CGameHandler.cpp 125 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "battles/BattleProcessor.h"
  16. #include "processors/HeroPoolProcessor.h"
  17. #include "processors/PlayerMessageProcessor.h"
  18. #include "processors/TurnOrderProcessor.h"
  19. #include "queries/QueriesProcessor.h"
  20. #include "queries/MapQueries.h"
  21. #include "../lib/ArtifactUtils.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CCreatureSet.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CHeroHandler.h"
  28. #include "../lib/CPlayerState.h"
  29. #include "../lib/CSoundBase.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/CTownHandler.h"
  32. #include "../lib/GameConstants.h"
  33. #include "../lib/UnlockGuard.h"
  34. #include "../lib/GameSettings.h"
  35. #include "../lib/ScriptHandler.h"
  36. #include "../lib/StartInfo.h"
  37. #include "../lib/TerrainHandler.h"
  38. #include "../lib/VCMIDirs.h"
  39. #include "../lib/VCMI_Lib.h"
  40. #include "../lib/int3.h"
  41. #include "../lib/battle/BattleInfo.h"
  42. #include "../lib/filesystem/FileInfo.h"
  43. #include "../lib/filesystem/Filesystem.h"
  44. #include "../lib/gameState/CGameState.h"
  45. #include "../lib/mapping/CMap.h"
  46. #include "../lib/mapping/CMapService.h"
  47. #include "../lib/mapObjects/CGMarket.h"
  48. #include "../lib/mapObjects/CGTownInstance.h"
  49. #include "../lib/mapObjects/MiscObjects.h"
  50. #include "../lib/modding/ModIncompatibility.h"
  51. #include "../lib/networkPacks/StackLocation.h"
  52. #include "../lib/pathfinder/CPathfinder.h"
  53. #include "../lib/pathfinder/PathfinderOptions.h"
  54. #include "../lib/pathfinder/TurnInfo.h"
  55. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  56. #include "../lib/rmg/CMapGenOptions.h"
  57. #include "../lib/serializer/CSaveFile.h"
  58. #include "../lib/serializer/CLoadFile.h"
  59. #include "../lib/spells/CSpellHandler.h"
  60. #include "vstd/CLoggerBase.h"
  61. #include <vcmi/events/EventBus.h>
  62. #include <vcmi/events/GenericEvents.h>
  63. #include <vcmi/events/AdventureEvents.h>
  64. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  65. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  66. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  67. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  68. template <typename T> class CApplyOnGH;
  69. class CBaseForGHApply
  70. {
  71. public:
  72. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  73. virtual ~CBaseForGHApply(){}
  74. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  75. {
  76. return new CApplyOnGH<U>();
  77. }
  78. };
  79. template <typename T> class CApplyOnGH : public CBaseForGHApply
  80. {
  81. public:
  82. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  83. {
  84. T *ptr = static_cast<T*>(pack);
  85. try
  86. {
  87. ApplyGhNetPackVisitor applier(*gh);
  88. ptr->visit(applier);
  89. return applier.getResult();
  90. }
  91. catch(ExceptionNotAllowedAction & e)
  92. {
  93. (void)e;
  94. return false;
  95. }
  96. }
  97. };
  98. template <>
  99. class CApplyOnGH<CPack> : public CBaseForGHApply
  100. {
  101. public:
  102. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  103. {
  104. logGlobal->error("Cannot apply on GH plain CPack!");
  105. assert(0);
  106. return false;
  107. }
  108. };
  109. static inline double distance(int3 a, int3 b)
  110. {
  111. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  112. }
  113. template <typename T>
  114. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  115. {
  116. fun(args[which]);
  117. }
  118. const Services * CGameHandler::services() const
  119. {
  120. return VLC;
  121. }
  122. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  123. {
  124. return gs->getBattle(battleID);
  125. }
  126. const CGameHandler::GameCb * CGameHandler::game() const
  127. {
  128. return this;
  129. }
  130. vstd::CLoggerBase * CGameHandler::logger() const
  131. {
  132. return logGlobal;
  133. }
  134. events::EventBus * CGameHandler::eventBus() const
  135. {
  136. return serverEventBus.get();
  137. }
  138. CVCMIServer * CGameHandler::gameLobby() const
  139. {
  140. return lobby;
  141. }
  142. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  143. {
  144. changeSecSkill(hero, skill, 1, 0);
  145. expGiven(hero);
  146. }
  147. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  148. {
  149. // required exp for at least 1 lvl-up hasn't been reached
  150. if (!hero->gainsLevel())
  151. {
  152. return;
  153. }
  154. // give primary skill
  155. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  156. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  157. SetPrimSkill sps;
  158. sps.id = hero->id;
  159. sps.which = primarySkill;
  160. sps.abs = false;
  161. sps.val = 1;
  162. sendAndApply(&sps);
  163. HeroLevelUp hlu;
  164. hlu.player = hero->tempOwner;
  165. hlu.heroId = hero->id;
  166. hlu.primskill = primarySkill;
  167. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  168. if (hlu.skills.size() == 0)
  169. {
  170. sendAndApply(&hlu);
  171. levelUpHero(hero);
  172. }
  173. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  174. {
  175. sendAndApply(&hlu);
  176. levelUpHero(hero, hlu.skills.front());
  177. }
  178. else if (hlu.skills.size() > 1)
  179. {
  180. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  181. hlu.queryID = levelUpQuery->queryID;
  182. queries->addQuery(levelUpQuery);
  183. sendAndApply(&hlu);
  184. //level up will be called on query reply
  185. }
  186. }
  187. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  188. {
  189. SetCommanderProperty scp;
  190. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  191. if (hero)
  192. scp.heroid = hero->id;
  193. else
  194. {
  195. complain ("Commander is not led by hero!");
  196. return;
  197. }
  198. scp.accumulatedBonus.additionalInfo = 0;
  199. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  200. scp.accumulatedBonus.turnsRemain = 0;
  201. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  202. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  203. if (skill <= ECommander::SPELL_POWER)
  204. {
  205. scp.which = SetCommanderProperty::BONUS;
  206. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  207. {
  208. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  209. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  210. };
  211. switch (skill)
  212. {
  213. case ECommander::ATTACK:
  214. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  215. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  216. break;
  217. case ECommander::DEFENSE:
  218. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  219. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  220. break;
  221. case ECommander::HEALTH:
  222. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  223. 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.
  224. break;
  225. case ECommander::DAMAGE:
  226. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  227. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  228. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  229. break;
  230. case ECommander::SPEED:
  231. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  232. break;
  233. case ECommander::SPELL_POWER:
  234. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  235. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  236. sendAndApply (&scp); //additional pack
  237. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  238. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  239. sendAndApply (&scp); //additional pack
  240. scp.accumulatedBonus.type = BonusType::CASTS;
  241. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  242. sendAndApply (&scp); //additional pack
  243. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  244. break;
  245. }
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  247. sendAndApply (&scp);
  248. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  249. scp.additionalInfo = skill;
  250. scp.amount = c->secondarySkills.at(skill) + 1;
  251. sendAndApply (&scp);
  252. }
  253. else if (skill >= 100)
  254. {
  255. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  256. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  257. scp.additionalInfo = skill; //unnormalized
  258. sendAndApply (&scp);
  259. }
  260. expGiven(hero);
  261. }
  262. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  263. {
  264. if (!c->gainsLevel())
  265. {
  266. return;
  267. }
  268. CommanderLevelUp clu;
  269. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  270. if(hero)
  271. {
  272. clu.heroId = hero->id;
  273. clu.player = hero->tempOwner;
  274. }
  275. else
  276. {
  277. complain ("Commander is not led by hero!");
  278. return;
  279. }
  280. //picking sec. skills for choice
  281. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  282. {
  283. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  284. clu.skills.push_back(i);
  285. }
  286. int i = 100;
  287. for (auto specialSkill : VLC->creh->skillRequirements)
  288. {
  289. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  290. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  291. && !vstd::contains (c->specialSkills, i))
  292. clu.skills.push_back (i);
  293. ++i;
  294. }
  295. int skillAmount = static_cast<int>(clu.skills.size());
  296. if (!skillAmount)
  297. {
  298. sendAndApply(&clu);
  299. levelUpCommander(c);
  300. }
  301. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  302. {
  303. sendAndApply(&clu);
  304. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  305. }
  306. else if (skillAmount > 1) //apply and ask for secondary skill
  307. {
  308. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  309. clu.queryID = commanderLevelUp->queryID;
  310. queries->addQuery(commanderLevelUp);
  311. sendAndApply(&clu);
  312. }
  313. }
  314. void CGameHandler::expGiven(const CGHeroInstance *hero)
  315. {
  316. if (hero->gainsLevel())
  317. levelUpHero(hero);
  318. else if (hero->commander && hero->commander->gainsLevel())
  319. levelUpCommander(hero->commander);
  320. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  321. // levelUpCommander(hero->commander);
  322. // else
  323. // levelUpHero(hero);
  324. }
  325. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  326. {
  327. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  328. TExpType currExp = hero->exp;
  329. if (gs->map->levelLimit != 0)
  330. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  331. TExpType canGainExp = 0;
  332. if (maxExp > currExp)
  333. canGainExp = maxExp - currExp;
  334. if (amountToGain > canGainExp)
  335. {
  336. // set given experience to max possible, but don't decrease if hero already over top
  337. amountToGain = canGainExp;
  338. InfoWindow iw;
  339. iw.player = hero->tempOwner;
  340. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  341. iw.text.replaceRawString(hero->getNameTranslated());
  342. sendAndApply(&iw);
  343. }
  344. SetPrimSkill sps;
  345. sps.id = hero->id;
  346. sps.which = PrimarySkill::EXPERIENCE;
  347. sps.abs = false;
  348. sps.val = amountToGain;
  349. sendAndApply(&sps);
  350. //hero may level up
  351. if (hero->commander && hero->commander->alive)
  352. {
  353. //FIXME: trim experience according to map limit?
