stuff that has to be done before new building is built
  2024. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2025. {
  2026. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2027. {
  2028. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2029. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2030. if(upgradeNumber >= t->town->creatures.at(level).size())
  2031. {
  2032. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2033. "no creature found (upgrade number %d, level %d!")
  2034. % buildingID % upgradeNumber % level));
  2035. return;
  2036. }
  2037. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2038. SetAvailableCreatures ssi;
  2039. ssi.tid = t->id;
  2040. ssi.creatures = t->creatures;
  2041. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2042. ssi.creatures[level].first = crea->getGrowth();
  2043. ssi.creatures[level].second.push_back(crea->getId());
  2044. sendAndApply(&ssi);
  2045. }
  2046. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2047. {
  2048. setPortalDwelling(t);
  2049. }
  2050. };
  2051. //Performs stuff that has to be done after new building is built
  2052. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2053. {
  2054. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2055. auto isLibrary = isMageGuild ? false
  2056. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2057. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2058. {
  2059. if(t->visitingHero)
  2060. giveSpells(t,t->visitingHero);
  2061. if(t->garrisonHero)
  2062. giveSpells(t,t->garrisonHero);
  2063. }
  2064. };
  2065. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2066. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2067. {
  2068. return buildingsThatWillBe.count(buildID);
  2069. };
  2070. //Init the vectors
  2071. for(auto & build : t->town->buildings)
  2072. {
  2073. if(t->hasBuilt(build.first))
  2074. {
  2075. buildingsThatWillBe.insert(build.first);
  2076. }
  2077. else
  2078. {
  2079. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2080. remainingAutoBuildings.push_back(build.second);
  2081. }
  2082. }
  2083. //Prepare structure (list of building ids will be filled later)
  2084. NewStructures ns;
  2085. ns.tid = tid;
  2086. ns.builded = force ? t->builded : (t->builded+1);
  2087. std::queue<const CBuilding*> buildingsToAdd;
  2088. buildingsToAdd.push(requestedBuilding);
  2089. while(!buildingsToAdd.empty())
  2090. {
  2091. auto b = buildingsToAdd.front();
  2092. buildingsToAdd.pop();
  2093. ns.bid.insert(b->bid);
  2094. buildingsThatWillBe.insert(b->bid);
  2095. remainingAutoBuildings -= b;
  2096. for(auto autoBuilding : remainingAutoBuildings)
  2097. {
  2098. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2099. if(actualRequirements.test(areRequirementsFullfilled))
  2100. buildingsToAdd.push(autoBuilding);
  2101. }
  2102. }
  2103. // 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.
  2104. for(auto builtID : ns.bid)
  2105. processBeforeBuiltStructure(builtID);
  2106. //Take cost
  2107. if(!force)
  2108. giveResources(t->tempOwner, -requestedBuilding->resources);
  2109. //We know what has been built, apply changes. Do this as final step to properly update town window
  2110. sendAndApply(&ns);
  2111. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2112. for(auto builtID : ns.bid)
  2113. processAfterBuiltStructure(builtID);
  2114. // now when everything is built - reveal tiles for lookout tower
  2115. FoWChange fw;
  2116. fw.player = t->tempOwner;
  2117. fw.mode = 1;
  2118. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2119. sendAndApply(&fw);
  2120. if(t->visitingHero)
  2121. visitCastleObjects(t, t->visitingHero);
  2122. if(t->garrisonHero)
  2123. visitCastleObjects(t, t->garrisonHero);
  2124. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2125. return true;
  2126. }
  2127. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2128. {
  2129. ///incomplete, simply erases target building
  2130. const CGTownInstance * t = getTown(tid);
  2131. if (!vstd::contains(t->builtBuildings, bid))
  2132. return false;
  2133. RazeStructures rs;
  2134. rs.tid = tid;
  2135. rs.bid.insert(bid);
  2136. rs.destroyed = t->destroyed + 1;
  2137. sendAndApply(&rs);
  2138. //TODO: Remove dwellers
  2139. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2140. // {
  2141. // RemoveBonus rb(RemoveBonus::TOWN);
  2142. // rb.whoID = t->id;
  2143. // rb.source = BonusSource::TOWN_STRUCTURE;
  2144. // rb.id = 17;
  2145. // sendAndApply(&rb);
  2146. // }
  2147. return true;
  2148. }
  2149. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2150. {
  2151. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2152. const CArmedInstance *dst = nullptr;
  2153. const CCreature *c = VLC->creh->objects.at(crid);
  2154. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2155. //TODO: test for owning
  2156. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2157. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2158. assert(dw && dst);
  2159. //verify
  2160. bool found = false;
  2161. int level = 0;
  2162. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2163. {
  2164. if ((fromLvl != -1) && (level !=fromLvl))
  2165. continue;
  2166. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2167. int i = 0;
  2168. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2169. if (cur.second.at(i) == crid)
  2170. break;
  2171. if (i < cur.second.size())
  2172. {
  2173. found = true;
  2174. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2175. break;
  2176. }
  2177. }
  2178. SlotID slot = dst->getSlotFor(crid);
  2179. if ((!found && complain("Cannot recruit: no such creatures!"))
