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 "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/NewTurnProcessor.h"
  19. #include "processors/PlayerMessageProcessor.h"
  20. #include "processors/TurnOrderProcessor.h"
  21. #include "queries/QueriesProcessor.h"
  22. #include "queries/MapQueries.h"
  23. #include "queries/VisitQueries.h"
  24. #include "../lib/ArtifactUtils.h"
  25. #include "../lib/CArtHandler.h"
  26. #include "../lib/CConfigHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/texts/CGeneralTextHandler.h"
  30. #include "../lib/CHeroHandler.h"
  31. #include "../lib/CPlayerState.h"
  32. #include "../lib/CRandomGenerator.h"
  33. #include "../lib/CSoundBase.h"
  34. #include "../lib/CThreadHelper.h"
  35. #include "../lib/GameConstants.h"
  36. #include "../lib/UnlockGuard.h"
  37. #include "../lib/IGameSettings.h"
  38. #include "../lib/ScriptHandler.h"
  39. #include "../lib/StartInfo.h"
  40. #include "../lib/TerrainHandler.h"
  41. #include "../lib/VCMIDirs.h"
  42. #include "../lib/VCMI_Lib.h"
  43. #include "../lib/int3.h"
  44. #include "../lib/battle/BattleInfo.h"
  45. #include "../lib/entities/building/CBuilding.h"
  46. #include "../lib/entities/faction/CTownHandler.h"
  47. #include "../lib/filesystem/FileInfo.h"
  48. #include "../lib/filesystem/Filesystem.h"
  49. #include "../lib/gameState/CGameState.h"
  50. #include "../lib/mapping/CMap.h"
  51. #include "../lib/mapping/CMapService.h"
  52. #include "../lib/mapObjects/CGCreature.h"
  53. #include "../lib/mapObjects/CGMarket.h"
  54. #include "../lib/mapObjects/TownBuildingInstance.h"
  55. #include "../lib/mapObjects/CGTownInstance.h"
  56. #include "../lib/mapObjects/MiscObjects.h"
  57. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  58. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  59. #include "../lib/modding/ModIncompatibility.h"
  60. #include "../lib/networkPacks/StackLocation.h"
  61. #include "../lib/pathfinder/CPathfinder.h"
  62. #include "../lib/pathfinder/PathfinderOptions.h"
  63. #include "../lib/pathfinder/TurnInfo.h"
  64. #include "../lib/rmg/CMapGenOptions.h"
  65. #include "../lib/serializer/CSaveFile.h"
  66. #include "../lib/serializer/CLoadFile.h"
  67. #include "../lib/serializer/Connection.h"
  68. #include "../lib/spells/CSpellHandler.h"
  69. #include <vstd/RNG.h>
  70. #include <vstd/CLoggerBase.h>
  71. #include <vcmi/events/EventBus.h>
  72. #include <vcmi/events/GenericEvents.h>
  73. #include <vcmi/events/AdventureEvents.h>
  74. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  75. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  76. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  77. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  78. static inline double distance(int3 a, int3 b)
  79. {
  80. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  81. }
  82. template <typename T>
  83. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  84. {
  85. fun(args[which]);
  86. }
  87. const Services * CGameHandler::services() const
  88. {
  89. return VLC;
  90. }
  91. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  92. {
  93. return gs->getBattle(battleID);
  94. }
  95. const CGameHandler::GameCb * CGameHandler::game() const
  96. {
  97. return this;
  98. }
  99. vstd::CLoggerBase * CGameHandler::logger() const
  100. {
  101. return logGlobal;
  102. }
  103. events::EventBus * CGameHandler::eventBus() const
  104. {
  105. return serverEventBus.get();
  106. }
  107. CVCMIServer * CGameHandler::gameLobby() const
  108. {
  109. return lobby;
  110. }
  111. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  112. {
  113. changeSecSkill(hero, skill, 1, 0);
  114. expGiven(hero);
  115. }
  116. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  117. {
  118. // required exp for at least 1 lvl-up hasn't been reached
  119. if (!hero->gainsLevel())
  120. {
  121. return;
  122. }
  123. // give primary skill
  124. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  125. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  126. SetPrimSkill sps;
  127. sps.id = hero->id;
  128. sps.which = primarySkill;
  129. sps.abs = false;
  130. sps.val = 1;
  131. sendAndApply(&sps);
  132. HeroLevelUp hlu;
  133. hlu.player = hero->tempOwner;
  134. hlu.heroId = hero->id;
  135. hlu.primskill = primarySkill;
  136. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  137. if (hlu.skills.size() == 0)
  138. {
  139. sendAndApply(&hlu);
  140. levelUpHero(hero);
  141. }
  142. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  143. {
  144. sendAndApply(&hlu);
  145. levelUpHero(hero, hlu.skills.front());
  146. }
  147. else if (hlu.skills.size() > 1)
  148. {
  149. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  150. hlu.queryID = levelUpQuery->queryID;
  151. queries->addQuery(levelUpQuery);
  152. sendAndApply(&hlu);
  153. //level up will be called on query reply
  154. }
  155. }
  156. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  157. {
  158. SetCommanderProperty scp;
  159. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  160. if (hero)
  161. scp.heroid = hero->id;
  162. else
  163. {
  164. complain ("Commander is not led by hero!");
  165. return;
  166. }
  167. scp.accumulatedBonus.additionalInfo = 0;
  168. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  169. scp.accumulatedBonus.turnsRemain = 0;
  170. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  171. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  172. if (skill <= ECommander::SPELL_POWER)
  173. {
  174. scp.which = SetCommanderProperty::BONUS;
  175. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  176. {
  177. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  178. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  179. };
  180. switch (skill)
  181. {
  182. case ECommander::ATTACK:
  183. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  184. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  185. break;
  186. case ECommander::DEFENSE:
  187. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  188. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  189. break;
  190. case ECommander::HEALTH:
  191. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  192. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  193. break;
  194. case ECommander::DAMAGE:
  195. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  196. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  197. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  198. break;
  199. case ECommander::SPEED:
  200. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  201. break;
  202. case ECommander::SPELL_POWER:
  203. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  204. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  205. sendAndApply (&scp); //additional pack
  206. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  207. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  208. sendAndApply (&scp); //additional pack
  209. scp.accumulatedBonus.type = BonusType::CASTS;
  210. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  211. sendAndApply (&scp); //additional pack
  212. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  213. break;
  214. }
  215. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  216. sendAndApply (&scp);
  217. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  218. scp.additionalInfo = skill;
  219. scp.amount = c->secondarySkills.at(skill) + 1;
  220. sendAndApply (&scp);
  221. }
  222. else if (skill >= 100)
  223. {
  224. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  225. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  226. scp.additionalInfo = skill; //unnormalized
  227. sendAndApply (&scp);
  228. }
  229. expGiven(hero);
  230. }
  231. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  232. {
  233. if (!c->gainsLevel())
  234. {
  235. return;
  236. }
  237. CommanderLevelUp clu;
  238. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  239. if(hero)
  240. {
  241. clu.heroId = hero->id;
  242. clu.player = hero->tempOwner;
  243. }
  244. else
  245. {
  246. complain ("Commander is not led by hero!");
  247. return;
  248. }
  249. //picking sec. skills for choice
  250. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  251. {
  252. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  253. clu.skills.push_back(i);
  254. }
  255. int i = 100;
  256. for (auto specialSkill : VLC->creh->skillRequirements)
  257. {
  258. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  259. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  260. && !vstd::contains (c->specialSkills, i))
  261. clu.skills.push_back (i);
  262. ++i;
  263. }
  264. int skillAmount = static_cast<int>(clu.skills.size());
  265. if (!skillAmount)
  266. {
  267. sendAndApply(&clu);
  268. levelUpCommander(c);
  269. }
  270. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  271. {
  272. sendAndApply(&clu);
  273. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  274. }
  275. else if (skillAmount > 1) //apply and ask for secondary skill
  276. {
  277. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  278. clu.queryID = commanderLevelUp->queryID;
  279. queries->addQuery(commanderLevelUp);
  280. sendAndApply(&clu);
  281. }
  282. }
  283. void CGameHandler::expGiven(const CGHeroInstance *hero)
  284. {
  285. if (hero->gainsLevel())
  286. levelUpHero(hero);
  287. else if (hero->commander && hero->commander->gainsLevel())
  288. levelUpCommander(hero->commander);
  289. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  290. // levelUpCommander(hero->commander);
  291. // else
  292. // levelUpHero(hero);
  293. }
  294. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  295. {
  296. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  297. TExpType currExp = hero->exp;
  298. if (gs->map->levelLimit != 0)
  299. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  300. TExpType canGainExp = 0;
  301. if (maxExp > currExp)
  302. canGainExp = maxExp - currExp;
  303. if (amountToGain > canGainExp)
  304. {
  305. // set given experience to max possible, but don't decrease if hero already over top
  306. amountToGain = canGainExp;
  307. InfoWindow iw;
  308. iw.player = hero->tempOwner;
  309. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  310. iw.text.replaceTextID(hero->getNameTextID());
  311. sendAndApply(&iw);
  312. }
  313. SetPrimSkill sps;
  314. sps.id = hero->id;
  315. sps.which = PrimarySkill::EXPERIENCE;
  316. sps.abs = false;
  317. sps.val = amountToGain;
  318. sendAndApply(&sps);
  319. //hero may level up
  320. if (hero->commander && hero->commander->alive)
  321. {
  322. //FIXME: trim experience according to map limit?
  323. SetCommanderProperty scp;
  324. scp.heroid = hero->id;
  325. scp.which = SetCommanderProperty::EXPERIENCE;
  326. scp.amount = amountToGain;
  327. sendAndApply (&scp);
  328. CBonusSystemNode::treeHasChanged();
  329. }
  330. expGiven(hero);
  331. }
  332. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  333. {
  334. SetPrimSkill sps;
  335. sps.id = hero->id;
  336. sps.which = which;
  337. sps.abs = abs;
  338. sps.val = val;
  339. sendAndApply(&sps);
  340. }
  341. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  342. {
  343. if(!hero)
  344. {
  345. logGlobal->error("changeSecSkill provided no hero");
  346. return;
  347. }
  348. SetSecSkill sss;
  349. sss.id = hero->id;
  350. sss.which = which;
  351. sss.val = val;
  352. sss.abs = abs;
  353. sendAndApply(&sss);
  354. if (hero->visitedTown)
  355. giveSpells(hero->visitedTown, hero);
  356. // Our scouting range may have changed - update it
  357. if (hero->getOwner().isValidPlayer())
  358. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  359. }
  360. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  361. {
  362. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  363. {
  364. assert(0); // game should have shut down before reaching this point!
  365. return;
  366. }
  367. for(auto & playerConnections : connections)
  368. {
  369. PlayerColor playerId = playerConnections.first;
  370. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  371. if(!playerSettings)
  372. continue;
  373. auto playerConnection = vstd::find(playerConnections.second, c);
  374. if(playerConnection != playerConnections.second.end())
  375. {
  376. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  377. playerMessages->broadcastMessage(playerId, messageText);
  378. }
  379. }
  380. }
  381. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  382. {
  383. //prepare struct informing that action was applied
  384. auto sendPackageResponse = [&](bool successfullyApplied)
  385. {
  386. PackageApplied applied;
  387. applied.player = pack->player;
  388. applied.result = successfullyApplied;
  389. applied.packType = CTypeList::getInstance().getTypeID(pack);
  390. applied.requestID = pack->requestID;
  391. pack->c->sendPack(&applied);
  392. };
  393. if(isBlockedByQueries(pack, pack->player))
  394. {
  395. sendPackageResponse(false);
  396. }
  397. else
  398. {
  399. bool result;
  400. try
  401. {
  402. ApplyGhNetPackVisitor applier(*this);
  403. pack->visit(applier);
  404. result = applier.getResult();
  405. }
  406. catch(ExceptionNotAllowedAction &)
  407. {
  408. result = false;
  409. }
  410. if(result)
  411. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  412. else
  413. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  414. % typeid(*pack).name()).str());
  415. sendPackageResponse(true);
  416. }
  417. vstd::clear_pointer(pack);
  418. }
  419. CGameHandler::CGameHandler(CVCMIServer * lobby)
  420. : lobby(lobby)
  421. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  422. , battles(std::make_unique<BattleProcessor>(this))
  423. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  424. , queries(std::make_unique<QueriesProcessor>())
  425. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  426. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  427. , complainNoCreatures("No creatures to split")
  428. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  429. , complainInvalidSlot("Invalid slot accessed!")