  354. SetCommanderProperty scp;
  355. scp.heroid = hero->id;
  356. scp.which = SetCommanderProperty::EXPERIENCE;
  357. scp.amount = amountToGain;
  358. sendAndApply (&scp);
  359. CBonusSystemNode::treeHasChanged();
  360. }
  361. expGiven(hero);
  362. }
  363. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  364. {
  365. SetPrimSkill sps;
  366. sps.id = hero->id;
  367. sps.which = which;
  368. sps.abs = abs;
  369. sps.val = val;
  370. sendAndApply(&sps);
  371. }
  372. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  373. {
  374. if(!hero)
  375. {
  376. logGlobal->error("changeSecSkill provided no hero");
  377. return;
  378. }
  379. SetSecSkill sss;
  380. sss.id = hero->id;
  381. sss.which = which;
  382. sss.val = val;
  383. sss.abs = abs;
  384. sendAndApply(&sss);
  385. if (hero->visitedTown)
  386. giveSpells(hero->visitedTown, hero);
  387. }
  388. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  389. {
  390. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  391. return;
  392. for(auto & playerConnections : connections)
  393. {
  394. PlayerColor playerId = playerConnections.first;
  395. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  396. if(!playerSettings)
  397. continue;
  398. auto playerConnection = vstd::find(playerConnections.second, c);
  399. if(playerConnection != playerConnections.second.end())
  400. {
  401. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  402. playerMessages->broadcastMessage(playerId, messageText);
  403. }
  404. }
  405. }
  406. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  407. {
  408. //prepare struct informing that action was applied
  409. auto sendPackageResponse = [&](bool succesfullyApplied)
  410. {
  411. PackageApplied applied;
  412. applied.player = pack->player;
  413. applied.result = succesfullyApplied;
  414. applied.packType = CTypeList::getInstance().getTypeID(pack);
  415. applied.requestID = pack->requestID;
  416. pack->c->sendPack(&applied);
  417. };
  418. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  419. if(isBlockedByQueries(pack, pack->player))
  420. {
  421. sendPackageResponse(false);
  422. }
  423. else if(apply)
  424. {
  425. const bool result = apply->applyOnGH(this, this->gs, pack);
  426. if(result)
  427. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  428. else
  429. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  430. % typeid(*pack).name()).str());
  431. sendPackageResponse(true);
  432. }
  433. else
  434. {
  435. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  436. sendPackageResponse(false);
  437. }
  438. vstd::clear_pointer(pack);
  439. }
  440. CGameHandler::CGameHandler(CVCMIServer * lobby)
  441. : lobby(lobby)
  442. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  443. , battles(std::make_unique<BattleProcessor>(this))
  444. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  445. , queries(std::make_unique<QueriesProcessor>())
  446. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  447. , complainNoCreatures("No creatures to split")
  448. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  449. , complainInvalidSlot("Invalid slot accessed!")
  450. , turnTimerHandler(*this)
  451. {
  452. QID = 1;
  453. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  454. registerTypesServerPacks(*applier);
  455. spellEnv = new ServerSpellCastEnvironment(this);
  456. }
  457. CGameHandler::~CGameHandler()
  458. {
  459. delete spellEnv;
  460. delete gs;
  461. gs = nullptr;
  462. }
  463. void CGameHandler::reinitScripting()
  464. {
  465. serverEventBus = std::make_unique<events::EventBus>();
  466. #if SCRIPTING_ENABLED
  467. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  468. #endif
  469. }
  470. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  471. {
  472. if (si->seedToBeUsed == 0)
  473. {
  474. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  475. }
  476. CMapService mapService;
  477. gs = new CGameState();
  478. gs->preInit(VLC, this);
  479. logGlobal->info("Gamestate created!");
  480. gs->init(&mapService, si, progressTracking);
  481. logGlobal->info("Gamestate initialized!");
  482. // reset seed, so that clients can't predict any following random values
  483. getRandomGenerator().resetSeed();
  484. for (auto & elem : gs->players)
  485. turnOrder->addPlayer(elem.first);
  486. for (auto & elem : gs->map->allHeroes)
  487. {
  488. if(elem)
  489. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  490. }
  491. reinitScripting();
  492. }
  493. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  494. {
  495. return a.earlierThan(b);
  496. }
  497. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  498. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  499. const PlayerState * p = getPlayerState(town->tempOwner);
  500. if (!p)
  501. {
  502. assert(town->tempOwner == PlayerColor::NEUTRAL);
  503. return;
  504. }
  505. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  506. {
  507. SetAvailableCreatures ssi;
  508. ssi.tid = town->id;
  509. ssi.creatures = town->creatures;
  510. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  511. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  512. if (dwellings.empty())//no dwellings - just remove
  513. {
  514. sendAndApply(&ssi);
  515. return;
  516. }
  517. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  518. // for multi-creature dwellings like Golem Factory
  519. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  520. if (clear)
  521. {
  522. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  523. }
  524. else
  525. {
  526. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  527. }
  528. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  529. sendAndApply(&ssi);
  530. }
  531. }
  532. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  533. {
  534. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  535. turnTimerHandler.onPlayerGetTurn(which);
  536. }
  537. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  538. {
  539. const auto * playerState = gs->getPlayerState(which);
  540. assert(playerState->status == EPlayerStatus::INGAME);
  541. if (playerState->towns.empty())
  542. {
  543. DaysWithoutTown pack;
  544. pack.player = which;
  545. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  546. sendAndApply(&pack);
  547. }
  548. else
  549. {
  550. if (playerState->daysWithoutCastle.has_value())
  551. {
  552. DaysWithoutTown pack;
  553. pack.player = which;
  554. pack.daysWithoutCastle = std::nullopt;
  555. sendAndApply(&pack);
  556. }
  557. }
  558. // check for 7 days without castle
  559. checkVictoryLossConditionsForPlayer(which);
  560. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  561. if (newWeek) //new heroes in tavern
  562. heroPool->onNewWeek(which);
  563. }
  564. void CGameHandler::onNewTurn()
  565. {
  566. logGlobal->trace("Turn %d", gs->day+1);
  567. NewTurn n;
  568. n.specialWeek = NewTurn::NO_ACTION;
  569. n.creatureid = CreatureID::NONE;
  570. n.day = gs->day + 1;
  571. bool firstTurn = !getDate(Date::DAY);
  572. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  573. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  574. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  575. if (firstTurn)
  576. {
  577. for (auto obj : gs->map->objects)
  578. {
  579. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  580. {
  581. giveExperience(getHero(obj->id), 0);
  582. }
  583. }
  584. }
  585. if (newWeek && !firstTurn)
  586. {
  587. n.specialWeek = NewTurn::NORMAL;
  588. bool deityOfFireBuilt = false;
  589. for (const CGTownInstance *t : gs->map->towns)
  590. {
  591. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  592. {
  593. deityOfFireBuilt = true;
  594. break;
  595. }
  596. }
  597. if (deityOfFireBuilt)
  598. {
  599. n.specialWeek = NewTurn::DEITYOFFIRE;
  600. n.creatureid = CreatureID::IMP;
  601. }
  602. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  603. {
  604. int monthType = getRandomGenerator().nextInt(99);
  605. if (newMonth) //new month
  606. {
  607. if (monthType < 40) //double growth
  608. {
  609. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  610. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  611. {
  612. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  613. }
  614. else if (VLC->creh->doubledCreatures.size())
  615. {
  616. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  617. }
  618. else
  619. {
  620. complain("Cannot find creature that can be spawned!");
  621. n.specialWeek = NewTurn::NORMAL;
  622. }
  623. }
  624. else if (monthType < 50)
  625. n.specialWeek = NewTurn::PLAGUE;
  626. }
  627. else //it's a week, but not full month
  628. {
  629. if (monthType < 25)
  630. {
  631. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  632. std::pair<int, CreatureID> newMonster(54, CreatureID());
  633. do
  634. {
  635. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  636. } while (VLC->creh->objects[newMonster.second] &&
  637. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  638. n.creatureid = newMonster.second;
  639. }
  640. }
  641. }
  642. }
  643. for (auto & elem : gs->players)
  644. {
  645. if (elem.first == PlayerColor::NEUTRAL)
  646. continue;
  647. assert(elem.first.isValidPlayer());//illegal player number!