  2180. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2181. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2182. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2183. {
  2184. return false;
  2185. }
  2186. //recruit
  2187. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  2188. SetAvailableCreatures sac;
  2189. sac.tid = objid;
  2190. sac.creatures = dw->creatures;
  2191. sac.creatures[level].first -= cram;
  2192. sendAndApply(&sac);
  2193. if (warMachine)
  2194. {
  2195. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2196. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2197. ArtifactID artId = c->warMachine;
  2198. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2199. const CArtifact * art = artId.toArtifact();
  2200. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2201. return giveHeroNewArtifact(h, art);
  2202. }
  2203. else
  2204. {
  2205. addToSlot(StackLocation(dst, slot), c, cram);
  2206. }
  2207. return true;
  2208. }
  2209. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2210. {
  2211. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2212. if (!obj->hasStackAtSlot(pos))
  2213. {
  2214. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2215. }
  2216. UpgradeInfo ui;
  2217. fillUpgradeInfo(obj, pos, ui);
  2218. PlayerColor player = obj->tempOwner;
  2219. const PlayerState *p = getPlayerState(player);
  2220. int crQuantity = obj->stacks.at(pos)->count;
  2221. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2222. //check if upgrade is possible
  2223. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2224. {
  2225. return false;
  2226. }
  2227. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2228. //check if player has enough resources
  2229. if (!p->resources.canAfford(totalCost))
  2230. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2231. //take resources
  2232. giveResources(player, -totalCost);
  2233. //upgrade creature
  2234. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2235. return true;
  2236. }
  2237. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2238. {
  2239. if (!sl.army->hasStackAtSlot(sl.slot))
  2240. COMPLAIN_RET("Cannot find a stack to change type");
  2241. SetStackType sst;
  2242. sst.army = sl.army->id;
  2243. sst.slot = sl.slot;
  2244. sst.type = c->getId();
  2245. sendAndApply(&sst);
  2246. return true;
  2247. }
  2248. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2249. {
  2250. assert(src->canBeMergedWith(*dst, allowMerging));
  2251. while(src->stacksCount())//while there are unmoved creatures
  2252. {
  2253. auto i = src->Slots().begin(); //iterator to stack to move
  2254. StackLocation sl(src, i->first); //location of stack to move
  2255. SlotID pos = dst->getSlotFor(i->second->type);
  2256. if (!pos.validSlot())
  2257. {
  2258. //try to merge two other stacks to make place
  2259. std::pair<SlotID, SlotID> toMerge;
  2260. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2261. {
  2262. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2263. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2264. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2265. }
  2266. else
  2267. {
  2268. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2269. return;
  2270. }
  2271. }
  2272. else
  2273. {
  2274. moveStack(sl, StackLocation(dst, pos));
  2275. }
  2276. }
  2277. }
  2278. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2279. {
  2280. const CGTownInstance * town = getTown(tid);
  2281. if(!town->garrisonHero == !town->visitingHero)
  2282. return false;
  2283. SetHeroesInTown intown;
  2284. intown.tid = tid;
  2285. if(town->garrisonHero) //garrison -> vising
  2286. {
  2287. intown.garrison = ObjectInstanceID();
  2288. intown.visiting = town->garrisonHero->id;
  2289. }
  2290. else //visiting -> garrison
  2291. {
  2292. if(town->armedGarrison())
  2293. town->mergeGarrisonOnSiege();
  2294. intown.visiting = ObjectInstanceID();
  2295. intown.garrison = town->visitingHero->id;
  2296. }
  2297. sendAndApply(&intown);
  2298. return true;
  2299. }
  2300. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2301. {
  2302. const CGTownInstance * town = getTown(tid);
  2303. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2304. {
  2305. if (!town->visitingHero->canBeMergedWith(*town))
  2306. {
  2307. complain("Cannot make garrison swap, not enough free slots!");
  2308. return false;
  2309. }
  2310. moveArmy(town, town->visitingHero, true);
  2311. SetHeroesInTown intown;
  2312. intown.tid = tid;
  2313. intown.visiting = ObjectInstanceID();
  2314. intown.garrison = town->visitingHero->id;
  2315. sendAndApply(&intown);
  2316. return true;
  2317. }
  2318. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2319. {
  2320. //check if moving hero out of town will break 8 wandering heroes limit
  2321. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2322. {
  2323. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2324. return false;
  2325. }
  2326. SetHeroesInTown intown;
  2327. intown.tid = tid;
  2328. intown.garrison = ObjectInstanceID();
  2329. intown.visiting = town->garrisonHero->id;
  2330. sendAndApply(&intown);
  2331. return true;
  2332. }
  2333. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2334. {
  2335. SetHeroesInTown intown;
  2336. intown.tid = tid;
  2337. intown.garrison = town->visitingHero->id;
  2338. intown.visiting = town->garrisonHero->id;
  2339. sendAndApply(&intown);
  2340. return true;
  2341. }
  2342. else
  2343. {
  2344. complain("Cannot swap garrison hero!");
  2345. return false;
  2346. }
  2347. }
  2348. // With the amount of changes done to the function, it's more like transferArtifacts.
  2349. // 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.
  2350. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2351. {
  2352. ArtifactLocation src = al1, dst = al2;
  2353. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2354. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2355. // Make sure exchange is even possible between the two heroes.
  2356. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2357. COMPLAIN_RET("That heroes cannot make any exchange!");
  2358. const CArtifactInstance *srcArtifact = src.getArt();
  2359. const CArtifactInstance *destArtifact = dst.getArt();
  2360. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  2361. if(srcArtifact == nullptr)
  2362. COMPLAIN_RET("No artifact to move!");
  2363. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  2364. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2365. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2366. // Moving to the backpack is always allowed.
  2367. if((!srcArtifact || !isDstSlotBackpack)
  2368. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2369. COMPLAIN_RET("Cannot move artifact!");
  2370. auto srcSlot = src.getSlot();
  2371. auto dstSlot = dst.getSlot();
  2372. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2373. COMPLAIN_RET("Cannot move artifact locks.");
  2374. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2375. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2376. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2377. COMPLAIN_RET("Cannot move catapult!");
  2378. if(isDstSlotBackpack)
  2379. {
  2380. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  2381. COMPLAIN_RET("Backpack is full!");
  2382. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2383. }
  2384. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  2385. {
  2386. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  2387. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2388. // Check if dst slot is occupied
  2389. if(!isDstSlotBackpack && destArtifact)
  2390. {
  2391. // Previous artifact must be removed first
  2392. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  2393. }
  2394. try
  2395. {
  2396. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  2397. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  2398. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2399. }
  2400. catch(const std::bad_variant_access &)
  2401. {
  2402. // object other than hero received an art - ignore
  2403. }
  2404. MoveArtifact ma(&src, &dst);
  2405. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  2406. ma.askAssemble = false;
  2407. sendAndApply(&ma);
  2408. }
  2409. return true;
  2410. }
  2411. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  2412. {
  2413. // Make sure exchange is even possible between the two heroes.