  430. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  431. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  432. {
  433. QID = 1;
  434. spellEnv = new ServerSpellCastEnvironment(this);
  435. }
  436. CGameHandler::~CGameHandler()
  437. {
  438. delete spellEnv;
  439. delete gs;
  440. gs = nullptr;
  441. }
  442. void CGameHandler::reinitScripting()
  443. {
  444. serverEventBus = std::make_unique<events::EventBus>();
  445. #if SCRIPTING_ENABLED
  446. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  447. #endif
  448. }
  449. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  450. {
  451. int requestedSeed = settings["server"]["seed"].Integer();
  452. if (requestedSeed != 0)
  453. randomNumberGenerator->setSeed(requestedSeed);
  454. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  455. CMapService mapService;
  456. gs = new CGameState();
  457. gs->preInit(VLC, this);
  458. logGlobal->info("Gamestate created!");
  459. gs->init(&mapService, si, progressTracking);
  460. logGlobal->info("Gamestate initialized!");
  461. for (auto & elem : gs->players)
  462. turnOrder->addPlayer(elem.first);
  463. for (auto & elem : gs->map->allHeroes)
  464. {
  465. if(elem)
  466. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  467. }
  468. reinitScripting();
  469. }
  470. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  471. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  472. const PlayerState * p = getPlayerState(town->tempOwner);
  473. if (!p)
  474. {
  475. assert(town->tempOwner == PlayerColor::NEUTRAL);
  476. return;
  477. }
  478. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  479. {
  480. SetAvailableCreatures ssi;
  481. ssi.tid = town->id;
  482. ssi.creatures = town->creatures;
  483. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  484. std::set<CreatureID> availableCreatures;
  485. for (const auto & dwelling : p->getOwnedObjects())
  486. {
  487. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  488. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  489. }
  490. if (availableCreatures.empty())
  491. return;
  492. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  493. if (clear)
  494. {
  495. ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
  496. }
  497. else
  498. {
  499. ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
  500. }
  501. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  502. sendAndApply(&ssi);
  503. }
  504. }
  505. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  506. {
  507. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  508. turnTimerHandler->onPlayerGetTurn(which);
  509. newTurnProcessor->onPlayerTurnStarted(which);
  510. }
  511. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  512. {
  513. newTurnProcessor->onPlayerTurnEnded(which);
  514. }
  515. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  516. {
  517. for (const auto & elem : gs->players)
  518. {
  519. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  520. continue;
  521. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  522. stat.add(data);
  523. }
  524. }
  525. void CGameHandler::onNewTurn()
  526. {
  527. logGlobal->trace("Turn %d", gs->day+1);
  528. bool firstTurn = !getDate(Date::DAY);
  529. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  530. if (firstTurn)
  531. {
  532. for (auto obj : gs->map->objects)
  533. {
  534. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  535. {
  536. giveExperience(getHero(obj->id), 0);
  537. }
  538. }
  539. for (auto & elem : gs->players)
  540. heroPool->onNewWeek(elem.first);
  541. }
  542. else
  543. {
  544. addStatistics(gameState()->statistic); // write at end of turn
  545. }
  546. for (CGTownInstance *t : gs->map->towns)
  547. {
  548. PlayerColor player = t->tempOwner;
  549. if(t->hasBuilt(BuildingID::GRAIL)
  550. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  551. {
  552. // Skyship, probably easier to handle same as Veil of darkness
  553. // do it every new day before veils
  554. if (player.isValidPlayer())
  555. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED);
  556. }
  557. }
  558. for (CGTownInstance *t : gs->map->towns)
  559. {
  560. if (t->hasBonusOfType (BonusType::DARKNESS))
  561. {
  562. for (auto & player : gs->players)
  563. {
  564. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  565. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  566. changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN);
  567. }
  568. }
  569. }
  570. if (newMonth)
  571. {
  572. SetAvailableArtifacts saa;
  573. saa.id = ObjectInstanceID::NONE;
  574. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  575. sendAndApply(&saa);
  576. }
  577. newTurnProcessor->onNewTurn();
  578. if (!firstTurn)
  579. checkVictoryLossConditionsForAll(); // check for map turn limit
  580. //call objects
  581. for (auto & elem : gs->map->objects)
  582. {
  583. if (elem)
  584. elem->newTurn(getRandomGenerator());
  585. }
  586. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  587. }
  588. void CGameHandler::start(bool resume)
  589. {
  590. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  591. for (auto cc : lobby->activeConnections)
  592. {
  593. auto players = lobby->getAllClientPlayers(cc->connectionID);
  594. std::stringstream sbuffer;
  595. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  596. for (PlayerColor color : players)
  597. {
  598. sbuffer << color << " ";
  599. connections[color].insert(cc);
  600. }
  601. logGlobal->info(sbuffer.str());
  602. }
  603. #if SCRIPTING_ENABLED
  604. services()->scripts()->run(serverScripts);
  605. #endif
  606. if (!resume)
  607. {
  608. onNewTurn();
  609. events::TurnStarted::defaultExecute(serverEventBus.get());
  610. for(auto & player : gs->players)
  611. turnTimerHandler->onGameplayStart(player.first);
  612. }
  613. else
  614. events::GameResumed::defaultExecute(serverEventBus.get());
  615. turnOrder->onGameStarted();
  616. }
  617. void CGameHandler::tick(int millisecondsPassed)
  618. {
  619. turnTimerHandler->update(millisecondsPassed);
  620. }
  621. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  622. {
  623. if (!h->hasSpellbook())
  624. return; //hero hasn't spellbook
  625. ChangeSpells cs;
  626. cs.hid = h->id;
  627. cs.learn = true;
  628. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  629. {
  630. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  631. for (int i = 0; i < h->maxSpellLevel(); i++)
  632. {
  633. std::vector<SpellID> spells;
  634. getAllowedSpells(spells, i+1);
  635. for (auto & spell : spells)
  636. cs.spells.insert(spell);
  637. }
  638. }
  639. else
  640. {
  641. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  642. {
  643. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  644. {
  645. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  646. cs.spells.insert(t->spells.at(i).at(j));
  647. }
  648. }
  649. }
  650. if (!cs.spells.empty())
  651. sendAndApply(&cs);
  652. }
  653. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  654. {
  655. if (!obj || !getObj(obj->id))
  656. {
  657. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  658. return false;
  659. }
  660. RemoveObject ro;
  661. ro.objectID = obj->id;
  662. ro.initiator = initiator;
  663. sendAndApply(&ro);
  664. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  665. return true;
  666. }
  667. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  668. {
  669. const CGHeroInstance *h = getHero(hid);
  670. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  671. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  672. {
  673. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  674. return true; //timer expired, no error
  675. logGlobal->error("Illegal call to move hero!");
  676. return false;
  677. }
  678. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  679. const int3 hmpos = h->convertToVisitablePos(dst);
  680. if (!gs->map->isInTheMap(hmpos))
  681. {
  682. logGlobal->error("Destination tile is outside the map!");
  683. return false;
  684. }
  685. const TerrainTile t = *getTile(hmpos);
  686. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  687. CGObjectInstance * objectToVisit = nullptr;
  688. CGObjectInstance * guardian = nullptr;
  689. if (!t.visitableObjects.empty())
  690. objectToVisit = t.visitableObjects.back();
  691. if (isInTheMap(guardPos))
  692. {
  693. for (auto const & object : getTile(guardPos)->visitableObjects)
  694. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  695. guardian = object;
  696. }
  697. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  698. const bool disembarking = h->boat
  699. && t.terType->isLand()
  700. && (dst == h->pos
  701. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  702. //result structure for start - movement failed, no move points used
  703. TryMoveHero tmh;
  704. tmh.id = hid;
  705. tmh.start = h->pos;
  706. tmh.end = dst;
  707. tmh.result = TryMoveHero::FAILED;
  708. tmh.movePoints = h->movementPointsRemaining();
  709. //check if destination tile is available
  710. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions(this));
  711. auto ti = pathfinderHelper->getTurnInfo();
  712. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  713. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  714. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  715. const bool movingOntoObstacle = t.blocked && !t.visitable;
  716. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  717. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  718. const auto complainRet = [&](const std::string & message)
  719. {
  720. //send info about movement failure
  721. complain(message);
  722. sendAndApply(&tmh);
  723. return false;
  724. };
  725. if (guardian && getVisitingHero(guardian) != nullptr)
  726. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  727. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  728. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  729. if (objectToVisit &&
  730. objectToVisit->getOwner().isValidPlayer() &&
  731. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  732. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  733. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  734. //it's a rock or blocked and not visitable tile
  735. //OR hero is on land and dest is water and (there is not present only one object - boat)
  736. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  737. return complainRet("Cannot move hero, destination tile is blocked!");
  738. //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)
  739. if(movingOntoWater && !canFly && !canWalkOnSea)
  740. return complainRet("Cannot move hero, destination tile is on water!");
  741. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  742. return complainRet("Cannot disembark hero, tile is blocked!");
  743. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  744. return complainRet("Tiles are not neighboring!");
  745. if(h->inTownGarrison)
  746. return complainRet("Can not move garrisoned hero!");
  747. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  748. return complainRet("Hero doesn't have any movement points left!");
  749. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  750. return complainRet("Hero cannot transit over this tile!");
  751. //several generic blocks of code
  752. // should be called if hero changes tile but before applying TryMoveHero package
  753. auto leaveTile = [&]()
  754. {
  755. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  756. {
  757. obj->onHeroLeave(h);
  758. }
  759. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  760. };
  761. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  762. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  763. {
  764. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  765. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  766. queries->addQuery(moveQuery);
  767. if (leavingTile == LEAVING_TILE)
  768. leaveTile();
  769. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  770. tmh.attackedFrom = std::make_optional(guardPos);
  771. tmh.result = result;
  772. sendAndApply(&tmh);
  773. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  774. { // Hero should be always able to visit any object he is staying on even if there are guards around
  775. visitObjectOnTile(t, h);
  776. }
  777. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  778. {
  779. objectVisited(guardian, h);
  780. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  781. }
  782. else if (visitDest == VISIT_DEST)
  783. {
  784. visitObjectOnTile(t, h);
  785. }
  786. queries->popIfTop(moveQuery);
  787. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  788. return result != TryMoveHero::FAILED;
  789. };
  790. //interaction with blocking object (like resources)
  791. auto blockingVisit = [&]() -> bool
  792. {
  793. for (CGObjectInstance *obj : t.visitableObjects)
  794. {
  795. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  796. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  797. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  798. {
  799. EVisitDest visitDest = VISIT_DEST;
  800. if(h->boat && !h->boat->onboardVisitAllowed)
  801. visitDest = DONT_VISIT_DEST;
  802. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  803. }
  804. }
  805. return false;
  806. };
  807. if (!transit && embarking)
  808. {
  809. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  810. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  811. // In H3 embark ignore guards
  812. }
  813. if (disembarking)
  814. {
  815. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  816. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  817. }
  818. if (movementMode != EMovementMode::STANDARD)
  819. {
  820. if (blockingVisit()) // e.g. hero on the other side of teleporter
  821. return true;
  822. EGuardLook guardsCheck = (getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  823. ? CHECK_FOR_GUARDS
  824. : IGNORE_GUARDS;
  825. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  826. // visit town for town portal \ castle gates
  827. // do not visit any other objects, e.g. monoliths to avoid double-teleporting
  828. if (objectToVisit)
  829. {
  830. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  831. objectVisited(town, h);
  832. }
  833. return true;
  834. }
  835. //still here? it is standard movement!