  648. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  649. hadGold.insert(playerGold);
  650. if (firstTurn)
  651. heroPool->onNewWeek(elem.first);
  652. n.res[elem.first] = elem.second.resources;
  653. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  654. {
  655. bool hasCrystalGenCreature = false;
  656. for(CGHeroInstance * hero : elem.second.heroes)
  657. {
  658. for(auto stack : hero->stacks)
  659. {
  660. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  661. {
  662. hasCrystalGenCreature = true;
  663. break;
  664. }
  665. }
  666. }
  667. if(!hasCrystalGenCreature) //not found in armies, check towns
  668. {
  669. for(CGTownInstance * town : elem.second.towns)
  670. {
  671. for(auto stack : town->stacks)
  672. {
  673. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  674. {
  675. hasCrystalGenCreature = true;
  676. break;
  677. }
  678. }
  679. }
  680. }
  681. if(hasCrystalGenCreature)
  682. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  683. }
  684. for (CGHeroInstance *h : (elem).second.heroes)
  685. {
  686. if (h->visitedTown)
  687. giveSpells(h->visitedTown, h);
  688. NewTurn::Hero hth;
  689. hth.id = h->id;
  690. auto ti = std::make_unique<TurnInfo>(h, 1);
  691. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  692. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  693. hth.mana = h->getManaNewTurn();
  694. n.heroes.insert(hth);
  695. if (!firstTurn) //not first day
  696. {
  697. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  698. {
  699. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  700. }
  701. }
  702. }
  703. }
  704. for (CGTownInstance *t : gs->map->towns)
  705. {
  706. PlayerColor player = t->tempOwner;
  707. handleTownEvents(t, n);
  708. if (newWeek) //first day of week
  709. {
  710. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  711. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  712. if (!firstTurn)
  713. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  714. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  715. if (!vstd::contains(n.cres, t->id))
  716. {
  717. n.cres[t->id].tid = t->id;
  718. n.cres[t->id].creatures = t->creatures;
  719. }
  720. auto & sac = n.cres.at(t->id);
  721. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  722. {
  723. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  724. {
  725. ui32 &availableCount = sac.creatures.at(k).first;
  726. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  727. if (n.specialWeek == NewTurn::PLAGUE)
  728. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  729. else
  730. {
  731. if (firstTurn) //first day of game: use only basic growths
  732. availableCount = cre->getGrowth();
  733. else
  734. availableCount += t->creatureGrowth(k);
  735. //Deity of fire week - upgrade both imps and upgrades
  736. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  737. availableCount += 15;
  738. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  739. {
  740. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  741. availableCount *= 2;
  742. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  743. availableCount += 5;
  744. }
  745. }
  746. }
  747. }
  748. }
  749. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  750. {
  751. n.res[player] = n.res[player] + t->dailyIncome();
  752. }
  753. if(t->hasBuilt(BuildingID::GRAIL)
  754. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  755. {
  756. // Skyship, probably easier to handle same as Veil of darkness
  757. //do it every new day after veils apply
  758. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  759. {
  760. FoWChange fw;
  761. fw.mode = ETileVisibility::REVEALED;
  762. fw.player = player;
  763. // find all hidden tiles
  764. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  765. auto shape = fow->shape();
  766. for(size_t z = 0; z < shape[0]; z++)
  767. for(size_t x = 0; x < shape[1]; x++)
  768. for(size_t y = 0; y < shape[2]; y++)
  769. if (!(*fow)[z][x][y])
  770. fw.tiles.insert(int3(x, y, z));
  771. sendAndApply (&fw);
  772. }
  773. }
  774. if (t->hasBonusOfType (BonusType::DARKNESS))
  775. {
  776. for (auto & player : gs->players)
  777. {
  778. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  779. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  780. changeFogOfWar(t->visitablePos(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  781. }
  782. }
  783. }
  784. if (newMonth)
  785. {
  786. SetAvailableArtifacts saa;
  787. saa.id = ObjectInstanceID::NONE;
  788. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  789. sendAndApply(&saa);
  790. }
  791. sendAndApply(&n);
  792. if (newWeek)
  793. {
  794. //spawn wandering monsters
  795. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  796. {
  797. spawnWanderingMonsters(n.creatureid);
  798. }
  799. //new week info popup
  800. if (!firstTurn)
  801. {
  802. InfoWindow iw;
  803. switch (n.specialWeek)
  804. {
  805. case NewTurn::DOUBLE_GROWTH:
  806. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  807. iw.text.replaceNameSingular(n.creatureid);
  808. iw.text.replaceNameSingular(n.creatureid);
  809. break;
  810. case NewTurn::PLAGUE:
  811. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  812. break;
  813. case NewTurn::BONUS_GROWTH:
  814. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  815. iw.text.replaceNameSingular(n.creatureid);
  816. iw.text.replaceNameSingular(n.creatureid);
  817. break;
  818. case NewTurn::DEITYOFFIRE:
  819. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  820. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  821. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  822. iw.text.replacePositiveNumber(15);//%+d 15
  823. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  824. iw.text.replacePositiveNumber(15);//%+d 15
  825. break;
  826. default:
  827. if (newMonth)
  828. {
  829. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  830. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  831. }
  832. else
  833. {
  834. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  835. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  836. }
  837. }
  838. for (auto & elem : gs->players)
  839. {
  840. iw.player = elem.first;
  841. sendAndApply(&iw);
  842. }
  843. }
  844. }
  845. if (!firstTurn)
  846. checkVictoryLossConditionsForAll(); // check for map turn limit
  847. logGlobal->trace("Info about turn %d has been sent!", n.day);
  848. handleTimeEvents();
  849. //call objects
  850. for (auto & elem : gs->map->objects)
  851. {
  852. if (elem)
  853. elem->newTurn(getRandomGenerator());
  854. }
  855. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  856. }
  857. void CGameHandler::run(bool resume)
  858. {
  859. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  860. for (auto cc : lobby->connections)
  861. {
  862. auto players = lobby->getAllClientPlayers(cc->connectionID);
  863. std::stringstream sbuffer;
  864. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  865. for (PlayerColor color : players)
  866. {
  867. sbuffer << color << " ";
  868. {
  869. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  870. connections[color].insert(cc);
  871. }
  872. }
  873. logGlobal->info(sbuffer.str());
  874. }
  875. #if SCRIPTING_ENABLED
  876. services()->scripts()->run(serverScripts);
  877. #endif
  878. if (!resume)
  879. {
  880. onNewTurn();
  881. events::TurnStarted::defaultExecute(serverEventBus.get());
  882. for(auto & player : gs->players)
  883. turnTimerHandler.onGameplayStart(player.first);
  884. }
  885. else
  886. events::GameResumed::defaultExecute(serverEventBus.get());
  887. turnOrder->onGameStarted();
  888. //wait till game is done
  889. auto clockLast = std::chrono::steady_clock::now();
  890. while(lobby->getState() == EServerState::GAMEPLAY)
  891. {
  892. const auto clockDuration = std::chrono::steady_clock::now() - clockLast;
  893. const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
  894. clockLast += clockDuration;
  895. turnTimerHandler.update(timePassed);
  896. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  897. }
  898. }
  899. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  900. {
  901. if (!h->hasSpellbook())
  902. return; //hero hasn't spellbook
  903. ChangeSpells cs;
  904. cs.hid = h->id;
  905. cs.learn = true;
  906. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  907. {
  908. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  909. for (int i = 0; i < h->maxSpellLevel(); i++)
  910. {
  911. std::vector<SpellID> spells;
  912. getAllowedSpells(spells, i+1);
  913. for (auto & spell : spells)
  914. cs.spells.insert(spell);
  915. }
  916. }
  917. else
  918. {
  919. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  920. {
  921. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  922. {
  923. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  924. cs.spells.insert(t->spells.at(i).at(j));
  925. }
  926. }
  927. }
  928. if (!cs.spells.empty())
  929. sendAndApply(&cs);
  930. }
  931. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  932. {
  933. if (!obj || !getObj(obj->id))
  934. {
  935. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  936. return false;
  937. }
  938. RemoveObject ro;
  939. ro.objectID = obj->id;
  940. ro.initiator = initiator;
  941. sendAndApply(&ro);
  942. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  943. return true;
  944. }
  945. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  946. {
  947. const CGHeroInstance *h = getHero(hid);
  948. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  949. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  950. {
  951. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  952. return true; //timer expired, no error
  953. logGlobal->error("Illegal call to move hero!");
  954. return false;
  955. }
  956. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  957. const int3 hmpos = h->convertToVisitablePos(dst);
  958. if (!gs->map->isInTheMap(hmpos))
  959. {
  960. logGlobal->error("Destination tile is outside the map!");
  961. return false;
  962. }
  963. const TerrainTile t = *getTile(hmpos);
  964. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  965. CGObjectInstance * objectToVisit = nullptr;
  966. CGObjectInstance * guardian = nullptr;
  967. if (!t.visitableObjects.empty())
  968. objectToVisit = t.visitableObjects.back();
  969. if (isInTheMap(guardPos))
  970. guardian = getTile(guardPos)->visitableObjects.back();
  971. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  972. const bool disembarking = h->boat
  973. && t.terType->isLand()
  974. && (dst == h->pos
  975. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  976. //result structure for start - movement failed, no move points used
  977. TryMoveHero tmh;
  978. tmh.id = hid;
  979. tmh.start = h->pos;
  980. tmh.end = dst;
  981. tmh.result = TryMoveHero::FAILED;
  982. tmh.movePoints = h->movementPointsRemaining();
  983. //check if destination tile is available
  984. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  985. auto ti = pathfinderHelper->getTurnInfo();
  986. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  987. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  988. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  989. const bool movingOntoObstacle = t.blocked && !t.visitable;
  990. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  991. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  992. const auto complainRet = [&](const std::string & message)
  993. {
  994. //send info about movement failure
  995. complain(message);
  996. sendAndApply(&tmh);
  997. return false;
  998. };
  999. if (guardian && getVisitingHero(guardian) != nullptr)
  1000. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1001. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1002. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1003. if (objectToVisit &&
  1004. objectToVisit->getOwner().isValidPlayer() &&
  1005. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1006. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1007. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1008. //it's a rock or blocked and not visitable tile
  1009. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1010. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1011. return complainRet("Cannot move hero, destination tile is blocked!");
  1012. //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)
  1013. if(movingOntoWater && !canFly && !canWalkOnSea)
  1014. return complainRet("Cannot move hero, destination tile is on water!");
  1015. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1016. return complainRet("Cannot disembark hero, tile is blocked!");
  1017. if(distance(h->pos, dst) >= 1.5 && !teleporting)
  1018. return complainRet("Tiles are not neighboring!");
  1019. if(h->inTownGarrison)
  1020. return complainRet("Can not move garrisoned hero!");
  1021. if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1022. return complainRet("Hero doesn't have any movement points left!");
  1023. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1024. return complainRet("Hero cannot transit over this tile!");
  1025. //several generic blocks of code
  1026. // should be called if hero changes tile but before applying TryMoveHero package
  1027. auto leaveTile = [&]()
  1028. {
  1029. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1030. {
  1031. obj->onHeroLeave(h);
  1032. }
  1033. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1034. };
  1035. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1036. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1037. {
  1038. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1039. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1040. queries->addQuery(moveQuery);
  1041. if (leavingTile == LEAVING_TILE)
  1042. leaveTile();
  1043. if (isInTheMap(guardPos))
  1044. tmh.attackedFrom = std::make_optional(guardPos);
  1045. tmh.result = result;
  1046. sendAndApply(&tmh);
  1047. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1048. { // Hero should be always able to visit any object he staying on even if there guards around
  1049. visitObjectOnTile(t, h);
  1050. }
  1051. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1052. {
  1053. objectVisited(guardian, h);
  1054. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1055. }
  1056. else if (visitDest == VISIT_DEST)
  1057. {
  1058. visitObjectOnTile(t, h);
  1059. }
  1060. queries->popIfTop(moveQuery);
  1061. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1062. return result != TryMoveHero::FAILED;
  1063. };
  1064. //interaction with blocking object (like resources)
  1065. auto blockingVisit = [&]() -> bool
  1066. {
  1067. for (CGObjectInstance *obj : t.visitableObjects)
  1068. {
  1069. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1070. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1071. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1072. {
  1073. EVisitDest visitDest = VISIT_DEST;
  1074. if(h->boat && !h->boat->onboardVisitAllowed)
  1075. visitDest = DONT_VISIT_DEST;
  1076. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1077. }
  1078. }
  1079. return false;
  1080. };
  1081. if (!transit && embarking)
  1082. {
  1083. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1084. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1085. // In H3 embark ignore guards
  1086. }
  1087. if (disembarking)
  1088. {
  1089. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1090. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1091. }
  1092. if (teleporting)
  1093. {
  1094. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1095. return true;
  1096. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1097. // visit town for town portal \ castle gates
  1098. // do not use generic visitObjectOnTile to avoid double-teleporting
  1099. // if this moveHero call was triggered by teleporter
  1100. if (objectToVisit)
  1101. {
  1102. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1103. town->onHeroVisit(h);
  1104. }
  1105. return true;
  1106. }
  1107. //still here? it is standard movement!