  2414. if(!isAllowedExchange(srcHero, dstHero))
  2415. COMPLAIN_RET("That heroes cannot make any exchange!");
  2416. auto psrcHero = getHero(srcHero);
  2417. auto pdstHero = getHero(dstHero);
  2418. if((!psrcHero) || (!pdstHero))
  2419. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2420. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  2421. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  2422. auto & slotsSrcDst = ma.artsPack0;
  2423. auto & slotsDstSrc = ma.artsPack1;
  2424. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2425. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2426. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2427. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2428. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2429. {
  2430. assert(artifact);
  2431. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2432. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2433. {
  2434. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2435. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2436. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2437. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2438. }
  2439. };
  2440. if(swap)
  2441. {
  2442. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2443. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2444. {
  2445. for(auto & artifact : srcHero->artifactsWorn)
  2446. {
  2447. if(ArtifactUtils::isArtRemovable(artifact))
  2448. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2449. }
  2450. };
  2451. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2452. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2453. {
  2454. for(auto & slotInfo : artSet->artifactsInBackpack)
  2455. {
  2456. auto slot = artSet->getArtPos(slotInfo.artifact);
  2457. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2458. }
  2459. };
  2460. // Move over artifacts that are worn srcHero -> dstHero
  2461. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2462. artFittingSet.artifactsWorn.clear();
  2463. // Move over artifacts that are worn dstHero -> srcHero
  2464. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2465. // Move over artifacts that are in backpack srcHero -> dstHero
  2466. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2467. // Move over artifacts that are in backpack dstHero -> srcHero
  2468. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2469. }
  2470. else
  2471. {
  2472. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2473. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2474. // Move over artifacts that are worn
  2475. for(auto & artInfo : psrcHero->artifactsWorn)
  2476. {
  2477. if(ArtifactUtils::isArtRemovable(artInfo))
  2478. {
  2479. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2480. }
  2481. }
  2482. // Move over artifacts that are in backpack
  2483. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2484. {
  2485. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2486. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2487. }
  2488. }
  2489. sendAndApply(&ma);
  2490. return true;
  2491. }
  2492. /**
  2493. * Assembles or disassembles a combination artifact.
  2494. * @param heroID ID of hero holding the artifact(s).
  2495. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2496. * @param assemble True for assembly operation, false for disassembly.
  2497. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2498. * artifact to assemble to. Otherwise it's not used.
  2499. */
  2500. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2501. {
  2502. const CGHeroInstance * hero = getHero(heroID);
  2503. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2504. if(!destArtifact)
  2505. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2506. if(assemble)
  2507. {
  2508. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2509. if(!combinedArt->isCombined())
  2510. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2511. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  2512. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  2513. {
  2514. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2515. }
  2516. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2517. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2518. AssembledArtifact aa;
  2519. aa.al = ArtifactLocation(hero, artifactSlot);
  2520. aa.builtArt = combinedArt;
  2521. sendAndApply(&aa);
  2522. }
  2523. else
  2524. {
  2525. if(!destArtifact->isCombined())
  2526. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2527. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2528. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2529. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2530. DisassembledArtifact da;
  2531. da.al = ArtifactLocation(hero, artifactSlot);
  2532. sendAndApply(&da);
  2533. }
  2534. return true;
  2535. }
  2536. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2537. {
  2538. const auto * hero = getHero(al.relatedObj()->id);
  2539. if(hero == nullptr)
  2540. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2541. const auto * art = al.getArt();
  2542. if(art == nullptr)
  2543. COMPLAIN_RET("Cannot remove artifact!");
  2544. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2545. COMPLAIN_RET("Illegal artifact removal request");
  2546. removeArtifact(al);
  2547. return true;
  2548. }
  2549. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2550. {
  2551. const CGHeroInstance * hero = getHero(hid);
  2552. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2553. const CGTownInstance * town = hero->visitedTown;
  2554. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2555. if (aid==ArtifactID::SPELLBOOK)
  2556. {
  2557. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2558. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2559. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2560. )
  2561. return false;
  2562. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2563. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2564. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2565. giveSpells(town,hero);
  2566. return true;
  2567. }
  2568. else
  2569. {
  2570. const CArtifact * art = aid.toArtifact();
  2571. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2572. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2573. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2574. const int price = art->getPrice();
  2575. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2576. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2577. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2578. {
  2579. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2580. return giveHeroNewArtifact(hero, art);
  2581. }
  2582. else
  2583. COMPLAIN_RET("This machine is unavailable here!");
  2584. }
  2585. }
  2586. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2587. {
  2588. if(!h)
  2589. COMPLAIN_RET("Only hero can buy artifacts!");
  2590. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2591. COMPLAIN_RET("That artifact is unavailable!");
  2592. int b1, b2;
  2593. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2594. if (getResource(h->tempOwner, rid) < b1)