  836. {
  837. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  838. ? h->movementPointsRemaining() - cost
  839. : 0;
  840. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  841. EVisitDest visitDest = VISIT_DEST;
  842. if (transit)
  843. {
  844. if (CGTeleport::isTeleport(objectToVisit))
  845. visitDest = DONT_VISIT_DEST;
  846. if (canFly || (canWalkOnSea && t.terType->isWater()))
  847. {
  848. lookForGuards = IGNORE_GUARDS;
  849. visitDest = DONT_VISIT_DEST;
  850. }
  851. }
  852. else if (blockingVisit())
  853. return true;
  854. if(h->boat && !h->boat->onboardAssaultAllowed)
  855. lookForGuards = IGNORE_GUARDS;
  856. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  857. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  858. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  859. return true;
  860. }
  861. }
  862. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  863. {
  864. const CGHeroInstance *h = getHero(hid);
  865. const CGTownInstance *t = getTown(dstid);
  866. if (!h || !t)
  867. COMPLAIN_RET("Invalid call to teleportHero!");
  868. const CGTownInstance *from = h->visitedTown;
  869. if (((h->getOwner() != t->getOwner())
  870. && complain("Cannot teleport hero to another player"))
  871. || (from->town->faction->getId() != t->town->faction->getId()
  872. && complain("Source town and destination town should belong to the same faction"))
  873. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  874. && complain("Hero must be in town with Castle gate for teleporting"))
  875. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  876. && complain("Cannot teleport hero to town without Castle gate in it")))
  877. return false;
  878. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  879. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  880. return true;
  881. }
  882. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  883. {
  884. PlayerColor oldOwner = getOwner(obj->id);
  885. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  886. std::set<PlayerColor> playerColors = {owner, oldOwner};
  887. checkVictoryLossConditions(playerColors);
  888. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  889. if (town) //town captured
  890. {
  891. gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
  892. if (owner.isValidPlayer()) //new owner is real player
  893. {
  894. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  895. setPortalDwelling(town, true, false);
  896. }
  897. }
  898. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))
  899. {
  900. if (owner.isValidPlayer())
  901. {
  902. for (const CGTownInstance * t : getPlayerState(owner)->getTowns())
  903. {
  904. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  905. setPortalDwelling(t);//set initial creatures for all portals of summoning
  906. }
  907. }
  908. }
  909. }
  910. void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
  911. {
  912. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *iw);
  913. queries->addQuery(dialogQuery);
  914. iw->queryID = dialogQuery->queryID;
  915. sendToAllClients(iw);
  916. }
  917. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  918. {
  919. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  920. queries->addQuery(dialogQuery);
  921. iw->queryID = dialogQuery->queryID;
  922. sendToAllClients(iw);
  923. }
  924. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  925. {
  926. if (!val) return; //don't waste time on empty call
  927. TResources resources;
  928. resources[which] = val;
  929. giveResources(player, resources);
  930. }
  931. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  932. {
  933. SetResources sr;
  934. sr.abs = false;
  935. sr.player = player;
  936. sr.res = resources;
  937. sendAndApply(&sr);
  938. }
  939. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  940. {
  941. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  942. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  943. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  944. //first we move creatures to give to make them army of object-source
  945. for (auto & elem : creatures.Slots())
  946. {
  947. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  948. }
  949. tryJoiningArmy(obj, h, remove, true);
  950. }
  951. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  952. {
  953. std::vector<CStackBasicDescriptor> cres = creatures;
  954. if (cres.size() <= 0)
  955. return;
  956. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  957. for (CStackBasicDescriptor &sbd : cres)
  958. {
  959. TQuantity collected = 0;
  960. while(collected < sbd.count)
  961. {
  962. bool foundSth = false;
  963. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  964. {
  965. if (i->second->type == sbd.type)
  966. {
  967. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  968. changeStackCount(StackLocation(obj, i->first), -take, false);
  969. collected += take;
  970. foundSth = true;
  971. break;
  972. }
  973. }
  974. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  975. {
  976. complain("Unexpected failure during taking creatures!");
  977. return;
  978. }
  979. }
  980. }
  981. }
  982. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  983. {
  984. if (obj->visitingHero != hero && obj->garrisonHero != hero)
  985. {
  986. HeroVisitCastle vc;
  987. vc.hid = hero->id;
  988. vc.tid = obj->id;
  989. vc.flags |= 1;
  990. sendAndApply(&vc);
  991. }
  992. visitCastleObjects(obj, hero);
  993. if (obj->visitingHero && obj->garrisonHero)
  994. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  995. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  996. }
  997. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  998. {
  999. std::vector<const CGHeroInstance * > visitors;
  1000. visitors.push_back(h);
  1001. visitCastleObjects(t, visitors);
  1002. }
  1003. void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vector<const CGHeroInstance * > visitors)
  1004. {
  1005. std::vector<BuildingID> buildingsToVisit;
  1006. for (auto const & hero : visitors)
  1007. giveSpells (t, hero);
  1008. for (auto & building : t->rewardableBuildings)
  1009. {
  1010. if (!t->town->buildings.at(building.first)->manualHeroVisit)
  1011. buildingsToVisit.push_back(building.first);
  1012. }
  1013. if (!buildingsToVisit.empty())
  1014. {
  1015. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1016. queries->addQuery(visitQuery);
  1017. }
  1018. }
  1019. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1020. {
  1021. HeroVisitCastle vc;
  1022. vc.hid = hero->id;
  1023. vc.tid = obj->id;
  1024. sendAndApply(&vc);
  1025. }
  1026. void CGameHandler::removeArtifact(const ArtifactLocation & al)
  1027. {
  1028. removeArtifact(al.artHolder, {al.slot});
  1029. }
  1030. void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
  1031. {
  1032. BulkEraseArtifacts ea;
  1033. ea.artHolder = srcId;
  1034. ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
  1035. sendAndApply(&ea);
  1036. }
  1037. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1038. {
  1039. ChangeSpells cs;
  1040. cs.hid = hero->id;
  1041. cs.spells = spells;
  1042. cs.learn = give;
  1043. sendAndApply(&cs);
  1044. }
  1045. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1046. {
  1047. sendAndApply(bonus);
  1048. }
  1049. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1050. {
  1051. sendAndApply(smp);
  1052. }
  1053. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1054. {
  1055. SetMovePoints smp;
  1056. smp.hid = hid;
  1057. smp.val = val;
  1058. smp.absolute = absolute;
  1059. sendAndApply(&smp);
  1060. }
  1061. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1062. {
  1063. SetMana sm;
  1064. sm.hid = hid;
  1065. sm.val = val;
  1066. sm.absolute = true;
  1067. sendAndApply(&sm);
  1068. }
  1069. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1070. {
  1071. GiveHero gh;
  1072. gh.id = id;
  1073. gh.player = player;
  1074. gh.boatId = boatId;
  1075. sendAndApply(&gh);
  1076. //Reveal fow around new hero, especially released from Prison
  1077. auto h = getHero(id);
  1078. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1079. }
  1080. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1081. {
  1082. ChangeObjPos cop;
  1083. cop.objid = objid;
  1084. cop.nPos = newPos;
  1085. cop.initiator = initiator;
  1086. sendAndApply(&cop);
  1087. }
  1088. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1089. {
  1090. const CGHeroInstance * h1 = getHero(fromHero);
  1091. const CGHeroInstance * h2 = getHero(toHero);
  1092. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1093. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1094. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1095. {
  1096. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1097. std::swap(fromHero, toHero);
  1098. }
  1099. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1100. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1101. return;//no scholar skill or no spellbook
  1102. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1103. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1104. ChangeSpells cs1;
  1105. cs1.learn = true;
  1106. cs1.hid = toHero;//giving spells to first hero
  1107. for (auto it : h1->getSpellsInSpellbook())
  1108. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1109. cs1.spells.insert(it);//spell to learn
  1110. ChangeSpells cs2;
  1111. cs2.learn = true;
  1112. cs2.hid = fromHero;
  1113. for (auto it : h2->getSpellsInSpellbook())
  1114. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1115. cs2.spells.insert(it);
  1116. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1117. {
  1118. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1119. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1120. InfoWindow iw;
  1121. iw.player = h1->tempOwner;
  1122. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1123. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1124. iw.text.replaceTextID(h1->getNameTextID());
  1125. if (!cs2.spells.empty())//if found new spell - apply
  1126. {
  1127. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1128. int size = static_cast<int>(cs2.spells.size());
  1129. for (auto it : cs2.spells)
  1130. {
  1131. iw.components.emplace_back(ComponentType::SPELL, it);
  1132. iw.text.appendName(it);
  1133. switch (size--)
  1134. {
  1135. case 2:
  1136. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1137. case 1:
  1138. break;
  1139. default:
  1140. iw.text.appendRawString(", ");
  1141. }
  1142. }
  1143. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1144. iw.text.replaceTextID(h2->getNameTextID());
  1145. sendAndApply(&cs2);
  1146. }
  1147. if (!cs1.spells.empty() && !cs2.spells.empty())
  1148. {
  1149. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1150. }
  1151. if (!cs1.spells.empty())
  1152. {
  1153. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1154. int size = static_cast<int>(cs1.spells.size());
  1155. for (auto it : cs1.spells)
  1156. {
  1157. iw.components.emplace_back(ComponentType::SPELL, it);
  1158. iw.text.appendName(it);
  1159. switch (size--)
  1160. {
  1161. case 2:
  1162. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1163. case 1:
  1164. break;
  1165. default:
  1166. iw.text.appendRawString(", ");
  1167. }
  1168. }
  1169. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1170. iw.text.replaceTextID(h2->getNameTextID());
  1171. sendAndApply(&cs1);
  1172. }
  1173. sendAndApply(&iw);
  1174. }
  1175. }
  1176. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1177. {
  1178. auto h1 = getHero(hero1);
  1179. auto h2 = getHero(hero2);
  1180. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1181. {
  1182. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1183. ExchangeDialog hex;
  1184. hex.queryID = exchange->queryID;
  1185. hex.player = h1->getOwner();
  1186. hex.hero1 = hero1;
  1187. hex.hero2 = hero2;
  1188. sendAndApply(&hex);
  1189. useScholarSkill(hero1,hero2);
  1190. queries->addQuery(exchange);
  1191. }
  1192. }
  1193. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1194. {
  1195. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1196. for (auto c : lobby->activeConnections)
  1197. c->sendPack(pack);
  1198. }
  1199. void CGameHandler::sendAndApply(CPackForClient * pack)
  1200. {
  1201. sendToAllClients(pack);
  1202. gs->apply(pack);
  1203. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1204. }
  1205. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1206. {
  1207. sendAndApply(static_cast<CPackForClient *>(pack));
  1208. checkVictoryLossConditionsForAll();
  1209. }
  1210. void CGameHandler::sendAndApply(SetResources * pack)
  1211. {
  1212. sendAndApply(static_cast<CPackForClient *>(pack));
  1213. checkVictoryLossConditionsForPlayer(pack->player);
  1214. }
  1215. void CGameHandler::sendAndApply(NewStructures * pack)
  1216. {
  1217. sendAndApply(static_cast<CPackForClient *>(pack));
  1218. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1219. }
  1220. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1221. {
  1222. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1223. }
  1224. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1225. {
  1226. if(pack->c)
  1227. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1228. logNetwork->error("Player is not allowed to perform this action!");
  1229. throw ExceptionNotAllowedAction();
  1230. }
  1231. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1232. {
  1233. std::ostringstream oss;
  1234. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1235. logNetwork->error(oss.str());
  1236. if(pack->c)
  1237. playerMessages->sendSystemMessage(pack->c, oss.str());
  1238. }
  1239. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1240. {
  1241. if(!isPlayerOwns(pack, id))
  1242. {
  1243. wrongPlayerMessage(pack, getOwner(id));
  1244. throwNotAllowedAction(pack);
  1245. }
  1246. }
  1247. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1248. {
  1249. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1250. throwNotAllowedAction(pack);
  1251. }
  1252. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1253. {
  1254. throwIfWrongPlayer(pack, pack->player);
  1255. }
  1256. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1257. {
  1258. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1259. {
  1260. wrongPlayerMessage(pack, player);
  1261. throwNotAllowedAction(pack);
  1262. }
  1263. }
  1264. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1265. {
  1266. complain(txt);
  1267. throwNotAllowedAction(pack);
  1268. }
  1269. void CGameHandler::save(const std::string & filename)
  1270. {
  1271. logGlobal->info("Saving to %s", filename);
  1272. const auto stem = FileInfo::GetPathStem(filename);
  1273. const auto savefname = stem.to_string() + ".vsgm1";
  1274. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1275. CResourceHandler::get("local")->createResource(savefname);
  1276. try
  1277. {
  1278. {
  1279. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1280. saveCommonState(save);
  1281. logGlobal->info("Saving server state");
  1282. save << *this;
  1283. }
  1284. logGlobal->info("Game has been successfully saved!");
  1285. }
  1286. catch(std::exception &e)
  1287. {
  1288. logGlobal->error("Failed to save game: %s", e.what());
  1289. }
  1290. }
  1291. bool CGameHandler::load(const std::string & filename)
  1292. {
  1293. logGlobal->info("Loading from %s", filename);
  1294. const auto stem = FileInfo::GetPathStem(filename);
  1295. reinitScripting();
  1296. try
  1297. {
  1298. {
  1299. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1300. lf.serializer.cb = this;
  1301. loadCommonState(lf);
  1302. logGlobal->info("Loading server state");
  1303. lf >> *this;
  1304. }
  1305. logGlobal->info("Game has been successfully loaded!");
  1306. }
  1307. catch(const ModIncompatibility & e)
  1308. {
  1309. logGlobal->error("Failed to load game: %s", e.what());
  1310. std::string errorMsg;
  1311. if(!e.whatMissing().empty())
  1312. {
  1313. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1314. errorMsg += e.whatMissing();
  1315. }
  1316. if(!e.whatExcessive().empty())
  1317. {
  1318. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1319. errorMsg += e.whatExcessive();
  1320. }
  1321. lobby->announceMessage(errorMsg);
  1322. return false;
  1323. }
  1324. catch(const IdentifierResolutionException & e)
  1325. {
  1326. logGlobal->error("Failed to load game: %s", e.what());
  1327. MetaString errorMsg;
  1328. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1329. errorMsg.replaceRawString(e.identifierName);
  1330. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1331. return false;
  1332. }
  1333. catch(const std::exception & e)
  1334. {
  1335. logGlobal->error("Failed to load game: %s", e.what());
  1336. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1337. return false;
  1338. }
  1339. gs->preInit(VLC, this);
  1340. gs->updateOnLoad(lobby->si.get());
  1341. return true;
  1342. }
  1343. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1344. {
  1345. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1346. return false;
  1347. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1348. const CCreatureSet & creatureSet = *army;
  1349. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1350. || (howMany < 1 && complain("Invalid split parameter!")))