  1108. {
  1109. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1110. ? h->movementPointsRemaining() - cost
  1111. : 0;
  1112. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1113. EVisitDest visitDest = VISIT_DEST;
  1114. if (transit)
  1115. {
  1116. if (CGTeleport::isTeleport(objectToVisit))
  1117. visitDest = DONT_VISIT_DEST;
  1118. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1119. {
  1120. lookForGuards = IGNORE_GUARDS;
  1121. visitDest = DONT_VISIT_DEST;
  1122. }
  1123. }
  1124. else if (blockingVisit())
  1125. return true;
  1126. if(h->boat && !h->boat->onboardAssaultAllowed)
  1127. lookForGuards = IGNORE_GUARDS;
  1128. turnTimerHandler.setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1129. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1130. return true;
  1131. }
  1132. }
  1133. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1134. {
  1135. const CGHeroInstance *h = getHero(hid);
  1136. const CGTownInstance *t = getTown(dstid);
  1137. if (!h || !t)
  1138. COMPLAIN_RET("Invalid call to teleportHero!");
  1139. const CGTownInstance *from = h->visitedTown;
  1140. if (((h->getOwner() != t->getOwner())
  1141. && complain("Cannot teleport hero to another player"))
  1142. || (from->town->faction->getId() != t->town->faction->getId()
  1143. && complain("Source town and destination town should belong to the same faction"))
  1144. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1145. && complain("Hero must be in town with Castle gate for teleporting"))
  1146. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1147. && complain("Cannot teleport hero to town without Castle gate in it")))
  1148. return false;
  1149. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1150. moveHero(hid,pos,1);
  1151. return true;
  1152. }
  1153. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1154. {
  1155. PlayerColor oldOwner = getOwner(obj->id);
  1156. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1157. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1158. checkVictoryLossConditions(playerColors);
  1159. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1160. if (town) //town captured
  1161. {
  1162. if (owner.isValidPlayer()) //new owner is real player
  1163. {
  1164. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1165. setPortalDwelling(town, true, false);
  1166. }
  1167. if (oldOwner.isValidPlayer()) //old owner is real player
  1168. {
  1169. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1170. {
  1171. InfoWindow iw;
  1172. iw.player = oldOwner;
  1173. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1174. iw.text.replaceName(oldOwner);
  1175. sendAndApply(&iw);
  1176. }
  1177. }
  1178. }
  1179. const PlayerState * p = getPlayerState(owner);
  1180. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1181. {
  1182. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1183. {
  1184. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1185. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1186. }
  1187. }
  1188. }
  1189. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1190. {
  1191. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1192. queries->addQuery(dialogQuery);
  1193. iw->queryID = dialogQuery->queryID;
  1194. sendToAllClients(iw);
  1195. }
  1196. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1197. {
  1198. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1199. queries->addQuery(dialogQuery);
  1200. iw->queryID = dialogQuery->queryID;
  1201. sendToAllClients(iw);
  1202. }
  1203. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1204. {
  1205. if (!val) return; //don't waste time on empty call
  1206. TResources resources;
  1207. resources[which] = val;
  1208. giveResources(player, resources);
  1209. }
  1210. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1211. {
  1212. SetResources sr;
  1213. sr.abs = false;
  1214. sr.player = player;
  1215. sr.res = resources;
  1216. sendAndApply(&sr);
  1217. }
  1218. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1219. {
  1220. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1221. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1222. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1223. //first we move creatures to give to make them army of object-source
  1224. for (auto & elem : creatures.Slots())
  1225. {
  1226. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1227. }
  1228. tryJoiningArmy(obj, h, remove, true);
  1229. }
  1230. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1231. {
  1232. std::vector<CStackBasicDescriptor> cres = creatures;
  1233. if (cres.size() <= 0)
  1234. return;
  1235. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1236. for (CStackBasicDescriptor &sbd : cres)
  1237. {
  1238. TQuantity collected = 0;
  1239. while(collected < sbd.count)
  1240. {
  1241. bool foundSth = false;
  1242. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1243. {
  1244. if (i->second->type == sbd.type)
  1245. {
  1246. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1247. changeStackCount(StackLocation(obj, i->first), -take, false);
  1248. collected += take;
  1249. foundSth = true;
  1250. break;
  1251. }
  1252. }
  1253. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1254. {
  1255. complain("Unexpected failure during taking creatures!");
  1256. return;
  1257. }
  1258. }
  1259. }
  1260. }
  1261. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1262. {
  1263. HeroVisitCastle vc;
  1264. vc.hid = hero->id;
  1265. vc.tid = obj->id;
  1266. vc.flags |= 1;
  1267. sendAndApply(&vc);
  1268. visitCastleObjects(obj, hero);
  1269. giveSpells (obj, hero);
  1270. if (obj->visitingHero && obj->garrisonHero)
  1271. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1272. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1273. }
  1274. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1275. {
  1276. for (auto building : t->bonusingBuildings)
  1277. building->onHeroVisit(h);
  1278. }
  1279. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1280. {
  1281. HeroVisitCastle vc;
  1282. vc.hid = hero->id;
  1283. vc.tid = obj->id;
  1284. sendAndApply(&vc);
  1285. }
  1286. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1287. {
  1288. EraseArtifact ea;
  1289. ea.al = al;
  1290. sendAndApply(&ea);
  1291. }
  1292. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1293. {
  1294. ChangeSpells cs;
  1295. cs.hid = hero->id;
  1296. cs.spells = spells;
  1297. cs.learn = give;
  1298. sendAndApply(&cs);
  1299. }
  1300. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1301. {
  1302. sendAndApply(bonus);
  1303. }
  1304. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1305. {
  1306. sendAndApply(smp);
  1307. }
  1308. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1309. {
  1310. SetMovePoints smp;
  1311. smp.hid = hid;
  1312. smp.val = val;
  1313. smp.absolute = absolute;
  1314. sendAndApply(&smp);
  1315. }
  1316. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1317. {
  1318. SetMana sm;
  1319. sm.hid = hid;
  1320. sm.val = val;
  1321. sm.absolute = true;
  1322. sendAndApply(&sm);
  1323. }
  1324. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1325. {
  1326. GiveHero gh;
  1327. gh.id = id;
  1328. gh.player = player;
  1329. gh.boatId = boatId;
  1330. sendAndApply(&gh);
  1331. //Reveal fow around new hero, especially released from Prison
  1332. auto h = getHero(id);
  1333. changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
  1334. }
  1335. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1336. {
  1337. ChangeObjPos cop;
  1338. cop.objid = objid;
  1339. cop.nPos = newPos;
  1340. cop.initiator = initiator;
  1341. sendAndApply(&cop);
  1342. }
  1343. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1344. {
  1345. const CGHeroInstance * h1 = getHero(fromHero);
  1346. const CGHeroInstance * h2 = getHero(toHero);
  1347. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1348. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1349. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1350. {
  1351. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1352. std::swap(fromHero, toHero);
  1353. }
  1354. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1355. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1356. return;//no scholar skill or no spellbook
  1357. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1358. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1359. ChangeSpells cs1;
  1360. cs1.learn = true;
  1361. cs1.hid = toHero;//giving spells to first hero
  1362. for (auto it : h1->getSpellsInSpellbook())
  1363. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1364. cs1.spells.insert(it);//spell to learn
  1365. ChangeSpells cs2;
  1366. cs2.learn = true;
  1367. cs2.hid = fromHero;
  1368. for (auto it : h2->getSpellsInSpellbook())
  1369. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1370. cs2.spells.insert(it);
  1371. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1372. {
  1373. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1374. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1375. InfoWindow iw;
  1376. iw.player = h1->tempOwner;
  1377. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1378. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1379. iw.text.replaceRawString(h1->getNameTranslated());
  1380. if (!cs2.spells.empty())//if found new spell - apply
  1381. {
  1382. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1383. int size = static_cast<int>(cs2.spells.size());
  1384. for (auto it : cs2.spells)
  1385. {
  1386. iw.components.emplace_back(ComponentType::SPELL, it);
  1387. iw.text.appendName(it);
  1388. switch (size--)
  1389. {
  1390. case 2:
  1391. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1392. case 1:
  1393. break;
  1394. default:
  1395. iw.text.appendRawString(", ");
  1396. }
  1397. }
  1398. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1399. iw.text.replaceRawString(h2->getNameTranslated());
  1400. sendAndApply(&cs2);
  1401. }
  1402. if (!cs1.spells.empty() && !cs2.spells.empty())
  1403. {
  1404. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1405. }
  1406. if (!cs1.spells.empty())
  1407. {
  1408. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1409. int size = static_cast<int>(cs1.spells.size());
  1410. for (auto it : cs1.spells)
  1411. {
  1412. iw.components.emplace_back(ComponentType::SPELL, it);
  1413. iw.text.appendName(it);
  1414. switch (size--)
  1415. {
  1416. case 2:
  1417. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1418. case 1:
  1419. break;
  1420. default:
  1421. iw.text.appendRawString(", ");
  1422. }
  1423. }
  1424. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1425. iw.text.replaceRawString(h2->getNameTranslated());