  2595. COMPLAIN_RET("You can't afford to buy this artifact!");
  2596. giveResource(h->tempOwner, rid, -b1);
  2597. SetAvailableArtifacts saa;
  2598. if(dynamic_cast<const CGTownInstance *>(m))
  2599. {
  2600. saa.id = -1;
  2601. saa.arts = CGTownInstance::merchantArtifacts;
  2602. }
  2603. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2604. {
  2605. saa.id = bm->id.getNum();
  2606. saa.arts = bm->artifacts;
  2607. }
  2608. else
  2609. COMPLAIN_RET("Wrong marktet...");
  2610. bool found = false;
  2611. for (const CArtifact *&art : saa.arts)
  2612. {
  2613. if (art && art->getId() == aid)
  2614. {
  2615. art = nullptr;
  2616. found = true;
  2617. break;
  2618. }
  2619. }
  2620. if (!found)
  2621. COMPLAIN_RET("Cannot find selected artifact on the list");
  2622. sendAndApply(&saa);
  2623. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2624. return true;
  2625. }
  2626. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2627. {
  2628. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2629. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2630. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2631. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2632. int resVal = 0, dump = 1;
  2633. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2634. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2635. giveResource(h->tempOwner, rid, resVal);
  2636. return true;
  2637. }
  2638. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2639. {
  2640. if (!h)
  2641. COMPLAIN_RET("You need hero to buy a skill!");
  2642. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2643. COMPLAIN_RET("Hero already know this skill");
  2644. if (!h->canLearnSkill())
  2645. COMPLAIN_RET("Hero can't learn any more skills");
  2646. if (!h->canLearnSkill(skill))
  2647. COMPLAIN_RET("The hero can't learn this skill!");
  2648. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2649. COMPLAIN_RET("That skill is unavailable!");
  2650. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2651. COMPLAIN_RET("You can't afford to buy this skill");
  2652. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2653. changeSecSkill(h, skill, 1, true);
  2654. return true;
  2655. }
  2656. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2657. {
  2658. TResourceCap r1 = getPlayerState(player)->resources[id1];
  2659. vstd::amin(val, r1); //can't trade more resources than have
  2660. int b1, b2; //base quantities for trade
  2661. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2662. int units = val / b1; //how many base quantities we trade
  2663. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2664. {
  2665. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2666. }
  2667. giveResource(player, GameResID(id1), - b1 * units);
  2668. giveResource(player, GameResID(id2), b2 * units);
  2669. return true;
  2670. }
  2671. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2672. {
  2673. if(!hero)
  2674. COMPLAIN_RET("Only hero can sell creatures!");
  2675. if (!vstd::contains(hero->Slots(), slot))
  2676. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2677. const CStackInstance &s = hero->getStack(slot);
  2678. if (s.count < (TQuantity)count //can't sell more creatures than have
  2679. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2680. {
  2681. COMPLAIN_RET("Not enough creatures in army!");
  2682. }
  2683. int b1, b2; //base quantities for trade
  2684. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2685. int units = count / b1; //how many base quantities we trade
  2686. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2687. {
  2688. //TODO: complain?
  2689. assert(0);
  2690. }
  2691. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2692. giveResource(hero->tempOwner, resourceID, b2 * units);
  2693. return true;
  2694. }
  2695. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2696. {
  2697. const CArmedInstance *army = nullptr;
  2698. if (hero)
  2699. army = hero;
  2700. else
  2701. army = dynamic_cast<const CGTownInstance *>(market);
  2702. if (!army)
  2703. COMPLAIN_RET("Incorrect call to transform in undead!");
  2704. if (!army->hasStackAtSlot(slot))
  2705. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2706. const CStackInstance &s = army->getStack(slot);
  2707. //resulting creature - bone dragons or skeletons
  2708. CreatureID resCreature = CreatureID::SKELETON;
  2709. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2710. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2711. || (s.getCreatureID() == CreatureID::HYDRA)
  2712. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2713. resCreature = CreatureID::BONE_DRAGON;
  2714. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2715. return true;
  2716. }
  2717. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2718. {
  2719. const PlayerState *p2 = getPlayerState(r2, false);
  2720. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2721. {
  2722. complain("Dest player must be in game!");
  2723. return false;
  2724. }
  2725. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2726. vstd::amin(val, curRes1);
  2727. giveResource(player, r1, -(int)val);
  2728. giveResource(r2, r1, val);
  2729. return true;
  2730. }
  2731. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  2732. {
  2733. const CGHeroInstance *h = getHero(hid);
  2734. if (!h)
  2735. {
  2736. logGlobal->error("Hero doesn't exist!");
  2737. return false;
  2738. }
  2739. ChangeFormation cf;
  2740. cf.hid = hid;
  2741. cf.formation = formation;
  2742. sendAndApply(&cf);
  2743. return true;
  2744. }
  2745. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  2746. {
  2747. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2748. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2749. logGlobal->trace(answer.toJson());
  2750. auto topQuery = queries->topQuery(player);
  2751. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2752. if(topQuery->queryID != qid)
  2753. {
  2754. auto currentQuery = queries->getQuery(qid);
  2755. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2756. currentQuery->setReply(answer);
  2757. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2758. }
  2759. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2760. topQuery->setReply(answer);
  2761. queries->popQuery(topQuery);
  2762. return true;
  2763. }
  2764. void CGameHandler::handleTimeEvents()
  2765. {
  2766. gs->map->events.sort(evntCmp);
  2767. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2768. {
  2769. CMapEvent ev = gs->map->events.front();
  2770. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2771. {
  2772. auto color = PlayerColor(player);
  2773. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2774. if (pinfo //player exists
  2775. && (ev.players & 1<<player) //event is enabled to this player
  2776. && ((ev.computerAffected && !pinfo->human)
  2777. || (ev.humanAffected && pinfo->human)
  2778. )
  2779. )
  2780. {
  2781. //give resources
  2782. giveResources(color, ev.resources);
  2783. //prepare dialog
  2784. InfoWindow iw;
  2785. iw.player = color;
  2786. iw.text.appendRawString(ev.message);
  2787. for (int i=0; i<ev.resources.size(); i++)