  1351. {
  1352. return false;
  1353. }
  1354. auto actualAmount = army->getStackCount(slotSrc);
  1355. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1356. return false;
  1357. auto freeSlots = creatureSet.getFreeSlots();
  1358. if(freeSlots.empty() && complain("No empty stacks"))
  1359. return false;
  1360. BulkRebalanceStacks bulkRS;
  1361. for(auto slot : freeSlots)
  1362. {
  1363. RebalanceStacks rs;
  1364. rs.srcArmy = army->id;
  1365. rs.dstArmy = army->id;
  1366. rs.srcSlot = slotSrc;
  1367. rs.dstSlot = slot;
  1368. rs.count = howMany;
  1369. bulkRS.moves.push_back(rs);
  1370. actualAmount -= howMany;
  1371. if(actualAmount <= howMany)
  1372. break;
  1373. }
  1374. sendAndApply(&bulkRS);
  1375. return true;
  1376. }
  1377. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1378. {
  1379. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1380. return false;
  1381. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1382. const CCreatureSet & creatureSet = *army;
  1383. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1384. return false;
  1385. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1386. if(actualAmount < 1 && complain(complainNoCreatures))
  1387. return false;
  1388. auto currentCreature = creatureSet.getCreature(slotSrc);
  1389. if(!currentCreature && complain(complainNoCreatures))
  1390. return false;
  1391. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1392. if(!creatureSlots.size())
  1393. return false;
  1394. BulkRebalanceStacks bulkRS;
  1395. for(auto slot : creatureSlots)
  1396. {
  1397. RebalanceStacks rs;
  1398. rs.srcArmy = army->id;
  1399. rs.dstArmy = army->id;
  1400. rs.srcSlot = slot;
  1401. rs.dstSlot = slotSrc;
  1402. rs.count = creatureSet.getStackCount(slot);
  1403. bulkRS.moves.push_back(rs);
  1404. }
  1405. sendAndApply(&bulkRS);
  1406. return true;
  1407. }
  1408. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1409. {
  1410. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1411. return false;
  1412. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1413. const CCreatureSet & setSrc = *armySrc;
  1414. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1415. return false;
  1416. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1417. const CCreatureSet & setDest = *armyDest;
  1418. auto freeSlots = setDest.getFreeSlotsQueue();
  1419. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1420. TRebalanceMap moves;
  1421. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1422. auto slotsLeft = setSrc.stacksCount();
  1423. auto destMap = setDest.getCreatureMap();
  1424. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1425. while(!srcQueue.empty())
  1426. {
  1427. auto pair = srcQueue.top();
  1428. srcQueue.pop();
  1429. auto currCreature = pair.first;
  1430. auto currSlot = pair.second;
  1431. const auto quantity = setSrc.getStackCount(currSlot);
  1432. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1433. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1434. if(!alreadyExists)
  1435. {
  1436. if(freeSlots.empty())
  1437. continue;
  1438. auto currFreeSlot = freeSlots.front();
  1439. freeSlots.pop();
  1440. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1441. }
  1442. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1443. slotsLeft--;
  1444. }
  1445. if(slotsLeft == 1)
  1446. {
  1447. auto lastCreature = setSrc.getCreature(srcSlot);
  1448. auto slotToMove = SlotID();
  1449. // Try to find a slot for last creature
  1450. if(destMap.find(lastCreature) == destMap.end())
  1451. {
  1452. if(!freeSlots.empty())
  1453. slotToMove = freeSlots.front();
  1454. }
  1455. else
  1456. {
  1457. slotToMove = destMap[lastCreature];
  1458. }
  1459. if(slotToMove != SlotID())
  1460. {
  1461. const bool needsLastStack = armySrc->needsLastStack();
  1462. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1463. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1464. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1465. }
  1466. }
  1467. BulkRebalanceStacks bulkRS;
  1468. for(auto & move : moves)
  1469. {
  1470. RebalanceStacks rs;
  1471. rs.srcArmy = armySrc->id;
  1472. rs.dstArmy = armyDest->id;
  1473. rs.srcSlot = move.first;
  1474. rs.dstSlot = move.second.first;
  1475. rs.count = move.second.second;
  1476. bulkRS.moves.push_back(rs);
  1477. }
  1478. sendAndApply(&bulkRS);
  1479. return true;
  1480. }
  1481. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1482. {
  1483. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1484. return false;
  1485. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1486. const CCreatureSet & creatureSet = *army;
  1487. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1488. return false;
  1489. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1490. if(actualAmount <= 1 && complain(complainNoCreatures))
  1491. return false;
  1492. auto freeSlot = creatureSet.getFreeSlot();
  1493. auto currentCreature = creatureSet.getCreature(slotSrc);
  1494. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1495. return true;
  1496. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1497. TQuantity totalCreatures = 0;
  1498. for(auto slot : creatureSlots)
  1499. totalCreatures += creatureSet.getStackCount(slot);
  1500. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1501. return false;
  1502. if(freeSlot != SlotID())
  1503. creatureSlots.push_back(freeSlot);
  1504. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1505. return false;
  1506. const auto totalCreatureSlots = creatureSlots.size();
  1507. const auto rem = totalCreatures % totalCreatureSlots;
  1508. const auto quotient = totalCreatures / totalCreatureSlots;
  1509. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1510. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1511. BulkSmartRebalanceStacks bulkSRS;
  1512. if(freeSlot != SlotID())
  1513. {
  1514. RebalanceStacks rs;
  1515. rs.srcArmy = rs.dstArmy = army->id;
  1516. rs.srcSlot = slotSrc;
  1517. rs.dstSlot = freeSlot;
  1518. rs.count = 1;
  1519. bulkSRS.moves.push_back(rs);
  1520. }
  1521. auto currSlot = 0;
  1522. auto check = 0;
  1523. for(auto slot : creatureSlots)
  1524. {
  1525. ChangeStackCount csc;
  1526. csc.army = army->id;
  1527. csc.slot = slot;
  1528. csc.count = (currSlot < rem)
  1529. ? quotient + 1
  1530. : quotient;
  1531. csc.absoluteValue = true;
  1532. bulkSRS.changes.push_back(csc);
  1533. currSlot++;
  1534. check += csc.count;
  1535. }
  1536. if(check != totalCreatures)
  1537. {
  1538. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1539. return false;
  1540. }
  1541. sendAndApply(&bulkSRS);
  1542. return true;
  1543. }
  1544. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1545. {
  1546. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1547. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1548. const CCreatureSet & S1 = *s1;
  1549. const CCreatureSet & S2 = *s2;
  1550. StackLocation sl1(s1, p1);
  1551. StackLocation sl2(s2, p2);
  1552. if (s1 == nullptr || s2 == nullptr)
  1553. {
  1554. complain("Cannot exchange stacks between non-existing objects!!\n");
  1555. return false;
  1556. }
  1557. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1558. {
  1559. complain(complainInvalidSlot);
  1560. return false;
  1561. }
  1562. if (!isAllowedExchange(id1,id2))
  1563. {
  1564. complain("Cannot exchange stacks between these two objects!\n");
  1565. return false;
  1566. }
  1567. // We can always put stacks into locked garrison, but not take them out of it
  1568. auto notRemovable = [&](const CArmedInstance * army)
  1569. {
  1570. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1571. {
  1572. auto g = dynamic_cast<const CGGarrison *>(army);
  1573. if (g && !g->removableUnits)
  1574. {
  1575. complain("Stacks in this garrison are not removable!\n");
  1576. return true;
  1577. }
  1578. }
  1579. return false;
  1580. };
  1581. if (what==1) //swap
  1582. {
  1583. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1584. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1585. {
  1586. complain("Can't take troops from another player!");
  1587. return false;
  1588. }
  1589. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1590. {
  1591. complain("Cannot swap stacks - slots are the same!");
  1592. return false;
  1593. }
  1594. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1595. {
  1596. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1597. return false;
  1598. }
  1599. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1600. return false;
  1601. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1602. return false;
  1603. swapStacks(sl1, sl2);
  1604. }
  1605. else if (what==2)//merge
  1606. {
  1607. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1608. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1609. return false;
  1610. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1611. {
  1612. complain("Cannot merge empty stack!");
  1613. return false;
  1614. }
  1615. else if (notRemovable(sl1.army))
  1616. return false;
  1617. moveStack(sl1, sl2);
  1618. }
  1619. else if (what==3) //split
  1620. {
  1621. const int countToMove = val - s2->getStackCount(p2);
  1622. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1623. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1624. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1625. {
  1626. complain("Can't move troops of another player!");
  1627. return false;
  1628. }
  1629. //general conditions checking
  1630. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1631. || (val<1 && complain(complainNoCreatures)) )
  1632. {
  1633. return false;
  1634. }
  1635. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1636. {
  1637. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1638. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1639. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1640. )
  1641. {
  1642. return false;
  1643. }
  1644. if (notRemovable(sl1.army))
  1645. {
  1646. if (s1->getStackCount(p1) > countLeftOnSrc)
  1647. return false;
  1648. }
  1649. else if (notRemovable(sl2.army))
  1650. {
  1651. if (s2->getStackCount(p1) < countLeftOnSrc)
  1652. return false;
  1653. }
  1654. moveStack(sl1, sl2, countToMove);
  1655. //S2.slots[p2]->count = val;
  1656. //S1.slots[p1]->count = total - val;
  1657. }
  1658. else //split one stack to the two
  1659. {
  1660. if (s1->getStackCount(p1) < val)//not enough creatures
  1661. {
  1662. complain(complainNotEnoughCreatures);
  1663. return false;
  1664. }
  1665. if (notRemovable(sl1.army))
  1666. return false;
  1667. moveStack(sl1, sl2, val);
  1668. }
  1669. }
  1670. return true;
  1671. }
  1672. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1673. {
  1674. return connections.count(player) && connections.at(player).count(c);
  1675. }
  1676. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1677. {
  1678. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1679. }
  1680. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1681. {
  1682. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1683. if (!vstd::contains(s1->stacks,pos))
  1684. {
  1685. complain("Illegal call to disbandCreature - no such stack in army!");
  1686. return false;
  1687. }
  1688. eraseStack(StackLocation(s1, pos));
  1689. return true;
  1690. }
  1691. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1692. {
  1693. const CGTownInstance * t = getTown(tid);
  1694. if(!t)
  1695. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1696. if(!t->town->buildings.count(requestedID))
  1697. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1698. if(t->hasBuilt(requestedID))
  1699. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1700. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1701. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1702. std::vector<const CBuilding*> remainingAutoBuildings;
  1703. std::set<BuildingID> buildingsThatWillBe;
  1704. //Check validity of request
  1705. if(!force)
  1706. {
  1707. switch(requestedBuilding->mode)
  1708. {
  1709. case CBuilding::BUILD_NORMAL :
  1710. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1711. COMPLAIN_RET("Cannot build that building!");
  1712. break;
  1713. case CBuilding::BUILD_AUTO :
  1714. case CBuilding::BUILD_SPECIAL:
  1715. COMPLAIN_RET("This building can not be constructed normally!");
  1716. case CBuilding::BUILD_GRAIL :
  1717. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1718. {
  1719. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1720. COMPLAIN_RET("Cannot build this without grail!")
  1721. else
  1722. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1723. }
  1724. break;
  1725. }
  1726. }
  1727. //Performs stuff that has to be done before new building is built
  1728. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1729. {
  1730. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1731. {
  1732. int level = BuildingID::getLevelFromDwelling(buildingID);
  1733. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  1734. if(upgradeNumber >= t->town->creatures.at(level).size())
  1735. {
  1736. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1737. "no creature found (upgrade number %d, level %d!")