  1426. sendAndApply(&cs1);
  1427. }
  1428. sendAndApply(&iw);
  1429. }
  1430. }
  1431. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1432. {
  1433. auto h1 = getHero(hero1);
  1434. auto h2 = getHero(hero2);
  1435. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1436. {
  1437. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1438. ExchangeDialog hex;
  1439. hex.queryID = exchange->queryID;
  1440. hex.player = h1->getOwner();
  1441. hex.hero1 = hero1;
  1442. hex.hero2 = hero2;
  1443. sendAndApply(&hex);
  1444. useScholarSkill(hero1,hero2);
  1445. queries->addQuery(exchange);
  1446. }
  1447. }
  1448. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1449. {
  1450. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1451. for (auto c : lobby->connections)
  1452. {
  1453. if(!c->isOpen())
  1454. continue;
  1455. c->sendPack(pack);
  1456. }
  1457. }
  1458. void CGameHandler::sendAndApply(CPackForClient * pack)
  1459. {
  1460. sendToAllClients(pack);
  1461. gs->apply(pack);
  1462. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1463. }
  1464. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1465. {
  1466. sendAndApply(static_cast<CPackForClient *>(pack));
  1467. checkVictoryLossConditionsForAll();
  1468. }
  1469. void CGameHandler::sendAndApply(SetResources * pack)
  1470. {
  1471. sendAndApply(static_cast<CPackForClient *>(pack));
  1472. checkVictoryLossConditionsForPlayer(pack->player);
  1473. }
  1474. void CGameHandler::sendAndApply(NewStructures * pack)
  1475. {
  1476. sendAndApply(static_cast<CPackForClient *>(pack));
  1477. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1478. }
  1479. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1480. {
  1481. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1482. }
  1483. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1484. {
  1485. if(pack->c)
  1486. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1487. logNetwork->error("Player is not allowed to perform this action!");
  1488. throw ExceptionNotAllowedAction();
  1489. }
  1490. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1491. {
  1492. std::ostringstream oss;
  1493. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1494. logNetwork->error(oss.str());
  1495. if(pack->c)
  1496. playerMessages->sendSystemMessage(pack->c, oss.str());
  1497. }
  1498. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1499. {
  1500. if(!isPlayerOwns(pack, id))
  1501. {
  1502. wrongPlayerMessage(pack, getOwner(id));
  1503. throwNotAllowedAction(pack);
  1504. }
  1505. }
  1506. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1507. {
  1508. throwIfWrongPlayer(pack, pack->player);
  1509. }
  1510. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1511. {
  1512. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1513. {
  1514. wrongPlayerMessage(pack, player);
  1515. throwNotAllowedAction(pack);
  1516. }
  1517. }
  1518. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1519. {
  1520. complain(txt);
  1521. throwNotAllowedAction(pack);
  1522. }
  1523. void CGameHandler::save(const std::string & filename)
  1524. {
  1525. logGlobal->info("Saving to %s", filename);
  1526. const auto stem = FileInfo::GetPathStem(filename);
  1527. const auto savefname = stem.to_string() + ".vsgm1";
  1528. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1529. CResourceHandler::get("local")->createResource(savefname);
  1530. try
  1531. {
  1532. {
  1533. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1534. saveCommonState(save);
  1535. logGlobal->info("Saving server state");
  1536. save << *this;
  1537. }
  1538. logGlobal->info("Game has been successfully saved!");
  1539. }
  1540. catch(std::exception &e)
  1541. {
  1542. logGlobal->error("Failed to save game: %s", e.what());
  1543. }
  1544. }
  1545. bool CGameHandler::load(const std::string & filename)
  1546. {
  1547. logGlobal->info("Loading from %s", filename);
  1548. const auto stem = FileInfo::GetPathStem(filename);
  1549. reinitScripting();
  1550. try
  1551. {
  1552. {
  1553. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1554. lf.serializer.cb = this;
  1555. loadCommonState(lf);
  1556. logGlobal->info("Loading server state");
  1557. lf >> *this;
  1558. }
  1559. logGlobal->info("Game has been successfully loaded!");
  1560. }
  1561. catch(const ModIncompatibility & e)
  1562. {
  1563. logGlobal->error("Failed to load game: %s", e.what());
  1564. std::string errorMsg;
  1565. if(!e.whatMissing().empty())
  1566. {
  1567. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1568. errorMsg += e.whatMissing();
  1569. }
  1570. if(!e.whatExcessive().empty())
  1571. {
  1572. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1573. errorMsg += e.whatExcessive();
  1574. }
  1575. lobby->announceMessage(errorMsg);
  1576. return false;
  1577. }
  1578. catch(const IdentifierResolutionException & e)
  1579. {
  1580. logGlobal->error("Failed to load game: %s", e.what());
  1581. MetaString errorMsg;
  1582. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1583. errorMsg.replaceRawString(e.identifierName);
  1584. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1585. return false;
  1586. }
  1587. catch(const std::exception & e)
  1588. {
  1589. logGlobal->error("Failed to load game: %s", e.what());
  1590. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1591. return false;
  1592. }
  1593. gs->preInit(VLC, this);
  1594. gs->updateOnLoad(lobby->si.get());
  1595. return true;
  1596. }
  1597. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1598. {
  1599. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1600. return false;
  1601. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1602. const CCreatureSet & creatureSet = *army;
  1603. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1604. || (howMany < 1 && complain("Invalid split parameter!")))
  1605. {
  1606. return false;
  1607. }
  1608. auto actualAmount = army->getStackCount(slotSrc);
  1609. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1610. return false;
  1611. auto freeSlots = creatureSet.getFreeSlots();
  1612. if(freeSlots.empty() && complain("No empty stacks"))
  1613. return false;
  1614. BulkRebalanceStacks bulkRS;
  1615. for(auto slot : freeSlots)
  1616. {
  1617. RebalanceStacks rs;
  1618. rs.srcArmy = army->id;
  1619. rs.dstArmy = army->id;
  1620. rs.srcSlot = slotSrc;
  1621. rs.dstSlot = slot;
  1622. rs.count = howMany;
  1623. bulkRS.moves.push_back(rs);
  1624. actualAmount -= howMany;
  1625. if(actualAmount <= howMany)
  1626. break;
  1627. }
  1628. sendAndApply(&bulkRS);
  1629. return true;
  1630. }
  1631. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1632. {
  1633. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1634. return false;
  1635. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1636. const CCreatureSet & creatureSet = *army;
  1637. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1638. return false;
  1639. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1640. if(actualAmount < 1 && complain(complainNoCreatures))
  1641. return false;
  1642. auto currentCreature = creatureSet.getCreature(slotSrc);
  1643. if(!currentCreature && complain(complainNoCreatures))
  1644. return false;
  1645. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1646. if(!creatureSlots.size())
  1647. return false;
  1648. BulkRebalanceStacks bulkRS;
  1649. for(auto slot : creatureSlots)
  1650. {
  1651. RebalanceStacks rs;
  1652. rs.srcArmy = army->id;
  1653. rs.dstArmy = army->id;
  1654. rs.srcSlot = slot;
  1655. rs.dstSlot = slotSrc;
  1656. rs.count = creatureSet.getStackCount(slot);
  1657. bulkRS.moves.push_back(rs);
  1658. }
  1659. sendAndApply(&bulkRS);
  1660. return true;
  1661. }
  1662. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1663. {
  1664. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1665. return false;
  1666. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1667. const CCreatureSet & setSrc = *armySrc;
  1668. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1669. return false;
  1670. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1671. const CCreatureSet & setDest = *armyDest;
  1672. auto freeSlots = setDest.getFreeSlotsQueue();
  1673. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1674. TRebalanceMap moves;
  1675. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1676. auto slotsLeft = setSrc.stacksCount();
  1677. auto destMap = setDest.getCreatureMap();
  1678. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1679. while(!srcQueue.empty())
  1680. {
  1681. auto pair = srcQueue.top();
  1682. srcQueue.pop();
  1683. auto currCreature = pair.first;
  1684. auto currSlot = pair.second;
  1685. const auto quantity = setSrc.getStackCount(currSlot);
  1686. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1687. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1688. if(!alreadyExists)
  1689. {
  1690. if(freeSlots.empty())
  1691. continue;
  1692. auto currFreeSlot = freeSlots.front();
  1693. freeSlots.pop();
  1694. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1695. }
  1696. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1697. slotsLeft--;
  1698. }
  1699. if(slotsLeft == 1)
  1700. {
  1701. auto lastCreature = setSrc.getCreature(srcSlot);
  1702. auto slotToMove = SlotID();
  1703. // Try to find a slot for last creature
  1704. if(destMap.find(lastCreature) == destMap.end())
  1705. {
  1706. if(!freeSlots.empty())
  1707. slotToMove = freeSlots.front();
  1708. }
  1709. else
  1710. {
  1711. slotToMove = destMap[lastCreature];
  1712. }
  1713. if(slotToMove != SlotID())
  1714. {
  1715. const bool needsLastStack = armySrc->needsLastStack();
  1716. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1717. 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
  1718. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1719. }
  1720. }
  1721. BulkRebalanceStacks bulkRS;
  1722. for(auto & move : moves)
  1723. {
  1724. RebalanceStacks rs;
  1725. rs.srcArmy = armySrc->id;
  1726. rs.dstArmy = armyDest->id;
  1727. rs.srcSlot = move.first;
  1728. rs.dstSlot = move.second.first;
  1729. rs.count = move.second.second;
  1730. bulkRS.moves.push_back(rs);
  1731. }
  1732. sendAndApply(&bulkRS);
  1733. return true;
  1734. }
  1735. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1736. {
  1737. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1738. return false;
  1739. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1740. const CCreatureSet & creatureSet = *army;
  1741. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1742. return false;
  1743. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1744. if(actualAmount <= 1 && complain(complainNoCreatures))
  1745. return false;