  2788. {
  2789. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2790. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  2791. }
  2792. sendAndApply(&iw); //show dialog
  2793. }
  2794. } //PLAYERS LOOP
  2795. if (ev.nextOccurence)
  2796. {
  2797. gs->map->events.pop_front();
  2798. ev.firstOccurence += ev.nextOccurence;
  2799. auto it = gs->map->events.begin();
  2800. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2801. it++;
  2802. gs->map->events.insert(it, ev);
  2803. }
  2804. else
  2805. {
  2806. gs->map->events.pop_front();
  2807. }
  2808. }
  2809. //TODO send only if changed
  2810. UpdateMapEvents ume;
  2811. ume.events = gs->map->events;
  2812. sendAndApply(&ume);
  2813. }
  2814. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2815. {
  2816. town->events.sort(evntCmp);
  2817. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2818. {
  2819. PlayerColor player = town->tempOwner;
  2820. CCastleEvent ev = town->events.front();
  2821. const PlayerState * pinfo = getPlayerState(player, false);
  2822. if (pinfo //player exists
  2823. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2824. && ((ev.computerAffected && !pinfo->human)
  2825. || (ev.humanAffected && pinfo->human)))
  2826. {
  2827. // dialog
  2828. InfoWindow iw;
  2829. iw.player = player;
  2830. iw.text.appendRawString(ev.message);
  2831. if (ev.resources.nonZero())
  2832. {
  2833. TResources was = n.res[player];
  2834. n.res[player] += ev.resources;
  2835. n.res[player].amax(0);
  2836. for (int i=0; i<ev.resources.size(); i++)
  2837. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2838. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  2839. }
  2840. for (auto & i : ev.buildings)
  2841. {
  2842. if (!town->hasBuilt(i))
  2843. {
  2844. buildStructure(town->id, i, true);
  2845. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  2846. }
  2847. }
  2848. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2849. {
  2850. n.cres[town->id].tid = town->id;
  2851. n.cres[town->id].creatures = town->creatures;
  2852. }
  2853. auto & sac = n.cres[town->id];
  2854. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2855. {
  2856. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2857. {
  2858. sac.creatures[i].first += ev.creatures.at(i);
  2859. iw.components.emplace_back(Component::EComponentType::CREATURE,
  2860. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  2861. }
  2862. }
  2863. sendAndApply(&iw); //show dialog
  2864. }
  2865. if (ev.nextOccurence)
  2866. {
  2867. town->events.pop_front();
  2868. ev.firstOccurence += ev.nextOccurence;
  2869. auto it = town->events.begin();
  2870. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2871. it++;
  2872. town->events.insert(it, ev);
  2873. }
  2874. else
  2875. {
  2876. town->events.pop_front();
  2877. }
  2878. }
  2879. //TODO send only if changed
  2880. UpdateCastleEvents uce;
  2881. uce.town = town->id;
  2882. uce.events = town->events;
  2883. sendAndApply(&uce);
  2884. }
  2885. bool CGameHandler::complain(const std::string &problem)
  2886. {
  2887. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2888. logGlobal->error(problem);
  2889. return true;
  2890. }
  2891. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2892. {
  2893. //PlayerColor player = getOwner(hid);
  2894. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2895. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2896. assert(lowerArmy);
  2897. assert(upperArmy);
  2898. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2899. queries->addQuery(garrisonQuery);
  2900. GarrisonDialog gd;
  2901. gd.hid = hid;
  2902. gd.objid = upobj;
  2903. gd.removableUnits = removableUnits;
  2904. gd.queryID = garrisonQuery->queryID;
  2905. sendAndApply(&gd);
  2906. }
  2907. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  2908. {
  2909. OpenWindow ow;
  2910. ow.window = EOpenWindowMode::THIEVES_GUILD;
  2911. ow.id1 = player.getNum();
  2912. ow.id2 = requestingObjId.getNum();
  2913. sendAndApply(&ow);
  2914. }
  2915. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2916. {
  2917. if (id1 == id2)
  2918. return true;
  2919. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2920. if (!o1 || !o2)
  2921. return true; //arranging stacks within an object should be always allowed
  2922. if (o1 && o2)
  2923. {
  2924. if (o1->ID == Obj::TOWN)
  2925. {
  2926. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2927. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2928. return true;
  2929. }
  2930. if (o2->ID == Obj::TOWN)
  2931. {
  2932. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2933. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2934. return true;
  2935. }
  2936. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2937. {
  2938. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2939. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2940. // two heroes in same town (garrisoned and visiting)
  2941. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2942. return true;
  2943. }
  2944. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2945. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2946. if (!dialog)
  2947. {
  2948. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2949. }
  2950. if (dialog)
  2951. {
  2952. auto topArmy = dialog->exchangingArmies.at(0);
  2953. auto bottomArmy = dialog->exchangingArmies.at(1);
  2954. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2955. return true;
  2956. }
  2957. }
  2958. return false;
  2959. }
  2960. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2961. {
  2962. using events::ObjectVisitStarted;
  2963. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  2964. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2965. auto startVisit = [&](ObjectVisitStarted & event)
  2966. {
  2967. auto visitedObject = obj;
  2968. if(obj->ID == Obj::HERO)
  2969. {
  2970. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2971. const auto visitedTown = visitedHero->visitedTown;
  2972. if(visitedTown)
  2973. {
  2974. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2975. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2976. visitedObject = visitedTown;
  2977. }
  2978. }
  2979. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2980. queries->addQuery(visitQuery); //TODO real visit pos
  2981. HeroVisit hv;
  2982. hv.objId = obj->id;
  2983. hv.heroId = h->id;
  2984. hv.player = h->tempOwner;
  2985. hv.starting = true;
  2986. sendAndApply(&hv);
  2987. obj->onHeroVisit(h);
  2988. };
  2989. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2990. if(visitQuery)
  2991. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2992. }
  2993. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2994. {
  2995. using events::ObjectVisitEnded;
  2996. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2997. auto endVisit = [&](ObjectVisitEnded & event)
  2998. {
  2999. HeroVisit hv;
  3000. hv.player = event.getPlayer();
  3001. hv.heroId = event.getHero();
  3002. hv.starting = false;
  3003. sendAndApply(&hv);
  3004. };
  3005. //TODO: ObjectVisitEnded should also have id of visited object,