  1738. % buildingID % upgradeNumber % level));
  1739. return;
  1740. }
  1741. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  1742. SetAvailableCreatures ssi;
  1743. ssi.tid = t->id;
  1744. ssi.creatures = t->creatures;
  1745. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1746. ssi.creatures[level].first = crea->getGrowth();
  1747. ssi.creatures[level].second.push_back(crea->getId());
  1748. sendAndApply(&ssi);
  1749. }
  1750. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1751. {
  1752. setPortalDwelling(t);
  1753. }
  1754. };
  1755. //Performs stuff that has to be done after new building is built
  1756. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1757. {
  1758. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1759. auto isLibrary = isMageGuild ? false
  1760. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1761. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1762. {
  1763. if(t->visitingHero)
  1764. giveSpells(t,t->visitingHero);
  1765. if(t->garrisonHero)
  1766. giveSpells(t,t->garrisonHero);
  1767. }
  1768. };
  1769. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1770. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  1771. {
  1772. return buildingsThatWillBe.count(buildID);
  1773. };
  1774. //Init the vectors
  1775. for(auto & build : t->town->buildings)
  1776. {
  1777. if(t->hasBuilt(build.first))
  1778. {
  1779. buildingsThatWillBe.insert(build.first);
  1780. }
  1781. else
  1782. {
  1783. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1784. remainingAutoBuildings.push_back(build.second);
  1785. }
  1786. }
  1787. //Prepare structure (list of building ids will be filled later)
  1788. NewStructures ns;
  1789. ns.tid = tid;
  1790. ns.built = force ? t->built : (t->built+1);
  1791. std::queue<const CBuilding*> buildingsToAdd;
  1792. buildingsToAdd.push(requestedBuilding);
  1793. while(!buildingsToAdd.empty())
  1794. {
  1795. auto b = buildingsToAdd.front();
  1796. buildingsToAdd.pop();
  1797. ns.bid.insert(b->bid);
  1798. buildingsThatWillBe.insert(b->bid);
  1799. remainingAutoBuildings -= b;
  1800. for(auto autoBuilding : remainingAutoBuildings)
  1801. {
  1802. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1803. if(actualRequirements.test(areRequirementsFulfilled))
  1804. buildingsToAdd.push(autoBuilding);
  1805. }
  1806. }
  1807. // 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.
  1808. for(auto builtID : ns.bid)
  1809. processBeforeBuiltStructure(builtID);
  1810. //Take cost
  1811. if(!force)
  1812. {
  1813. giveResources(t->tempOwner, -requestedBuilding->resources);
  1814. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1815. }
  1816. //We know what has been built, apply changes. Do this as final step to properly update town window
  1817. sendAndApply(&ns);
  1818. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1819. for(auto builtID : ns.bid)
  1820. processAfterBuiltStructure(builtID);
  1821. // now when everything is built - reveal tiles for lookout tower
  1822. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1823. if (!force)
  1824. {
  1825. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1826. std::vector<const CGHeroInstance *> visitors;
  1827. if (t->garrisonHero)
  1828. visitors.push_back(t->garrisonHero);
  1829. if (t->visitingHero)
  1830. visitors.push_back(t->visitingHero);
  1831. if (!visitors.empty())
  1832. visitCastleObjects(t, visitors);
  1833. }
  1834. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1835. return true;
  1836. }
  1837. bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
  1838. {
  1839. const CGTownInstance * t = getTown(tid);
  1840. if(!t->hasBuilt(bid))
  1841. return false;
  1842. auto subID = t->town->buildings.at(bid)->subId;
  1843. if(subID == BuildingSubID::EBuildingSubID::BANK)
  1844. {
  1845. TResources res;
  1846. res[EGameResID::GOLD] = 2500;
  1847. giveResources(t->getOwner(), res);
  1848. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1849. return true;
  1850. }
  1851. if (t->rewardableBuildings.count(bid) && t->visitingHero && t->town->buildings.at(bid)->manualHeroVisit)
  1852. {
  1853. std::vector<BuildingID> buildingsToVisit;
  1854. std::vector<const CGHeroInstance*> visitors;
  1855. buildingsToVisit.push_back(bid);
  1856. visitors.push_back(t->visitingHero);
  1857. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1858. queries->addQuery(visitQuery);
  1859. return true;
  1860. }
  1861. return true;
  1862. }
  1863. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1864. {
  1865. ///incomplete, simply erases target building
  1866. const CGTownInstance * t = getTown(tid);
  1867. if(!t->hasBuilt(bid))
  1868. return false;
  1869. RazeStructures rs;
  1870. rs.tid = tid;
  1871. rs.bid.insert(bid);
  1872. rs.destroyed = t->destroyed + 1;
  1873. sendAndApply(&rs);
  1874. //TODO: Remove dwellers
  1875. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  1876. // {
  1877. // RemoveBonus rb(RemoveBonus::TOWN);
  1878. // rb.whoID = t->id;
  1879. // rb.source = BonusSource::TOWN_STRUCTURE;
  1880. // rb.id = 17;
  1881. // sendAndApply(&rb);
  1882. // }
  1883. return true;
  1884. }
  1885. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  1886. {
  1887. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  1888. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  1889. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  1890. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  1891. const CCreature * c = crid.toCreature();
  1892. const bool warMachine = c->warMachine != ArtifactID::NONE;
  1893. //TODO: check if hero is actually visiting object
  1894. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  1895. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  1896. if (town)
  1897. {
  1898. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  1899. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  1900. }
  1901. else
  1902. {
  1903. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  1904. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  1905. }
  1906. //verify
  1907. bool found = false;
  1908. int level = 0;
  1909. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  1910. {
  1911. if ((fromLvl != -1) && (level !=fromLvl))
  1912. continue;
  1913. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  1914. int i = 0;
  1915. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1916. if (cur.second.at(i) == crid)
  1917. break;
  1918. if (i < cur.second.size())
  1919. {
  1920. found = true;
  1921. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  1922. break;
  1923. }
  1924. }
  1925. SlotID slot = army->getSlotFor(crid);
  1926. if ((!found && complain("Cannot recruit: no such creatures!"))
  1927. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  1928. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  1929. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  1930. {
  1931. return false;
  1932. }
  1933. //recruit
  1934. TResources cost = (c->getFullRecruitCost() * cram);
  1935. giveResources(army->tempOwner, -cost);
  1936. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  1937. SetAvailableCreatures sac;
  1938. sac.tid = objid;
  1939. sac.creatures = dwelling->creatures;
  1940. sac.creatures[level].first -= cram;
  1941. sendAndApply(&sac);
  1942. if (warMachine)
  1943. {
  1944. ArtifactID artId = c->warMachine;
  1945. const CArtifact * art = artId.toArtifact();
  1946. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  1947. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  1948. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  1949. return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
  1950. }
  1951. else
  1952. {
  1953. addToSlot(StackLocation(army, slot), c, cram);
  1954. }
  1955. return true;
  1956. }
  1957. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  1958. {
  1959. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  1960. if (!obj->hasStackAtSlot(pos))
  1961. {
  1962. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  1963. }
  1964. UpgradeInfo ui;
  1965. fillUpgradeInfo(obj, pos, ui);
  1966. PlayerColor player = obj->tempOwner;
  1967. const PlayerState *p = getPlayerState(player);
  1968. int crQuantity = obj->stacks.at(pos)->count;
  1969. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  1970. //check if upgrade is possible
  1971. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  1972. {
  1973. return false;
  1974. }
  1975. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  1976. //check if player has enough resources
  1977. if (!p->resources.canAfford(totalCost))
  1978. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  1979. //take resources
  1980. giveResources(player, -totalCost);
  1981. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  1982. //upgrade creature
  1983. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  1984. return true;
  1985. }
  1986. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  1987. {
  1988. if (!sl.army->hasStackAtSlot(sl.slot))
  1989. COMPLAIN_RET("Cannot find a stack to change type");
  1990. SetStackType sst;
  1991. sst.army = sl.army->id;
  1992. sst.slot = sl.slot;
  1993. sst.type = c->getId();
  1994. sendAndApply(&sst);
  1995. return true;
  1996. }
  1997. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  1998. {
  1999. assert(src->canBeMergedWith(*dst, allowMerging));
  2000. while(src->stacksCount())//while there are unmoved creatures
  2001. {
  2002. auto i = src->Slots().begin(); //iterator to stack to move
  2003. StackLocation sl(src, i->first); //location of stack to move
  2004. SlotID pos = dst->getSlotFor(i->second->type);
  2005. if (!pos.validSlot())
  2006. {
  2007. //try to merge two other stacks to make place
  2008. std::pair<SlotID, SlotID> toMerge;
  2009. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2010. {
  2011. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2012. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2013. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2014. }
  2015. else
  2016. {
  2017. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2018. return;
  2019. }
  2020. }
  2021. else
  2022. {
  2023. moveStack(sl, StackLocation(dst, pos));
  2024. }
  2025. }
  2026. }
  2027. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2028. {
  2029. const CGTownInstance * town = getTown(tid);
  2030. if(!town->garrisonHero == !town->visitingHero)
  2031. return false;
  2032. SetHeroesInTown intown;
  2033. intown.tid = tid;
  2034. if(town->garrisonHero) //garrison -> vising
  2035. {
  2036. intown.garrison = ObjectInstanceID();
  2037. intown.visiting = town->garrisonHero->id;
  2038. }
  2039. else //visiting -> garrison
  2040. {
  2041. if(town->armedGarrison())
  2042. town->mergeGarrisonOnSiege();
  2043. intown.visiting = ObjectInstanceID();
  2044. intown.garrison = town->visitingHero->id;
  2045. }
  2046. sendAndApply(&intown);
  2047. return true;
  2048. }
  2049. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2050. {
  2051. const CGTownInstance * town = getTown(tid);
  2052. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2053. {
  2054. if (!town->visitingHero->canBeMergedWith(*town))
  2055. {
  2056. complain("Cannot make garrison swap, not enough free slots!");
  2057. return false;
  2058. }
  2059. moveArmy(town, town->visitingHero, true);
  2060. SetHeroesInTown intown;
  2061. intown.tid = tid;
  2062. intown.visiting = ObjectInstanceID();
  2063. intown.garrison = town->visitingHero->id;
  2064. sendAndApply(&intown);
  2065. return true;
  2066. }
  2067. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2068. {
  2069. int mapCap = getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2070. //check if moving hero out of town will break wandering heroes limit
  2071. if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
  2072. {
  2073. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2074. return false;
  2075. }
  2076. SetHeroesInTown intown;
  2077. intown.tid = tid;
  2078. intown.garrison = ObjectInstanceID();
  2079. intown.visiting = town->garrisonHero->id;
  2080. sendAndApply(&intown);
  2081. return true;
  2082. }
  2083. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2084. {
  2085. SetHeroesInTown intown;
  2086. intown.tid = tid;
  2087. intown.garrison = town->visitingHero->id;
  2088. intown.visiting = town->garrisonHero->id;
  2089. sendAndApply(&intown);
  2090. return true;
  2091. }
  2092. else
  2093. {
  2094. complain("Cannot swap garrison hero!");
  2095. return false;
  2096. }
  2097. }
  2098. // With the amount of changes done to the function, it's more like transferArtifacts.
  2099. // 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.
  2100. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2101. {
  2102. const auto srcArtSet = getArtSet(src);
  2103. const auto dstArtSet = getArtSet(dst);
  2104. assert(srcArtSet);
  2105. assert(dstArtSet);
  2106. // Make sure exchange is even possible between the two heroes.
  2107. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2108. COMPLAIN_RET("That heroes cannot make any exchange!");
  2109. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2110. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2111. auto dstSlot = dst.slot;
  2112. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2113. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2114. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2115. return true;
  2116. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2117. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2118. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2119. if(srcArtifact == nullptr)
  2120. COMPLAIN_RET("No artifact to move!");
  2121. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2122. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2123. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2124. // Moving to the backpack is always allowed.
  2125. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2126. COMPLAIN_RET("Cannot move artifact!");
  2127. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2128. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2129. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2130. COMPLAIN_RET("Cannot move artifact locks.");
  2131. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2132. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2133. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2134. COMPLAIN_RET("Cannot move catapult!");
  2135. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2136. COMPLAIN_RET("Backpack is full!");
  2137. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2138. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2139. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2140. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2141. ma.srcCreature = src.creature;
  2142. ma.dstCreature = dst.creature;
  2143. // Check if dst slot is occupied
  2144. if(!isDstSlotBackpack && isDstSlotOccupied)
  2145. {
  2146. // Previous artifact must be swapped
  2147. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2148. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2149. }
  2150. auto hero = getHero(dst.artHolder);
  2151. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2152. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2153. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2154. if(src.artHolder != dst.artHolder)
  2155. ma.artsPack0.back().askAssemble = true;
  2156. sendAndApply(&ma);
  2157. return true;
  2158. }
  2159. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2160. {
  2161. // Make sure exchange is even possible between the two heroes.