  1746. auto freeSlot = creatureSet.getFreeSlot();
  1747. auto currentCreature = creatureSet.getCreature(slotSrc);
  1748. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1749. return true;
  1750. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1751. TQuantity totalCreatures = 0;
  1752. for(auto slot : creatureSlots)
  1753. totalCreatures += creatureSet.getStackCount(slot);
  1754. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1755. return false;
  1756. if(freeSlot != SlotID())
  1757. creatureSlots.push_back(freeSlot);
  1758. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1759. return false;
  1760. const auto totalCreatureSlots = creatureSlots.size();
  1761. const auto rem = totalCreatures % totalCreatureSlots;
  1762. const auto quotient = totalCreatures / totalCreatureSlots;
  1763. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1764. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1765. BulkSmartRebalanceStacks bulkSRS;
  1766. if(freeSlot != SlotID())
  1767. {
  1768. RebalanceStacks rs;
  1769. rs.srcArmy = rs.dstArmy = army->id;
  1770. rs.srcSlot = slotSrc;
  1771. rs.dstSlot = freeSlot;
  1772. rs.count = 1;
  1773. bulkSRS.moves.push_back(rs);
  1774. }
  1775. auto currSlot = 0;
  1776. auto check = 0;
  1777. for(auto slot : creatureSlots)
  1778. {
  1779. ChangeStackCount csc;
  1780. csc.army = army->id;
  1781. csc.slot = slot;
  1782. csc.count = (currSlot < rem)
  1783. ? quotient + 1
  1784. : quotient;
  1785. csc.absoluteValue = true;
  1786. bulkSRS.changes.push_back(csc);
  1787. currSlot++;
  1788. check += csc.count;
  1789. }
  1790. if(check != totalCreatures)
  1791. {
  1792. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1793. return false;
  1794. }
  1795. sendAndApply(&bulkSRS);
  1796. return true;
  1797. }
  1798. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1799. {
  1800. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1801. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1802. const CCreatureSet & S1 = *s1;
  1803. const CCreatureSet & S2 = *s2;
  1804. StackLocation sl1(s1, p1);
  1805. StackLocation sl2(s2, p2);
  1806. if (s1 == nullptr || s2 == nullptr)
  1807. {
  1808. complain("Cannot exchange stacks between non-existing objects!!\n");
  1809. return false;
  1810. }
  1811. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1812. {
  1813. complain(complainInvalidSlot);
  1814. return false;
  1815. }
  1816. if (!isAllowedExchange(id1,id2))
  1817. {
  1818. complain("Cannot exchange stacks between these two objects!\n");
  1819. return false;
  1820. }
  1821. // We can always put stacks into locked garrison, but not take them out of it
  1822. auto notRemovable = [&](const CArmedInstance * army)
  1823. {
  1824. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1825. {
  1826. auto g = dynamic_cast<const CGGarrison *>(army);
  1827. if (g && !g->removableUnits)
  1828. {
  1829. complain("Stacks in this garrison are not removable!\n");
  1830. return true;
  1831. }
  1832. }
  1833. return false;
  1834. };
  1835. if (what==1) //swap
  1836. {
  1837. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1838. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1839. {
  1840. complain("Can't take troops from another player!");
  1841. return false;
  1842. }
  1843. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1844. {
  1845. complain("Cannot swap stacks - slots are the same!");
  1846. return false;
  1847. }
  1848. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1849. {
  1850. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1851. return false;
  1852. }
  1853. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1854. return false;
  1855. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1856. return false;
  1857. swapStacks(sl1, sl2);
  1858. }
  1859. else if (what==2)//merge
  1860. {
  1861. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1862. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1863. return false;
  1864. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1865. {
  1866. complain("Cannot merge empty stack!");
  1867. return false;
  1868. }
  1869. else if (notRemovable(sl1.army))
  1870. return false;
  1871. moveStack(sl1, sl2);
  1872. }
  1873. else if (what==3) //split
  1874. {
  1875. const int countToMove = val - s2->getStackCount(p2);
  1876. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1877. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1878. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1879. {
  1880. complain("Can't move troops of another player!");
  1881. return false;
  1882. }
  1883. //general conditions checking
  1884. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1885. || (val<1 && complain(complainNoCreatures)) )
  1886. {
  1887. return false;
  1888. }
  1889. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1890. {
  1891. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1892. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1893. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1894. )
  1895. {
  1896. return false;
  1897. }
  1898. if (notRemovable(sl1.army))
  1899. {
  1900. if (s1->getStackCount(p1) > countLeftOnSrc)
  1901. return false;
  1902. }
  1903. else if (notRemovable(sl2.army))
  1904. {
  1905. if (s2->getStackCount(p1) < countLeftOnSrc)
  1906. return false;
  1907. }
  1908. moveStack(sl1, sl2, countToMove);
  1909. //S2.slots[p2]->count = val;
  1910. //S1.slots[p1]->count = total - val;
  1911. }
  1912. else //split one stack to the two
  1913. {
  1914. if (s1->getStackCount(p1) < val)//not enough creatures
  1915. {
  1916. complain(complainNotEnoughCreatures);
  1917. return false;
  1918. }
  1919. if (notRemovable(sl1.army))
  1920. return false;
  1921. moveStack(sl1, sl2, val);
  1922. }
  1923. }
  1924. return true;
  1925. }
  1926. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1927. {
  1928. return connections.count(player) && connections.at(player).count(c);
  1929. }
  1930. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1931. {
  1932. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1933. }
  1934. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1935. {
  1936. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1937. if (!vstd::contains(s1->stacks,pos))
  1938. {
  1939. complain("Illegal call to disbandCreature - no such stack in army!");
  1940. return false;
  1941. }
  1942. eraseStack(StackLocation(s1, pos));
  1943. return true;
  1944. }
  1945. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1946. {
  1947. const CGTownInstance * t = getTown(tid);
  1948. if(!t)
  1949. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1950. if(!t->town->buildings.count(requestedID))
  1951. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1952. if(t->hasBuilt(requestedID))
  1953. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1954. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1955. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1956. std::vector<const CBuilding*> remainingAutoBuildings;
  1957. std::set<BuildingID> buildingsThatWillBe;
  1958. //Check validity of request
  1959. if(!force)
  1960. {
  1961. switch(requestedBuilding->mode)
  1962. {
  1963. case CBuilding::BUILD_NORMAL :
  1964. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1965. COMPLAIN_RET("Cannot build that building!");
  1966. break;
  1967. case CBuilding::BUILD_AUTO :
  1968. case CBuilding::BUILD_SPECIAL:
  1969. COMPLAIN_RET("This building can not be constructed normally!");
  1970. case CBuilding::BUILD_GRAIL :
  1971. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1972. {
  1973. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1974. COMPLAIN_RET("Cannot build this without grail!")
  1975. else
  1976. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1977. }
  1978. break;
  1979. }
  1980. }
  1981. //Performs stuff that has to be done before new building is built
  1982. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1983. {
  1984. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1985. {
  1986. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1987. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1988. if(upgradeNumber >= t->town->creatures.at(level).size())
  1989. {
  1990. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1991. "no creature found (upgrade number %d, level %d!")
  1992. % buildingID % upgradeNumber % level));
  1993. return;
  1994. }
  1995. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  1996. SetAvailableCreatures ssi;
  1997. ssi.tid = t->id;
  1998. ssi.creatures = t->creatures;
  1999. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2000. ssi.creatures[level].first = crea->getGrowth();
  2001. ssi.creatures[level].second.push_back(crea->getId());
  2002. sendAndApply(&ssi);
  2003. }
  2004. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2005. {
  2006. setPortalDwelling(t);
  2007. }
  2008. };
  2009. //Performs stuff that has to be done after new building is built
  2010. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2011. {
  2012. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2013. auto isLibrary = isMageGuild ? false
  2014. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2015. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2016. {
  2017. if(t->visitingHero)
  2018. giveSpells(t,t->visitingHero);
  2019. if(t->garrisonHero)
  2020. giveSpells(t,t->garrisonHero);
  2021. }
  2022. };
  2023. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2024. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2025. {
  2026. return buildingsThatWillBe.count(buildID);
  2027. };
  2028. //Init the vectors
  2029. for(auto & build : t->town->buildings)
  2030. {
  2031. if(t->hasBuilt(build.first))
  2032. {
  2033. buildingsThatWillBe.insert(build.first);
  2034. }
  2035. else
  2036. {
  2037. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2038. remainingAutoBuildings.push_back(build.second);
  2039. }
  2040. }
  2041. //Prepare structure (list of building ids will be filled later)
  2042. NewStructures ns;
  2043. ns.tid = tid;
  2044. ns.builded = force ? t->builded : (t->builded+1);
  2045. std::queue<const CBuilding*> buildingsToAdd;
  2046. buildingsToAdd.push(requestedBuilding);
  2047. while(!buildingsToAdd.empty())
  2048. {
  2049. auto b = buildingsToAdd.front();
  2050. buildingsToAdd.pop();
  2051. ns.bid.insert(b->bid);
  2052. buildingsThatWillBe.insert(b->bid);
  2053. remainingAutoBuildings -= b;
  2054. for(auto autoBuilding : remainingAutoBuildings)
  2055. {
  2056. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2057. if(actualRequirements.test(areRequirementsFullfilled))
  2058. buildingsToAdd.push(autoBuilding);
  2059. }
  2060. }
  2061. // 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.