  3006. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3007. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3008. }
  3009. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3010. {
  3011. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3012. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3013. {
  3014. complain("Cannot build boat in this shipyard!");
  3015. return false;
  3016. }
  3017. TResources boatCost;
  3018. obj->getBoatCost(boatCost);
  3019. TResources aviable = getPlayerState(playerID)->resources;
  3020. if (!aviable.canAfford(boatCost))
  3021. {
  3022. complain("Not enough resources to build a boat!");
  3023. return false;
  3024. }
  3025. int3 tile = obj->bestLocation();
  3026. if (!gs->map->isInTheMap(tile))
  3027. {
  3028. complain("Cannot find appropriate tile for a boat!");
  3029. return false;
  3030. }
  3031. giveResources(playerID, -boatCost);
  3032. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  3033. return true;
  3034. }
  3035. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3036. {
  3037. for (auto playerColor : playerColors)
  3038. {
  3039. if (getPlayerState(playerColor, false))
  3040. checkVictoryLossConditionsForPlayer(playerColor);
  3041. }
  3042. }
  3043. void CGameHandler::checkVictoryLossConditionsForAll()
  3044. {
  3045. std::set<PlayerColor> playerColors;
  3046. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3047. {
  3048. playerColors.insert(PlayerColor(i));
  3049. }
  3050. checkVictoryLossConditions(playerColors);
  3051. }
  3052. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3053. {
  3054. const PlayerState * p = getPlayerState(player);
  3055. if(!p || p->status != EPlayerStatus::INGAME) return;
  3056. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3057. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3058. {
  3059. InfoWindow iw;
  3060. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3061. sendAndApply(&iw);
  3062. PlayerEndsGame peg;
  3063. peg.player = player;
  3064. peg.victoryLossCheckResult = victoryLossCheckResult;
  3065. sendAndApply(&peg);
  3066. if (victoryLossCheckResult.victory())
  3067. {
  3068. //one player won -> all enemies lost
  3069. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3070. {
  3071. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3072. {
  3073. peg.player = i->first;
  3074. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3075. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3076. InfoWindow iw;
  3077. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3078. iw.player = i->first;
  3079. sendAndApply(&iw);
  3080. sendAndApply(&peg);
  3081. }
  3082. }
  3083. if(p->human)
  3084. {
  3085. lobby->state = EServerState::GAMEPLAY_ENDED;
  3086. }
  3087. }
  3088. else
  3089. {
  3090. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3091. auto hlp = p->heroes;
  3092. for (auto h : hlp) //eliminate heroes
  3093. {
  3094. if (h.get())
  3095. removeObject(h);
  3096. }
  3097. //player lost -> all his objects become unflagged (neutral)
  3098. for (auto obj : gs->map->objects) //unflag objs
  3099. {
  3100. if (obj.get() && obj->tempOwner == player)
  3101. setOwner(obj, PlayerColor::NEUTRAL);
  3102. }
  3103. //eliminating one player may cause victory of another:
  3104. std::set<PlayerColor> playerColors;
  3105. //do not copy player state (CBonusSystemNode) by value
  3106. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3107. {
  3108. if (p.first != player)
  3109. playerColors.insert(p.first);
  3110. }
  3111. //notify all players
  3112. for (auto pc : playerColors)
  3113. {
  3114. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3115. {
  3116. InfoWindow iw;
  3117. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3118. iw.player = pc;
  3119. sendAndApply(&iw);
  3120. }
  3121. }
  3122. checkVictoryLossConditions(playerColors);
  3123. }
  3124. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  3125. // If we are called before the actual game start, there might be no current player
  3126. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  3127. {
  3128. // If player making turn has lost his turn must be over as well
  3129. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  3130. }
  3131. }
  3132. }
  3133. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3134. {
  3135. out.player = player;
  3136. out.text = victoryLossCheckResult.messageToSelf;
  3137. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  3138. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  3139. }
  3140. bool CGameHandler::dig(const CGHeroInstance *h)
  3141. {
  3142. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3143. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  3144. createObject(h->visitablePos(), Obj::HOLE, 0 );
  3145. //take MPs
  3146. SetMovePoints smp;
  3147. smp.hid = h->id;
  3148. smp.val = 0;
  3149. sendAndApply(&smp);
  3150. InfoWindow iw;
  3151. iw.type = EInfoWindowMode::AUTO;
  3152. iw.player = h->tempOwner;
  3153. if (gs->map->grailPos == h->visitablePos())
  3154. {
  3155. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3156. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  3157. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3158. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  3159. sendAndApply(&iw);
  3160. iw.soundID = soundBase::invalid;
  3161. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  3162. iw.text.clear();
  3163. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  3164. sendAndApply(&iw);
  3165. }
  3166. else
  3167. {
  3168. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3169. iw.soundID = soundBase::Dig;
  3170. sendAndApply(&iw);
  3171. }
  3172. return true;
  3173. }
  3174. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3175. {
  3176. if (!t.visitableObjects.empty())
  3177. {
  3178. //to prevent self-visiting heroes on space press
  3179. if (t.visitableObjects.back() != h)
  3180. objectVisited(t.visitableObjects.back(), h);
  3181. else if (t.visitableObjects.size() > 1)
  3182. objectVisited(*(t.visitableObjects.end()-2),h);
  3183. }
  3184. }
  3185. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3186. {
  3187. if (!hero)
  3188. COMPLAIN_RET("You need hero to sacrifice creature!");
  3189. int expSum = 0;
  3190. auto finish = [this, &hero, &expSum]()
  3191. {
  3192. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3193. };
  3194. for(int i = 0; i < slot.size(); ++i)
  3195. {
  3196. int oldCount = hero->getStackCount(slot[i]);
  3197. if(oldCount < (int)count[i])
  3198. {
  3199. finish();
  3200. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3201. }
  3202. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3203. {
  3204. finish();
  3205. COMPLAIN_RET("Cannot sacrifice last creature!");
  3206. }
  3207. int crid = hero->getStack(slot[i]).type->getId();
  3208. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3209. int dump, exp;
  3210. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3211. exp *= count[i];
  3212. expSum += exp;
  3213. }
  3214. finish();
  3215. return true;
  3216. }
  3217. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3218. {
  3219. if (!hero)