  2162. if(!isAllowedExchange(srcId, dstId))
  2163. COMPLAIN_RET("That heroes cannot make any exchange!");
  2164. auto psrcSet = getArtSet(srcId);
  2165. auto pdstSet = getArtSet(dstId);
  2166. if((!psrcSet) || (!pdstSet))
  2167. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2168. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2169. auto & slotsSrcDst = ma.artsPack0;
  2170. auto & slotsDstSrc = ma.artsPack1;
  2171. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2172. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2173. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2174. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2175. {
  2176. assert(artifact);
  2177. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2178. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2179. {
  2180. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2181. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2182. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2183. if(auto dstHero = getHero(dstId))
  2184. {
  2185. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2186. giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2187. }
  2188. }
  2189. };
  2190. if(swap)
  2191. {
  2192. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2193. {
  2194. for(auto & artifact : srcArtSet->artifactsWorn)
  2195. {
  2196. if(ArtifactUtils::isArtRemovable(artifact))
  2197. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2198. }
  2199. };
  2200. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2201. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2202. {
  2203. for(auto & slotInfo : artSet->artifactsInBackpack)
  2204. {
  2205. auto slot = artSet->getArtPos(slotInfo.artifact);
  2206. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2207. }
  2208. };
  2209. if(equipped)
  2210. {
  2211. // Move over artifacts that are worn srcHero -> dstHero
  2212. moveArtsWorn(psrcSet, slotsSrcDst);
  2213. artFittingSet.artifactsWorn.clear();
  2214. // Move over artifacts that are worn dstHero -> srcHero
  2215. moveArtsWorn(pdstSet, slotsDstSrc);
  2216. }
  2217. if(backpack)
  2218. {
  2219. // Move over artifacts that are in backpack srcHero -> dstHero
  2220. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2221. // Move over artifacts that are in backpack dstHero -> srcHero
  2222. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2223. }
  2224. }
  2225. else
  2226. {
  2227. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2228. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2229. if(equipped)
  2230. {
  2231. // Move over artifacts that are worn
  2232. for(auto & artInfo : psrcSet->artifactsWorn)
  2233. {
  2234. if(ArtifactUtils::isArtRemovable(artInfo))
  2235. {
  2236. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2237. }
  2238. }
  2239. }
  2240. if(backpack)
  2241. {
  2242. // Move over artifacts that are in backpack
  2243. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2244. {
  2245. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2246. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2247. }
  2248. }
  2249. }
  2250. sendAndApply(&ma);
  2251. return true;
  2252. }
  2253. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2254. {
  2255. const auto artSet = getArtSet(heroID);
  2256. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2257. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2258. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2259. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2260. {
  2261. if(left)
  2262. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2263. else
  2264. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2265. sendAndApply(&bma);
  2266. }
  2267. return true;
  2268. }
  2269. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2270. {
  2271. auto artSet = getArtSet(heroID);
  2272. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2273. ChangeArtifactsCostume costume(player, costumeIdx);
  2274. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2275. {
  2276. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2277. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2278. }
  2279. sendAndApply(&costume);
  2280. return true;
  2281. }
  2282. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2283. {
  2284. const auto artSet = getArtSet(heroID);
  2285. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2286. const auto playerState = getPlayerState(player);
  2287. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2288. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2289. {
  2290. CArtifactFittingSet artFittingSet(*artSet);
  2291. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2292. auto costumeArtMap = costume->second;
  2293. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2294. // First, find those artifacts that are already in place
  2295. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2296. {
  2297. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2298. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2299. {
  2300. costumeArtMap.erase(artPos);
  2301. artFittingSet.removeArtifact(slot);
  2302. }
  2303. }
  2304. // Second, find the necessary artifacts for the costume
  2305. for(const auto & artPos : costumeArtMap)
  2306. {
  2307. if(const auto slot = artFittingSet.getArtPos(artPos.second, false, false); slot != ArtifactPosition::PRE_FIRST)
  2308. {
  2309. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2310. {
  2311. artSet->getArtPos(artFittingSet.getArt(slot)),
  2312. artPos.first
  2313. });
  2314. artFittingSet.removeArtifact(slot);
  2315. if(ArtifactUtils::isSlotBackpack(slot))
  2316. estimateBackpackSize--;
  2317. }
  2318. }
  2319. // Third, put unnecessary artifacts into backpack
  2320. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2321. if(artFittingSet.getArt(slot))
  2322. {
  2323. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2324. estimateBackpackSize++;
  2325. }
  2326. const auto backpackCap = getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2327. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2328. sendAndApply(&bma);
  2329. }
  2330. return true;
  2331. }
  2332. /**
  2333. * Assembles or disassembles a combination artifact.
  2334. * @param heroID ID of hero holding the artifact(s).
  2335. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2336. * @param assemble True for assembly operation, false for disassembly.
  2337. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2338. * artifact to assemble to. Otherwise it's not used.
  2339. */
  2340. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2341. {
  2342. const CGHeroInstance * hero = getHero(heroID);
  2343. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2344. if(!destArtifact)
  2345. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2346. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2347. if(assemble)
  2348. {
  2349. const CArtifact * combinedArt = assembleTo.toArtifact();
  2350. if(!combinedArt->isCombined())
  2351. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2352. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2353. {
  2354. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2355. }
  2356. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2357. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2358. {
  2359. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2360. }
  2361. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2362. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2363. AssembledArtifact aa;
  2364. aa.al = dstLoc;
  2365. aa.builtArt = combinedArt;
  2366. sendAndApply(&aa);
  2367. }
  2368. else
  2369. {
  2370. if(!destArtifact->isCombined())
  2371. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2372. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2373. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2374. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2375. DisassembledArtifact da;
  2376. da.al = dstLoc;
  2377. sendAndApply(&da);
  2378. }
  2379. return true;
  2380. }
  2381. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2382. {
  2383. const auto * hero = getHero(al.artHolder);
  2384. if(hero == nullptr)
  2385. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2386. const auto * art = hero->getArt(al.slot);
  2387. if(art == nullptr)
  2388. COMPLAIN_RET("Cannot remove artifact!");
  2389. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2390. COMPLAIN_RET("Illegal artifact removal request");
  2391. removeArtifact(al);
  2392. return true;
  2393. }
  2394. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2395. {
  2396. const CGHeroInstance * hero = getHero(hid);
  2397. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2398. const CGTownInstance * town = hero->visitedTown;
  2399. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2400. if (aid==ArtifactID::SPELLBOOK)
  2401. {
  2402. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2403. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2404. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2405. )
  2406. return false;
  2407. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2408. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2409. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2410. giveSpells(town,hero);
  2411. return true;
  2412. }
  2413. else
  2414. {
  2415. const CArtifact * art = aid.toArtifact();
  2416. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2417. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2418. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2419. const int price = art->getPrice();
  2420. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2421. if(town->isWarMachineAvailable(aid))
  2422. {
  2423. bool hasFreeSlot = false;
  2424. for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
  2425. if (hero->getArt(slot) == nullptr)
  2426. hasFreeSlot = true;
  2427. if (!hasFreeSlot)
  2428. {
  2429. auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2430. removeArtifact(ArtifactLocation(hero->id, slot));
  2431. }
  2432. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2433. return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
  2434. }
  2435. else
  2436. COMPLAIN_RET("This machine is unavailable here!");
  2437. }
  2438. }
  2439. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2440. {
  2441. if(!h)
  2442. COMPLAIN_RET("Only hero can buy artifacts!");
  2443. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2444. COMPLAIN_RET("That artifact is unavailable!");
  2445. int b1;
  2446. int b2;
  2447. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2448. if (getResource(h->tempOwner, rid) < b1)
  2449. COMPLAIN_RET("You can't afford to buy this artifact!");
  2450. giveResource(h->tempOwner, rid, -b1);
  2451. SetAvailableArtifacts saa;
  2452. if(dynamic_cast<const CGTownInstance *>(m))
  2453. {
  2454. saa.id = ObjectInstanceID::NONE;
  2455. saa.arts = gs->map->townMerchantArtifacts;
  2456. }
  2457. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2458. {
  2459. saa.id = bm->id;
  2460. saa.arts = bm->artifacts;
  2461. }
  2462. else
  2463. COMPLAIN_RET("Wrong marktet...");
  2464. bool found = false;
  2465. for (const CArtifact *&art : saa.arts)
  2466. {
  2467. if (art && art->getId() == aid)
  2468. {
  2469. art = nullptr;
  2470. found = true;
  2471. break;
  2472. }
  2473. }
  2474. if (!found)
  2475. COMPLAIN_RET("Cannot find selected artifact on the list");
  2476. sendAndApply(&saa);
  2477. giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
  2478. return true;
  2479. }
  2480. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2481. {
  2482. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2483. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2484. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2485. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2486. int resVal = 0;
  2487. int dump = 1;
  2488. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2489. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2490. giveResource(h->tempOwner, rid, resVal);
  2491. return true;
  2492. }
  2493. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2494. {
  2495. if (!h)
  2496. COMPLAIN_RET("You need hero to buy a skill!");
  2497. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2498. COMPLAIN_RET("Hero already know this skill");
  2499. if (!h->canLearnSkill())
  2500. COMPLAIN_RET("Hero can't learn any more skills");
  2501. if (!h->canLearnSkill(skill))
  2502. COMPLAIN_RET("The hero can't learn this skill!");
  2503. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2504. COMPLAIN_RET("That skill is unavailable!");
  2505. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2506. COMPLAIN_RET("You can't afford to buy this skill");
  2507. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2508. changeSecSkill(h, skill, 1, true);
  2509. return true;
  2510. }
  2511. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2512. {
  2513. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2514. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2515. int b1; //base quantities for trade
  2516. int b2;
  2517. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2518. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2519. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2520. {
  2521. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2522. }
  2523. giveResource(player, toSell, -b1 * amountToBoy);
  2524. giveResource(player, toBuy, b2 * amountToBoy);
  2525. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2526. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2527. return true;
  2528. }
  2529. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2530. {
  2531. if(!hero)
  2532. COMPLAIN_RET("Only hero can sell creatures!");
  2533. if (!vstd::contains(hero->Slots(), slot))
  2534. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2535. const CStackInstance &s = hero->getStack(slot);
  2536. if (s.count < (TQuantity)count //can't sell more creatures than have
  2537. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2538. {
  2539. COMPLAIN_RET("Not enough creatures in army!");
  2540. }
  2541. int b1; //base quantities for trade
  2542. int b2;
  2543. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2544. int units = count / b1; //how many base quantities we trade
  2545. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2546. {
  2547. //TODO: complain?