  2062. for(auto builtID : ns.bid)
  2063. processBeforeBuiltStructure(builtID);
  2064. //Take cost
  2065. if(!force)
  2066. giveResources(t->tempOwner, -requestedBuilding->resources);
  2067. //We know what has been built, apply changes. Do this as final step to properly update town window
  2068. sendAndApply(&ns);
  2069. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2070. for(auto builtID : ns.bid)
  2071. processAfterBuiltStructure(builtID);
  2072. // now when everything is built - reveal tiles for lookout tower
  2073. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2074. if(t->visitingHero)
  2075. visitCastleObjects(t, t->visitingHero);
  2076. if(t->garrisonHero)
  2077. visitCastleObjects(t, t->garrisonHero);
  2078. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2079. return true;
  2080. }
  2081. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2082. {
  2083. ///incomplete, simply erases target building
  2084. const CGTownInstance * t = getTown(tid);
  2085. if (!vstd::contains(t->builtBuildings, bid))
  2086. return false;
  2087. RazeStructures rs;
  2088. rs.tid = tid;
  2089. rs.bid.insert(bid);
  2090. rs.destroyed = t->destroyed + 1;
  2091. sendAndApply(&rs);
  2092. //TODO: Remove dwellers
  2093. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2094. // {
  2095. // RemoveBonus rb(RemoveBonus::TOWN);
  2096. // rb.whoID = t->id;
  2097. // rb.source = BonusSource::TOWN_STRUCTURE;
  2098. // rb.id = 17;
  2099. // sendAndApply(&rb);
  2100. // }
  2101. return true;
  2102. }
  2103. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2104. {
  2105. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2106. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2107. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2108. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2109. const CCreature * c = crid.toCreature();
  2110. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2111. //TODO: check if hero is actually visiting object
  2112. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2113. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2114. if (town)
  2115. {
  2116. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2117. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2118. }
  2119. else
  2120. {
  2121. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2122. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2123. }
  2124. //verify
  2125. bool found = false;
  2126. int level = 0;
  2127. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2128. {
  2129. if ((fromLvl != -1) && (level !=fromLvl))
  2130. continue;
  2131. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2132. int i = 0;
  2133. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2134. if (cur.second.at(i) == crid)
  2135. break;
  2136. if (i < cur.second.size())
  2137. {
  2138. found = true;
  2139. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2140. break;
  2141. }
  2142. }
  2143. SlotID slot = army->getSlotFor(crid);
  2144. if ((!found && complain("Cannot recruit: no such creatures!"))
  2145. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2146. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2147. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2148. {
  2149. return false;
  2150. }
  2151. //recruit
  2152. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2153. SetAvailableCreatures sac;
  2154. sac.tid = objid;
  2155. sac.creatures = dwelling->creatures;
  2156. sac.creatures[level].first -= cram;
  2157. sendAndApply(&sac);
  2158. if (warMachine)
  2159. {
  2160. ArtifactID artId = c->warMachine;
  2161. const CArtifact * art = artId.toArtifact();
  2162. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2163. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2164. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2165. return giveHeroNewArtifact(hero, art);
  2166. }
  2167. else
  2168. {
  2169. addToSlot(StackLocation(army, slot), c, cram);
  2170. }
  2171. return true;
  2172. }
  2173. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2174. {
  2175. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2176. if (!obj->hasStackAtSlot(pos))
  2177. {
  2178. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2179. }
  2180. UpgradeInfo ui;
  2181. fillUpgradeInfo(obj, pos, ui);
  2182. PlayerColor player = obj->tempOwner;
  2183. const PlayerState *p = getPlayerState(player);
  2184. int crQuantity = obj->stacks.at(pos)->count;
  2185. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2186. //check if upgrade is possible
  2187. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2188. {
  2189. return false;
  2190. }
  2191. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2192. //check if player has enough resources
  2193. if (!p->resources.canAfford(totalCost))
  2194. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2195. //take resources
  2196. giveResources(player, -totalCost);
  2197. //upgrade creature
  2198. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2199. return true;
  2200. }
  2201. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2202. {
  2203. if (!sl.army->hasStackAtSlot(sl.slot))
  2204. COMPLAIN_RET("Cannot find a stack to change type");
  2205. SetStackType sst;
  2206. sst.army = sl.army->id;
  2207. sst.slot = sl.slot;
  2208. sst.type = c->getId();
  2209. sendAndApply(&sst);
  2210. return true;
  2211. }
  2212. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2213. {
  2214. assert(src->canBeMergedWith(*dst, allowMerging));
  2215. while(src->stacksCount())//while there are unmoved creatures
  2216. {
  2217. auto i = src->Slots().begin(); //iterator to stack to move
  2218. StackLocation sl(src, i->first); //location of stack to move
  2219. SlotID pos = dst->getSlotFor(i->second->type);
  2220. if (!pos.validSlot())
  2221. {
  2222. //try to merge two other stacks to make place
  2223. std::pair<SlotID, SlotID> toMerge;
  2224. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2225. {
  2226. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2227. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2228. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2229. }
  2230. else
  2231. {
  2232. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2233. return;
  2234. }
  2235. }
  2236. else
  2237. {
  2238. moveStack(sl, StackLocation(dst, pos));
  2239. }
  2240. }
  2241. }
  2242. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2243. {
  2244. const CGTownInstance * town = getTown(tid);
  2245. if(!town->garrisonHero == !town->visitingHero)
  2246. return false;
  2247. SetHeroesInTown intown;
  2248. intown.tid = tid;
  2249. if(town->garrisonHero) //garrison -> vising
  2250. {
  2251. intown.garrison = ObjectInstanceID();
  2252. intown.visiting = town->garrisonHero->id;
  2253. }
  2254. else //visiting -> garrison
  2255. {
  2256. if(town->armedGarrison())
  2257. town->mergeGarrisonOnSiege();
  2258. intown.visiting = ObjectInstanceID();
  2259. intown.garrison = town->visitingHero->id;
  2260. }
  2261. sendAndApply(&intown);
  2262. return true;
  2263. }
  2264. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2265. {
  2266. const CGTownInstance * town = getTown(tid);
  2267. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2268. {
  2269. if (!town->visitingHero->canBeMergedWith(*town))
  2270. {
  2271. complain("Cannot make garrison swap, not enough free slots!");
  2272. return false;
  2273. }
  2274. moveArmy(town, town->visitingHero, true);
  2275. SetHeroesInTown intown;
  2276. intown.tid = tid;
  2277. intown.visiting = ObjectInstanceID();
  2278. intown.garrison = town->visitingHero->id;
  2279. sendAndApply(&intown);
  2280. return true;
  2281. }
  2282. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2283. {
  2284. //check if moving hero out of town will break 8 wandering heroes limit
  2285. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2286. {
  2287. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2288. return false;
  2289. }
  2290. SetHeroesInTown intown;
  2291. intown.tid = tid;
  2292. intown.garrison = ObjectInstanceID();
  2293. intown.visiting = town->garrisonHero->id;
  2294. sendAndApply(&intown);
  2295. return true;
  2296. }
  2297. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2298. {
  2299. SetHeroesInTown intown;
  2300. intown.tid = tid;
  2301. intown.garrison = town->visitingHero->id;
  2302. intown.visiting = town->garrisonHero->id;
  2303. sendAndApply(&intown);
  2304. return true;
  2305. }
  2306. else
  2307. {
  2308. complain("Cannot swap garrison hero!");
  2309. return false;
  2310. }
  2311. }
  2312. // With the amount of changes done to the function, it's more like transferArtifacts.
  2313. // 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.
  2314. bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst)
  2315. {
  2316. const auto srcArtSet = getArtSet(src);
  2317. const auto dstArtSet = getArtSet(dst);
  2318. assert(srcArtSet);
  2319. assert(dstArtSet);
  2320. // Make sure exchange is even possible between the two heroes.
  2321. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2322. COMPLAIN_RET("That heroes cannot make any exchange!");
  2323. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2324. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtSet->getArt(dst.slot) != nullptr;
  2325. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dst.slot) : false;
  2326. if(srcArtifact == nullptr)
  2327. COMPLAIN_RET("No artifact to move!");
  2328. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2329. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2330. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2331. // Moving to the backpack is always allowed.