  3220. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3221. int expSum = 0;
  3222. auto finish = [this, &hero, &expSum]()
  3223. {
  3224. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3225. };
  3226. for(int i = 0; i < slot.size(); ++i)
  3227. {
  3228. ArtifactLocation al(hero, slot[i]);
  3229. const CArtifactInstance * a = al.getArt();
  3230. if(!a)
  3231. {
  3232. finish();
  3233. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3234. }
  3235. const CArtifactInstance * art = hero->getArt(slot[i]);
  3236. if(!art)
  3237. {
  3238. finish();
  3239. COMPLAIN_RET("No artifact at position to sacrifice!");
  3240. }
  3241. si32 typId = art->artType->getId();
  3242. int dmp, expToGive;
  3243. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3244. expSum += expToGive;
  3245. removeArtifact(al);
  3246. }
  3247. finish();
  3248. return true;
  3249. }
  3250. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3251. {
  3252. if (sl.army->hasStackAtSlot(sl.slot))
  3253. COMPLAIN_RET("Slot is already taken!");
  3254. if (!sl.slot.validSlot())
  3255. COMPLAIN_RET("Cannot insert stack to that slot!");
  3256. InsertNewStack ins;
  3257. ins.army = sl.army->id;
  3258. ins.slot = sl.slot;
  3259. ins.type = c->getId();
  3260. ins.count = count;
  3261. sendAndApply(&ins);
  3262. return true;
  3263. }
  3264. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3265. {
  3266. if (!sl.army->hasStackAtSlot(sl.slot))
  3267. COMPLAIN_RET("Cannot find a stack to erase");
  3268. if (sl.army->stacksCount() == 1 //from the last stack
  3269. && sl.army->needsLastStack() //that must be left
  3270. && !forceRemoval) //ignore above conditions if we are forcing removal
  3271. {
  3272. COMPLAIN_RET("Cannot erase the last stack!");
  3273. }
  3274. EraseStack es;
  3275. es.army = sl.army->id;
  3276. es.slot = sl.slot;
  3277. sendAndApply(&es);
  3278. return true;
  3279. }
  3280. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3281. {
  3282. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3283. if ((absoluteValue && count < 0)
  3284. || (!absoluteValue && -count > currentCount))
  3285. {
  3286. COMPLAIN_RET("Cannot take more stacks than present!");
  3287. }
  3288. if ((currentCount == -count && !absoluteValue)
  3289. || (!count && absoluteValue))
  3290. {
  3291. eraseStack(sl);
  3292. }
  3293. else
  3294. {
  3295. ChangeStackCount csc;
  3296. csc.army = sl.army->id;
  3297. csc.slot = sl.slot;
  3298. csc.count = count;
  3299. csc.absoluteValue = absoluteValue;
  3300. sendAndApply(&csc);
  3301. }
  3302. return true;
  3303. }
  3304. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3305. {
  3306. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3307. if (!slotC) //slot is empty
  3308. insertNewStack(sl, c, count);
  3309. else if (c == slotC)
  3310. changeStackCount(sl, count);
  3311. else
  3312. {
  3313. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3314. }
  3315. return true;
  3316. }
  3317. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3318. {
  3319. if (removeObjWhenFinished)
  3320. removeAfterVisit(src);
  3321. if (!src->canBeMergedWith(*dst, allowMerging))
  3322. {
  3323. if (allowMerging) //do that, add all matching creatures.
  3324. {
  3325. bool cont = true;
  3326. while (cont)
  3327. {
  3328. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3329. {
  3330. SlotID pos = dst->getSlotFor(i->second->type);
  3331. if (pos.validSlot())
  3332. {
  3333. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3334. cont = true;
  3335. break; //or iterator crashes
  3336. }
  3337. cont = false;
  3338. }
  3339. }
  3340. }
  3341. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3342. }
  3343. else //merge
  3344. {
  3345. moveArmy(src, dst, allowMerging);
  3346. }
  3347. }
  3348. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3349. {
  3350. if (!src.army->hasStackAtSlot(src.slot))
  3351. COMPLAIN_RET("No stack to move!");
  3352. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3353. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3354. if (!dst.slot.validSlot())
  3355. COMPLAIN_RET("Cannot move stack to that slot!");
  3356. if (count == -1)
  3357. {
  3358. count = src.army->getStackCount(src.slot);
  3359. }
  3360. if (src.army != dst.army //moving away
  3361. && count == src.army->getStackCount(src.slot) //all creatures
  3362. && src.army->stacksCount() == 1 //from the last stack
  3363. && src.army->needsLastStack()) //that must be left
  3364. {
  3365. COMPLAIN_RET("Cannot move away the last creature!");
  3366. }
  3367. RebalanceStacks rs;
  3368. rs.srcArmy = src.army->id;
  3369. rs.dstArmy = dst.army->id;
  3370. rs.srcSlot = src.slot;
  3371. rs.dstSlot = dst.slot;
  3372. rs.count = count;
  3373. sendAndApply(&rs);
  3374. return true;
  3375. }
  3376. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3377. {
  3378. const CSpell * s = spellID.toSpell();
  3379. if(!s)
  3380. return;
  3381. AdventureSpellCastParameters p;
  3382. p.caster = caster;
  3383. p.pos = pos;
  3384. s->adventureCast(spellEnv, p);
  3385. }
  3386. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3387. {
  3388. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3389. {
  3390. return moveStack(sl2, sl1);
  3391. }
  3392. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3393. {
  3394. return moveStack(sl1, sl2);
  3395. }
  3396. else
  3397. {
  3398. SwapStacks ss;
  3399. ss.srcArmy = sl1.army->id;
  3400. ss.dstArmy = sl2.army->id;
  3401. ss.srcSlot = sl1.slot;
  3402. ss.dstSlot = sl2.slot;
  3403. sendAndApply(&ss);
  3404. return true;
  3405. }
  3406. }
  3407. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  3408. {
  3409. assert(a->artType);
  3410. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  3411. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3412. {
  3413. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  3414. }
  3415. else if(ArtifactUtils::isSlotBackpack(pos))
  3416. {
  3417. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  3418. }
  3419. else
  3420. {
  3421. al.slot = pos;
  3422. }
  3423. if(a->canBePutAt(al))
  3424. putArtifact(al, a);
  3425. else
  3426. return false;
  3427. return true;
  3428. }
  3429. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  3430. {
  3431. PutArtifact pa;
  3432. pa.art = a;
  3433. pa.al = al;
  3434. sendAndApply(&pa);
  3435. }
  3436. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3437. {
  3438. assert(artType);
  3439. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3440. {
  3441. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3442. COMPLAIN_RET("Cannot put artifact in that slot!");
  3443. }
  3444. else if(ArtifactUtils::isSlotBackpack(pos))
  3445. {
  3446. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3447. COMPLAIN_RET("Cannot put artifact in that slot!");
  3448. }
  3449. else
  3450. {
  3451. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3452. }
  3453. auto * newArtInst = new CArtifactInstance();
  3454. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3455. NewArtifact na;
  3456. na.art = newArtInst;
  3457. sendAndApply(&na); // -> updates newArtInst!!!