  2548. assert(0);
  2549. }
  2550. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2551. giveResource(hero->tempOwner, resourceID, b2 * units);
  2552. return true;
  2553. }
  2554. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2555. {
  2556. const CArmedInstance *army = nullptr;
  2557. if (hero)
  2558. army = hero;
  2559. else
  2560. army = dynamic_cast<const CGTownInstance *>(market);
  2561. if (!army)
  2562. COMPLAIN_RET("Incorrect call to transform in undead!");
  2563. if (!army->hasStackAtSlot(slot))
  2564. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2565. const CStackInstance &s = army->getStack(slot);
  2566. //resulting creature - bone dragons or skeletons
  2567. CreatureID resCreature = CreatureID::SKELETON;
  2568. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2569. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2570. || (s.getCreatureID() == CreatureID::HYDRA)
  2571. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2572. resCreature = CreatureID::BONE_DRAGON;
  2573. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2574. return true;
  2575. }
  2576. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2577. {
  2578. const PlayerState *p2 = getPlayerState(r2, false);
  2579. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2580. {
  2581. complain("Dest player must be in game!");
  2582. return false;
  2583. }
  2584. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2585. vstd::amin(val, curRes1);
  2586. giveResource(player, r1, -(int)val);
  2587. giveResource(r2, r1, val);
  2588. return true;
  2589. }
  2590. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2591. {
  2592. const CGHeroInstance *h = getHero(hid);
  2593. if (!h)
  2594. {
  2595. logGlobal->error("Hero doesn't exist!");
  2596. return false;
  2597. }
  2598. ChangeFormation cf;
  2599. cf.hid = hid;
  2600. cf.formation = formation;
  2601. sendAndApply(&cf);
  2602. return true;
  2603. }
  2604. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2605. {
  2606. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2607. if (answer)
  2608. logGlobal->trace("%d", *answer);
  2609. auto topQuery = queries->topQuery(player);
  2610. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2611. if(topQuery->queryID != qid)
  2612. {
  2613. auto currentQuery = queries->getQuery(qid);
  2614. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2615. currentQuery->setReply(answer);
  2616. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2617. }
  2618. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2619. topQuery->setReply(answer);
  2620. queries->popQuery(topQuery);
  2621. return true;
  2622. }
  2623. bool CGameHandler::complain(const std::string &problem)
  2624. {
  2625. #ifndef ENABLE_GOLDMASTER
  2626. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2627. #endif
  2628. logGlobal->error(problem);
  2629. return true;
  2630. }
  2631. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2632. {
  2633. //PlayerColor player = getOwner(hid);
  2634. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2635. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2636. assert(lowerArmy);
  2637. assert(upperArmy);
  2638. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2639. queries->addQuery(garrisonQuery);
  2640. GarrisonDialog gd;
  2641. gd.hid = hid;
  2642. gd.objid = upobj;
  2643. gd.removableUnits = removableUnits;
  2644. gd.queryID = garrisonQuery->queryID;
  2645. sendAndApply(&gd);
  2646. }
  2647. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2648. {
  2649. OpenWindow pack;
  2650. pack.window = window;
  2651. pack.object = object->id;
  2652. pack.visitor = visitor->id;
  2653. if (addQuery)
  2654. {
  2655. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2656. pack.queryID = windowQuery->queryID;
  2657. queries->addQuery(windowQuery);
  2658. }
  2659. sendAndApply(&pack);
  2660. }
  2661. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2662. {
  2663. if (id1 == id2)
  2664. return true;
  2665. const CGObjectInstance *o1 = getObj(id1);
  2666. const CGObjectInstance *o2 = getObj(id2);
  2667. if (!o1 || !o2)
  2668. return true; //arranging stacks within an object should be always allowed
  2669. if (o1 && o2)
  2670. {
  2671. if (o1->ID == Obj::TOWN)
  2672. {
  2673. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2674. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2675. return true;
  2676. }
  2677. if (o2->ID == Obj::TOWN)
  2678. {
  2679. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2680. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2681. return true;
  2682. }
  2683. auto market = getMarket(id1);
  2684. if(market == nullptr)
  2685. market = getMarket(id2);
  2686. if(market)
  2687. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2688. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2689. {
  2690. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2691. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2692. // two heroes in same town (garrisoned and visiting)
  2693. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2694. return true;
  2695. }
  2696. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2697. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2698. if (!dialog)
  2699. {
  2700. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2701. }
  2702. if (dialog)
  2703. {
  2704. auto topArmy = dialog->exchangingArmies.at(0);
  2705. auto bottomArmy = dialog->exchangingArmies.at(1);
  2706. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2707. return true;
  2708. }
  2709. }
  2710. return false;
  2711. }
  2712. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2713. {
  2714. using events::ObjectVisitStarted;
  2715. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2716. if (getVisitingHero(obj) != nullptr)
  2717. {
  2718. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2719. throw std::runtime_error("Can not visit object that is being visited");
  2720. }
  2721. std::shared_ptr<MapObjectVisitQuery> visitQuery;
  2722. auto startVisit = [&](ObjectVisitStarted & event)
  2723. {
  2724. auto visitedObject = obj;
  2725. if(obj->ID == Obj::HERO)
  2726. {
  2727. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2728. const auto visitedTown = visitedHero->visitedTown;
  2729. if(visitedTown)
  2730. {
  2731. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2732. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2733. visitedObject = visitedTown;
  2734. }
  2735. }
  2736. visitQuery = std::make_shared<MapObjectVisitQuery>(this, visitedObject, h);
  2737. queries->addQuery(visitQuery); //TODO real visit pos
  2738. HeroVisit hv;
  2739. hv.objId = obj->id;
  2740. hv.heroId = h->id;
  2741. hv.player = h->tempOwner;
  2742. hv.starting = true;
  2743. sendAndApply(&hv);
  2744. obj->onHeroVisit(h);
  2745. };
  2746. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2747. if(visitQuery)
  2748. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2749. }
  2750. void CGameHandler::objectVisitEnded(const CGHeroInstance *h, PlayerColor player)
  2751. {
  2752. using events::ObjectVisitEnded;
  2753. logGlobal->debug("%s visit ends.\n", h->nodeName());
  2754. auto endVisit = [&](ObjectVisitEnded & event)
  2755. {
  2756. HeroVisit hv;
  2757. hv.player = event.getPlayer();
  2758. hv.heroId = event.getHero();
  2759. hv.starting = false;
  2760. sendAndApply(&hv);
  2761. };
  2762. //TODO: ObjectVisitEnded should also have id of visited object,
  2763. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2764. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, h->id);
  2765. }
  2766. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2767. {
  2768. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  2769. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2770. {
  2771. complain("Cannot build boat in this shipyard!");
  2772. return false;
  2773. }
  2774. TResources boatCost;
  2775. obj->getBoatCost(boatCost);
  2776. TResources available = getPlayerState(playerID)->resources;
  2777. if (!available.canAfford(boatCost))
  2778. {
  2779. complain("Not enough resources to build a boat!");
  2780. return false;
  2781. }
  2782. int3 tile = obj->bestLocation();
  2783. if (!gs->map->isInTheMap(tile))
  2784. {
  2785. complain("Cannot find appropriate tile for a boat!");
  2786. return false;
  2787. }
  2788. giveResources(playerID, -boatCost);
  2789. createBoat(tile, obj->getBoatType(), playerID);
  2790. return true;
  2791. }
  2792. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2793. {
  2794. for (auto playerColor : playerColors)
  2795. {
  2796. if (getPlayerState(playerColor, false))
  2797. checkVictoryLossConditionsForPlayer(playerColor);
  2798. }
  2799. }
  2800. void CGameHandler::checkVictoryLossConditionsForAll()
  2801. {
  2802. std::set<PlayerColor> playerColors;
  2803. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2804. {
  2805. playerColors.insert(PlayerColor(i));
  2806. }
  2807. checkVictoryLossConditions(playerColors);
  2808. }
  2809. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2810. {
  2811. const PlayerState * p = getPlayerState(player);
  2812. if(!p || p->status != EPlayerStatus::INGAME) return;
  2813. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  2814. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2815. {
  2816. InfoWindow iw;
  2817. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2818. sendAndApply(&iw);
  2819. PlayerEndsGame peg;
  2820. peg.player = player;
  2821. peg.victoryLossCheckResult = victoryLossCheckResult;
  2822. peg.statistic = StatisticDataSet(gameState()->statistic);
  2823. addStatistics(peg.statistic); // add last turn befor win / loss
  2824. sendAndApply(&peg);
  2825. turnOrder->onPlayerEndsGame(player);
  2826. if (victoryLossCheckResult.victory())
  2827. {
  2828. //one player won -> all enemies lost
  2829. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  2830. {
  2831. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  2832. {
  2833. peg.player = i->first;
  2834. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  2835. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2836. InfoWindow iw;
  2837. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  2838. iw.player = i->first;
  2839. sendAndApply(&iw);
  2840. sendAndApply(&peg);
  2841. }
  2842. }
  2843. if(p->human)
  2844. {
  2845. lobby->setState(EServerState::SHUTDOWN);
  2846. }
  2847. }
  2848. else
  2849. {
  2850. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2851. auto hlp = p->getHeroes();
  2852. for (auto h : hlp) //eliminate heroes
  2853. {
  2854. if (h)
  2855. removeObject(h, player);
  2856. }
  2857. //player lost -> all his objects become unflagged (neutral)
  2858. for (auto obj : gs->map->objects) //unflag objs
  2859. {
  2860. if (obj.get() && obj->tempOwner == player)
  2861. setOwner(obj, PlayerColor::NEUTRAL);
  2862. }
  2863. //eliminating one player may cause victory of another:
  2864. std::set<PlayerColor> playerColors;
  2865. //do not copy player state (CBonusSystemNode) by value
  2866. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  2867. {
  2868. if (p.first != player)
  2869. playerColors.insert(p.first);
  2870. }
  2871. //notify all players
  2872. for (auto pc : playerColors)
  2873. {
  2874. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  2875. {
  2876. InfoWindow iw;
  2877. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  2878. iw.player = pc;
  2879. sendAndApply(&iw);
  2880. }
  2881. }
  2882. checkVictoryLossConditions(playerColors);
  2883. }
  2884. }
  2885. }
  2886. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  2887. {
  2888. out.player = player;
  2889. out.text = victoryLossCheckResult.messageToSelf;
  2890. out.text.replaceName(player);
  2891. out.components.emplace_back(ComponentType::FLAG, player);
  2892. }
  2893. bool CGameHandler::dig(const CGHeroInstance *h)
  2894. {
  2895. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  2896. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  2897. createHole(h->visitablePos(), h->getOwner());
  2898. //take MPs
  2899. SetMovePoints smp;
  2900. smp.hid = h->id;
  2901. smp.val = 0;
  2902. sendAndApply(&smp);
  2903. InfoWindow iw;
  2904. iw.type = EInfoWindowMode::AUTO;
  2905. iw.player = h->tempOwner;
  2906. if (gs->map->grailPos == h->visitablePos())
  2907. {
  2908. ArtifactID grail = ArtifactID::GRAIL;
  2909. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  2910. iw.text.appendName(grail); // ... " The Grail"
  2911. iw.soundID = soundBase::ULTIMATEARTIFACT;
  2912. giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
  2913. sendAndApply(&iw);
  2914. iw.soundID = soundBase::invalid;
  2915. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  2916. iw.text.clear();
  2917. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  2918. sendAndApply(&iw);
  2919. }
  2920. else
  2921. {
  2922. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  2923. iw.soundID = soundBase::Dig;
  2924. sendAndApply(&iw);
  2925. }
  2926. return true;
  2927. }
  2928. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  2929. {
  2930. if (!t.visitableObjects.empty())
  2931. {
  2932. //to prevent self-visiting heroes on space press
  2933. if (t.visitableObjects.back() != h)
  2934. objectVisited(t.visitableObjects.back(), h);
  2935. else if (t.visitableObjects.size() > 1)
  2936. objectVisited(*(t.visitableObjects.end()-2),h);
  2937. }
  2938. }
  2939. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  2940. {
  2941. if (!hero)
  2942. COMPLAIN_RET("You need hero to sacrifice creature!");
  2943. int expSum = 0;
  2944. auto finish = [this, &hero, &expSum]()
  2945. {
  2946. giveExperience(hero, hero->calculateXp(expSum));
  2947. };
  2948. for(int i = 0; i < slot.size(); ++i)
  2949. {
  2950. int oldCount = hero->getStackCount(slot[i]);
  2951. if(oldCount < (int)count[i])
  2952. {
  2953. finish();
  2954. COMPLAIN_RET("Not enough creatures to sacrifice!")
  2955. }
  2956. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  2957. {
  2958. finish();
  2959. COMPLAIN_RET("Cannot sacrifice last creature!");
  2960. }
  2961. int crid = hero->getStack(slot[i]).type->getId();
  2962. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  2963. int dump;
  2964. int exp;
  2965. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  2966. exp *= count[i];
  2967. expSum += exp;
  2968. }
  2969. finish();
  2970. return true;
  2971. }
  2972. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  2973. {
  2974. if (!hero)
  2975. COMPLAIN_RET("You need hero to sacrifice artifact!");
  2976. if(hero->getAlignment() == EAlignment::EVIL)
  2977. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  2978. assert(market);
  2979. const auto artSet = market->getArtifactsStorage();
  2980. int expSum = 0;
  2981. std::vector<ArtifactPosition> artPack;
  2982. auto finish = [this, &hero, &expSum, &artPack, market]()
  2983. {
  2984. removeArtifact(market->getObjInstanceID(), artPack);
  2985. giveExperience(hero, hero->calculateXp(expSum));
  2986. };
  2987. for(const auto & artInstId : arts)
  2988. {
  2989. if(auto art = artSet->getArtByInstanceId(artInstId))
  2990. {
  2991. if(art->artType->isTradable())
  2992. {
  2993. int dmp;
  2994. int expToGive;
  2995. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  2996. expSum += expToGive;
  2997. artPack.push_back(artSet->getArtPos(art));
  2998. }
  2999. else
  3000. {
  3001. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3002. }
  3003. }
  3004. else
  3005. {
  3006. finish();
  3007. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3008. }
  3009. }
  3010. finish();
  3011. return true;
  3012. }
  3013. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3014. {
  3015. if (sl.army->hasStackAtSlot(sl.slot))
  3016. COMPLAIN_RET("Slot is already taken!");
  3017. if (!sl.slot.validSlot())
  3018. COMPLAIN_RET("Cannot insert stack to that slot!");
  3019. InsertNewStack ins;
  3020. ins.army = sl.army->id;
  3021. ins.slot = sl.slot;
  3022. ins.type = c->getId();
  3023. ins.count = count;
  3024. sendAndApply(&ins);
  3025. return true;
  3026. }
  3027. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3028. {
  3029. if (!sl.army->hasStackAtSlot(sl.slot))
  3030. COMPLAIN_RET("Cannot find a stack to erase");
  3031. if (sl.army->stacksCount() == 1 //from the last stack
  3032. && sl.army->needsLastStack() //that must be left
  3033. && !forceRemoval) //ignore above conditions if we are forcing removal
  3034. {
  3035. COMPLAIN_RET("Cannot erase the last stack!");
  3036. }
  3037. EraseStack es;
  3038. es.army = sl.army->id;
  3039. es.slot = sl.slot;
  3040. sendAndApply(&es);
  3041. return true;
  3042. }
  3043. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3044. {
  3045. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3046. if ((absoluteValue && count < 0)
  3047. || (!absoluteValue && -count > currentCount))
  3048. {
  3049. COMPLAIN_RET("Cannot take more stacks than present!");
  3050. }
  3051. if ((currentCount == -count && !absoluteValue)
  3052. || (!count && absoluteValue))
  3053. {
  3054. eraseStack(sl);
  3055. }
  3056. else
  3057. {
  3058. ChangeStackCount csc;
  3059. csc.army = sl.army->id;
  3060. csc.slot = sl.slot;
  3061. csc.count = count;
  3062. csc.absoluteValue = absoluteValue;
  3063. sendAndApply(&csc);
  3064. }
  3065. return true;
  3066. }
  3067. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3068. {
  3069. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3070. if (!slotC) //slot is empty
  3071. insertNewStack(sl, c, count);
  3072. else if (c == slotC)
  3073. changeStackCount(sl, count);
  3074. else
  3075. {
  3076. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3077. }
  3078. return true;
  3079. }
  3080. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3081. {
  3082. if (removeObjWhenFinished)
  3083. removeAfterVisit(src);
  3084. if (!src->canBeMergedWith(*dst, allowMerging))
  3085. {
  3086. if (allowMerging) //do that, add all matching creatures.