  3458. if(giveHeroArtifact(h, newArtInst, pos))
  3459. return true;
  3460. else
  3461. return false;
  3462. }
  3463. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3464. {
  3465. std::vector<int3>::iterator tile;
  3466. std::vector<int3> tiles;
  3467. getFreeTiles(tiles);
  3468. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3469. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3470. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3471. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3472. for (int i = 0; i < (int)amount; ++i)
  3473. {
  3474. tile = tiles.begin();
  3475. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3476. {
  3477. auto count = cre->getRandomAmount(std::rand);
  3478. createObject(*tile, Obj::MONSTER, creatureID);
  3479. auto monsterId = getTopObj(*tile)->id;
  3480. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  3481. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3482. }
  3483. tiles.erase(tile); //not use it again
  3484. }
  3485. }
  3486. void CGameHandler::synchronizeArtifactHandlerLists()
  3487. {
  3488. UpdateArtHandlerLists uahl;
  3489. uahl.treasures = VLC->arth->treasures;
  3490. uahl.minors = VLC->arth->minors;
  3491. uahl.majors = VLC->arth->majors;
  3492. uahl.relics = VLC->arth->relics;
  3493. sendAndApply(&uahl);
  3494. }
  3495. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3496. {
  3497. return vstd::contains(gs->map->objects, obj);
  3498. }
  3499. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3500. {
  3501. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3502. return false;
  3503. auto query = queries->topQuery(player);
  3504. if (query && query->blocksPack(pack))
  3505. {
  3506. complain(boost::str(boost::format(
  3507. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3508. % boost::to_upper_copy<std::string>(player.getStr())
  3509. % query->toString()
  3510. ));
  3511. return true;
  3512. }
  3513. return false;
  3514. }
  3515. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3516. {
  3517. //If the object is being visited, there must be a matching query
  3518. for (const auto &query : queries->allQueries())
  3519. {
  3520. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3521. {
  3522. if (someVistQuery->visitedObject == object)
  3523. {
  3524. someVistQuery->removeObjectAfterVisit = true;
  3525. return;
  3526. }
  3527. }
  3528. }
  3529. //If we haven't returned so far, there is no query and no visit, call was wrong
  3530. assert("This function needs to be called during the object visit!");
  3531. }
  3532. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  3533. {
  3534. std::unordered_set<int3> tiles;
  3535. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  3536. if (hide)
  3537. {
  3538. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3539. auto p = getPlayerState(player);
  3540. for (auto h : p->heroes)
  3541. {
  3542. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  3543. }
  3544. for (auto t : p->towns)
  3545. {
  3546. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  3547. }
  3548. for (auto tile : observedTiles)
  3549. vstd::erase_if_present (tiles, tile);
  3550. }
  3551. changeFogOfWar(tiles, player, hide);
  3552. }
  3553. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  3554. {
  3555. FoWChange fow;
  3556. fow.tiles = tiles;
  3557. fow.player = player;
  3558. fow.mode = hide? 0 : 1;
  3559. sendAndApply(&fow);
  3560. }
  3561. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3562. {
  3563. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3564. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3565. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3566. return true;
  3567. }
  3568. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  3569. {
  3570. SetObjectProperty sob;
  3571. sob.id = objid;
  3572. sob.what = prop;
  3573. sob.val = static_cast<ui32>(val);
  3574. sendAndApply(&sob);
  3575. }
  3576. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3577. {
  3578. sendAndApply(iw);
  3579. }
  3580. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3581. {
  3582. InfoWindow iw;
  3583. iw.player = player;
  3584. iw.text.appendRawString(msg);
  3585. showInfoDialog(&iw);
  3586. }
  3587. CRandomGenerator & CGameHandler::getRandomGenerator()
  3588. {
  3589. return CRandomGenerator::getDefault();
  3590. }
  3591. #if SCRIPTING_ENABLED
  3592. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3593. {
  3594. return serverScripts.get();
  3595. }
  3596. scripting::Pool * CGameHandler::getContextPool() const
  3597. {
  3598. return serverScripts.get();
  3599. }
  3600. #endif
  3601. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  3602. {
  3603. NewObject no;
  3604. no.ID = type;
  3605. no.subID= subtype;
  3606. no.targetPos = visitablePosition;
  3607. sendAndApply(&no);
  3608. }
  3609. void CGameHandler::deserializationFix()
  3610. {
  3611. //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
  3612. // restore any places that requires such pointer manually
  3613. heroPool->gameHandler = this;
  3614. battles->setGameHandler(this);
  3615. playerMessages->gameHandler = this;
  3616. }
  3617. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3618. {
  3619. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3620. }
  3621. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3622. {
  3623. battles->startBattleI(army1, army2, tile, creatureBank);
  3624. }
  3625. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3626. {
  3627. battles->startBattleI(army1, army2, creatureBank);
  3628. }