  3087. {
  3088. bool cont = true;
  3089. while (cont)
  3090. {
  3091. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3092. {
  3093. SlotID pos = dst->getSlotFor(i->second->type);
  3094. if (pos.validSlot())
  3095. {
  3096. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3097. cont = true;
  3098. break; //or iterator crashes
  3099. }
  3100. cont = false;
  3101. }
  3102. }
  3103. }
  3104. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3105. }
  3106. else //merge
  3107. {
  3108. moveArmy(src, dst, allowMerging);
  3109. }
  3110. }
  3111. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3112. {
  3113. if (!src.army->hasStackAtSlot(src.slot))
  3114. COMPLAIN_RET("No stack to move!");
  3115. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3116. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3117. if (!dst.slot.validSlot())
  3118. COMPLAIN_RET("Cannot move stack to that slot!");
  3119. if (count == -1)
  3120. {
  3121. count = src.army->getStackCount(src.slot);
  3122. }
  3123. if (src.army != dst.army //moving away
  3124. && count == src.army->getStackCount(src.slot) //all creatures
  3125. && src.army->stacksCount() == 1 //from the last stack
  3126. && src.army->needsLastStack()) //that must be left
  3127. {
  3128. COMPLAIN_RET("Cannot move away the last creature!");
  3129. }
  3130. RebalanceStacks rs;
  3131. rs.srcArmy = src.army->id;
  3132. rs.dstArmy = dst.army->id;
  3133. rs.srcSlot = src.slot;
  3134. rs.dstSlot = dst.slot;
  3135. rs.count = count;
  3136. sendAndApply(&rs);
  3137. return true;
  3138. }
  3139. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3140. {
  3141. if (!spellID.hasValue())
  3142. return;
  3143. AdventureSpellCastParameters p;
  3144. p.caster = caster;
  3145. p.pos = pos;
  3146. const CSpell * s = spellID.toSpell();
  3147. s->adventureCast(spellEnv, p);
  3148. }
  3149. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3150. {
  3151. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3152. {
  3153. return moveStack(sl2, sl1);
  3154. }
  3155. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3156. {
  3157. return moveStack(sl1, sl2);
  3158. }
  3159. else
  3160. {
  3161. SwapStacks ss;
  3162. ss.srcArmy = sl1.army->id;
  3163. ss.dstArmy = sl2.army->id;
  3164. ss.srcSlot = sl1.slot;
  3165. ss.dstSlot = sl2.slot;
  3166. sendAndApply(&ss);
  3167. return true;
  3168. }
  3169. }
  3170. bool CGameHandler::putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble)
  3171. {
  3172. const auto artInst = getArtInstance(id);
  3173. assert(artInst && artInst->artType);
  3174. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3175. dst.creature = al.creature;
  3176. auto putTo = getArtSet(al);
  3177. assert(putTo);
  3178. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3179. {
  3180. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, artInst->getTypeId());
  3181. }
  3182. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3183. {
  3184. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, artInst->getTypeId());
  3185. }
  3186. else
  3187. {
  3188. dst.slot = al.slot;
  3189. }
  3190. if(!askAssemble.has_value())
  3191. {
  3192. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3193. askAssemble = true;
  3194. else
  3195. askAssemble = false;
  3196. }
  3197. if(artInst->canBePutAt(putTo, dst.slot))
  3198. {
  3199. PutArtifact pa(id, dst, askAssemble.value());
  3200. sendAndApply(&pa);
  3201. return true;
  3202. }
  3203. else
  3204. {
  3205. return false;
  3206. }
  3207. }
  3208. bool CGameHandler::giveHeroNewArtifact(
  3209. const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
  3210. {
  3211. assert(artType);
  3212. NewArtifact na;
  3213. na.artHolder = h->id;
  3214. na.artId = artType->getId();
  3215. na.spellId = spellId;
  3216. na.pos = pos;
  3217. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3218. {
  3219. na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
  3220. if(!artType->canBePutAt(h, na.pos))
  3221. COMPLAIN_RET("Cannot put artifact in that slot!");
  3222. }
  3223. else if(ArtifactUtils::isSlotBackpack(pos))
  3224. {
  3225. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3226. COMPLAIN_RET("Cannot put artifact in that slot!");
  3227. }
  3228. else
  3229. {
  3230. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3231. }
  3232. sendAndApply(&na);
  3233. return true;
  3234. }
  3235. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
  3236. {
  3237. return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
  3238. }
  3239. bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
  3240. {
  3241. return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
  3242. }
  3243. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3244. {
  3245. std::vector<int3>::iterator tile;
  3246. std::vector<int3> tiles;
  3247. getFreeTiles(tiles);
  3248. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3249. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3250. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3251. const CCreature *cre = creatureID.toCreature();
  3252. for (int i = 0; i < (int)amount; ++i)
  3253. {
  3254. tile = tiles.begin();
  3255. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3256. {
  3257. auto count = cre->getRandomAmount(std::rand);
  3258. createWanderingMonster(*tile, creatureID);
  3259. auto monsterId = getTopObj(*tile)->id;
  3260. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3261. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3262. }
  3263. tiles.erase(tile); //not use it again
  3264. }
  3265. }
  3266. void CGameHandler::synchronizeArtifactHandlerLists()
  3267. {
  3268. UpdateArtHandlerLists uahl;
  3269. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3270. sendAndApply(&uahl);
  3271. }
  3272. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3273. {
  3274. return vstd::contains(gs->map->objects, obj);
  3275. }
  3276. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3277. {
  3278. if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
  3279. return false;
  3280. auto query = queries->topQuery(player);
  3281. if (query && query->blocksPack(pack))
  3282. {
  3283. complain(boost::str(boost::format(
  3284. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3285. % boost::to_upper_copy<std::string>(player.toString())
  3286. % query->toString()
  3287. ));
  3288. return true;
  3289. }
  3290. return false;
  3291. }
  3292. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3293. {
  3294. //If the object is being visited, there must be a matching query
  3295. for (const auto &query : queries->allQueries())
  3296. {
  3297. if (auto someVistQuery = std::dynamic_pointer_cast<MapObjectVisitQuery>(query))
  3298. {
  3299. if (someVistQuery->visitedObject == object)
  3300. {
  3301. someVistQuery->removeObjectAfterVisit = true;
  3302. return;
  3303. }
  3304. }
  3305. }
  3306. //If we haven't returned so far, there is no query and no visit, call was wrong
  3307. assert("This function needs to be called during the object visit!");
  3308. }
  3309. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3310. {
  3311. std::unordered_set<int3> tiles;
  3312. if (mode == ETileVisibility::HIDDEN)
  3313. {
  3314. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3315. }
  3316. else
  3317. {
  3318. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3319. }
  3320. changeFogOfWar(tiles, player, mode);
  3321. }
  3322. void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3323. {
  3324. if (tiles.empty())
  3325. return;
  3326. FoWChange fow;
  3327. fow.tiles = tiles;
  3328. fow.player = player;
  3329. fow.mode = mode;
  3330. if (mode == ETileVisibility::HIDDEN)
  3331. {
  3332. // do not hide tiles observed by owned objects. May lead to disastrous AI problems
  3333. // FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower
  3334. std::unordered_set<int3> observedTiles;
  3335. auto p = getPlayerState(player);
  3336. for (auto obj : p->getOwnedObjects())
  3337. getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
  3338. for (auto tile : observedTiles)
  3339. vstd::erase_if_present (fow.tiles, tile);
  3340. if (fow.tiles.empty())
  3341. return;
  3342. }
  3343. sendAndApply(&fow);
  3344. }
  3345. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3346. {
  3347. assert(obj);
  3348. for(const auto & query : queries->allQueries())
  3349. {
  3350. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3351. if (visit && visit->visitedObject == obj)
  3352. return visit->visitingHero;
  3353. }
  3354. return nullptr;
  3355. }
  3356. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3357. {
  3358. assert(hero);
  3359. for(const auto & query : queries->allQueries())
  3360. {
  3361. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3362. if (visit && visit->visitingHero == hero)
  3363. return visit->visitedObject;
  3364. }
  3365. return nullptr;
  3366. }
  3367. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3368. {
  3369. assert(obj);
  3370. assert(hero);
  3371. assert(getVisitingHero(obj) == hero);
  3372. // Check top query of targeted player:
  3373. // If top query is NOT visit to targeted object then we assume that
  3374. // visitation query is covered by other query that must be answered first
  3375. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3376. if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
  3377. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3378. return true;
  3379. }
  3380. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3381. {
  3382. SetObjectProperty sob;
  3383. sob.id = objid;
  3384. sob.what = prop;
  3385. sob.identifier = NumericID(value);
  3386. sendAndApply(&sob);
  3387. }
  3388. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3389. {
  3390. SetObjectProperty sob;
  3391. sob.id = objid;
  3392. sob.what = prop;
  3393. sob.identifier = identifier;
  3394. sendAndApply(&sob);
  3395. }
  3396. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3397. {
  3398. SetBankConfiguration srb;
  3399. srb.objectID = objid;
  3400. srb.configuration = configuration;
  3401. sendAndApply(&srb);
  3402. }
  3403. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3404. {
  3405. SetRewardableConfiguration srb;
  3406. srb.objectID = objid;
  3407. srb.configuration = configuration;
  3408. sendAndApply(&srb);
  3409. }
  3410. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3411. {
  3412. SetRewardableConfiguration srb;
  3413. srb.objectID = townInstanceID;
  3414. srb.buildingID = buildingID;
  3415. srb.configuration = configuration;
  3416. sendAndApply(&srb);
  3417. }
  3418. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3419. {
  3420. sendAndApply(iw);
  3421. }
  3422. vstd::RNG & CGameHandler::getRandomGenerator()
  3423. {
  3424. return *randomNumberGenerator;
  3425. }
  3426. #if SCRIPTING_ENABLED
  3427. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3428. {
  3429. return serverScripts.get();
  3430. }
  3431. //scripting::Pool * CGameHandler::getContextPool() const
  3432. //{
  3433. // return serverScripts.get();
  3434. //}
  3435. #endif
  3436. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3437. {
  3438. TerrainId terrainType = ETerrainId::NONE;
  3439. if (!gs->isInTheMap(visitablePosition))
  3440. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3441. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3442. terrainType = t.terType->getId();
  3443. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3444. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3445. handler->configureObject(o, getRandomGenerator());
  3446. assert(o->ID == objectID);
  3447. assert(!handler->getTemplates(terrainType).empty());
  3448. if (handler->getTemplates().empty())
  3449. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3450. if (!handler->getTemplates(terrainType).empty())
  3451. o->appearance = handler->getTemplates(terrainType).front();
  3452. else
  3453. o->appearance = handler->getTemplates().front();
  3454. o->pos = visitablePosition + o->getVisitableOffset();
  3455. return o;
  3456. }
  3457. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3458. {
  3459. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3460. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3461. assert(cre);
  3462. cre->notGrowingTeam = cre->neverFlees = false;
  3463. cre->character = 2;
  3464. cre->gainedArtifact = ArtifactID::NONE;
  3465. cre->identifier = -1;
  3466. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3467. newObject(createdObject, PlayerColor::NEUTRAL);
  3468. }
  3469. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3470. {
  3471. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3472. newObject(createdObject, initiator);
  3473. }
  3474. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3475. {
  3476. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3477. newObject(createdObject, initiator);
  3478. }
  3479. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3480. {
  3481. object->initObj(gs->getRandomGenerator());
  3482. NewObject no;
  3483. no.newObject = object;
  3484. no.initiator = initiator;
  3485. sendAndApply(&no);
  3486. }
  3487. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  3488. {
  3489. battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
  3490. }
  3491. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
  3492. {
  3493. battles->startBattle(army1, army2);
  3494. }