  2332. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dst.slot, true))
  2333. COMPLAIN_RET("Cannot move artifact!");
  2334. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2335. auto dstSlotInfo = dstArtSet->getSlot(dst.slot);
  2336. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2337. COMPLAIN_RET("Cannot move artifact locks.");
  2338. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2339. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2340. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2341. COMPLAIN_RET("Cannot move catapult!");
  2342. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2343. COMPLAIN_RET("Backpack is full!");
  2344. auto dstSlot = std::min(dst.slot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2345. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2346. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2347. BulkMoveArtifacts ma(src.artHolder, dst.artHolder, false);
  2348. ma.srcCreature = src.creature;
  2349. ma.dstCreature = dst.creature;
  2350. // Check if dst slot is occupied
  2351. if(!isDstSlotBackpack && isDstSlotOccupied)
  2352. {
  2353. // Previous artifact must be removed
  2354. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2355. ma.swap = true;
  2356. }
  2357. auto hero = getHero(dst.artHolder);
  2358. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2359. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2360. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2361. if(src.artHolder != dst.artHolder)
  2362. ma.askAssemble = true;
  2363. sendAndApply(&ma);
  2364. return true;
  2365. }
  2366. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2367. {
  2368. // Make sure exchange is even possible between the two heroes.
  2369. if(!isAllowedExchange(srcId, dstId))
  2370. COMPLAIN_RET("That heroes cannot make any exchange!");
  2371. auto psrcSet = getArtSet(srcId);
  2372. auto pdstSet = getArtSet(dstId);
  2373. if((!psrcSet) || (!pdstSet))
  2374. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2375. BulkMoveArtifacts ma(srcId, dstId, swap);
  2376. auto & slotsSrcDst = ma.artsPack0;
  2377. auto & slotsDstSrc = ma.artsPack1;
  2378. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2379. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2380. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2381. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2382. {
  2383. assert(artifact);
  2384. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2385. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2386. {
  2387. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2388. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2389. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2390. if(auto dstHero = getHero(dstId))
  2391. {
  2392. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2393. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2394. }
  2395. }
  2396. };
  2397. if(swap)
  2398. {
  2399. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2400. {
  2401. for(auto & artifact : srcArtSet->artifactsWorn)
  2402. {
  2403. if(ArtifactUtils::isArtRemovable(artifact))
  2404. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2405. }
  2406. };
  2407. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2408. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2409. {
  2410. for(auto & slotInfo : artSet->artifactsInBackpack)
  2411. {
  2412. auto slot = artSet->getArtPos(slotInfo.artifact);
  2413. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2414. }
  2415. };
  2416. if(equipped)
  2417. {
  2418. // Move over artifacts that are worn srcHero -> dstHero
  2419. moveArtsWorn(psrcSet, slotsSrcDst);
  2420. artFittingSet.artifactsWorn.clear();
  2421. // Move over artifacts that are worn dstHero -> srcHero
  2422. moveArtsWorn(pdstSet, slotsDstSrc);
  2423. }
  2424. if(backpack)
  2425. {
  2426. // Move over artifacts that are in backpack srcHero -> dstHero
  2427. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2428. // Move over artifacts that are in backpack dstHero -> srcHero
  2429. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2430. }
  2431. }
  2432. else
  2433. {
  2434. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2435. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2436. if(equipped)
  2437. {
  2438. // Move over artifacts that are worn
  2439. for(auto & artInfo : psrcSet->artifactsWorn)
  2440. {
  2441. if(ArtifactUtils::isArtRemovable(artInfo))
  2442. {
  2443. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2444. }
  2445. }
  2446. }
  2447. if(backpack)
  2448. {
  2449. // Move over artifacts that are in backpack
  2450. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2451. {
  2452. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2453. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2454. }
  2455. }
  2456. }
  2457. sendAndApply(&ma);
  2458. return true;
  2459. }
  2460. /**
  2461. * Assembles or disassembles a combination artifact.
  2462. * @param heroID ID of hero holding the artifact(s).
  2463. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2464. * @param assemble True for assembly operation, false for disassembly.
  2465. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2466. * artifact to assemble to. Otherwise it's not used.
  2467. */
  2468. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2469. {
  2470. const CGHeroInstance * hero = getHero(heroID);
  2471. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2472. if(!destArtifact)
  2473. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2474. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2475. if(assemble)
  2476. {
  2477. const CArtifact * combinedArt = assembleTo.toArtifact();
  2478. if(!combinedArt->isCombined())
  2479. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2480. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2481. {
  2482. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2483. }
  2484. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2485. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2486. {
  2487. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2488. }
  2489. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2490. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2491. AssembledArtifact aa;
  2492. aa.al = dstLoc;
  2493. aa.builtArt = combinedArt;
  2494. sendAndApply(&aa);
  2495. }
  2496. else
  2497. {
  2498. if(!destArtifact->isCombined())
  2499. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2500. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2501. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2502. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2503. DisassembledArtifact da;
  2504. da.al = dstLoc;
  2505. sendAndApply(&da);
  2506. }
  2507. return true;
  2508. }
  2509. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2510. {
  2511. const auto * hero = getHero(al.artHolder);
  2512. if(hero == nullptr)
  2513. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2514. const auto * art = hero->getArt(al.slot);
  2515. if(art == nullptr)
  2516. COMPLAIN_RET("Cannot remove artifact!");
  2517. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2518. COMPLAIN_RET("Illegal artifact removal request");
  2519. removeArtifact(al);
  2520. return true;
  2521. }
  2522. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2523. {
  2524. const CGHeroInstance * hero = getHero(hid);
  2525. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2526. const CGTownInstance * town = hero->visitedTown;
  2527. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2528. if (aid==ArtifactID::SPELLBOOK)
  2529. {
  2530. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2531. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2532. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2533. )
  2534. return false;
  2535. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2536. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2537. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2538. giveSpells(town,hero);
  2539. return true;
  2540. }
  2541. else
  2542. {
  2543. const CArtifact * art = aid.toArtifact();
  2544. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2545. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2546. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2547. const int price = art->getPrice();
  2548. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2549. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2550. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2551. {
  2552. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2553. return giveHeroNewArtifact(hero, art);
  2554. }
  2555. else
  2556. COMPLAIN_RET("This machine is unavailable here!");
  2557. }
  2558. }
  2559. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2560. {
  2561. if(!h)
  2562. COMPLAIN_RET("Only hero can buy artifacts!");
  2563. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2564. COMPLAIN_RET("That artifact is unavailable!");
  2565. int b1;
  2566. int b2;
  2567. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2568. if (getResource(h->tempOwner, rid) < b1)
  2569. COMPLAIN_RET("You can't afford to buy this artifact!");
  2570. giveResource(h->tempOwner, rid, -b1);
  2571. SetAvailableArtifacts saa;
  2572. if(dynamic_cast<const CGTownInstance *>(m))
  2573. {
  2574. saa.id = ObjectInstanceID::NONE;
  2575. saa.arts = gs->map->townMerchantArtifacts;
  2576. }
  2577. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2578. {
  2579. saa.id = bm->id;
  2580. saa.arts = bm->artifacts;
  2581. }
  2582. else
  2583. COMPLAIN_RET("Wrong marktet...");
  2584. bool found = false;
  2585. for (const CArtifact *&art : saa.arts)
  2586. {
  2587. if (art && art->getId() == aid)
  2588. {
  2589. art = nullptr;
  2590. found = true;
  2591. break;
  2592. }
  2593. }
  2594. if (!found)
  2595. COMPLAIN_RET("Cannot find selected artifact on the list");
  2596. sendAndApply(&saa);
  2597. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2598. return true;
  2599. }
  2600. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2601. {
  2602. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2603. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2604. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2605. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2606. int resVal = 0;
  2607. int dump = 1;
  2608. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2609. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2610. giveResource(h->tempOwner, rid, resVal);
  2611. return true;
  2612. }
  2613. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2614. {
  2615. if (!h)
  2616. COMPLAIN_RET("You need hero to buy a skill!");
  2617. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2618. COMPLAIN_RET("Hero already know this skill");
  2619. if (!h->canLearnSkill())
  2620. COMPLAIN_RET("Hero can't learn any more skills");
  2621. if (!h->canLearnSkill(skill))
  2622. COMPLAIN_RET("The hero can't learn this skill!");
  2623. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2624. COMPLAIN_RET("That skill is unavailable!");
  2625. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2626. COMPLAIN_RET("You can't afford to buy this skill");
  2627. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2628. changeSecSkill(h, skill, 1, true);
  2629. return true;
  2630. }
  2631. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2632. {
  2633. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2634. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2635. int b1; //base quantities for trade
  2636. int b2;
  2637. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2638. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2639. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2640. {
  2641. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2642. }
  2643. giveResource(player, toSell, -b1 * amountToBoy);
  2644. giveResource(player, toBuy, b2 * amountToBoy);
  2645. return true;
  2646. }
  2647. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2648. {
  2649. if(!hero)
  2650. COMPLAIN_RET("Only hero can sell creatures!");
  2651. if (!vstd::contains(hero->Slots(), slot))
  2652. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2653. const CStackInstance &s = hero->getStack(slot);
  2654. if (s.count < (TQuantity)count //can't sell more creatures than have
  2655. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2656. {
  2657. COMPLAIN_RET("Not enough creatures in army!");
  2658. }
  2659. int b1; //base quantities for trade
  2660. int b2;
  2661. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2662. int units = count / b1; //how many base quantities we trade
  2663. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2664. {
  2665. //TODO: complain?
  2666. assert(0);
  2667. }
  2668. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2669. giveResource(hero->tempOwner, resourceID, b2 * units);
  2670. return true;
  2671. }
  2672. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2673. {
  2674. const CArmedInstance *army = nullptr;
  2675. if (hero)
  2676. army = hero;
  2677. else
  2678. army = dynamic_cast<const CGTownInstance *>(market);
  2679. if (!army)
  2680. COMPLAIN_RET("Incorrect call to transform in undead!");
  2681. if (!army->hasStackAtSlot(slot))
  2682. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2683. const CStackInstance &s = army->getStack(slot);
  2684. //resulting creature - bone dragons or skeletons
  2685. CreatureID resCreature = CreatureID::SKELETON;
  2686. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2687. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2688. || (s.getCreatureID() == CreatureID::HYDRA)
  2689. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2690. resCreature = CreatureID::BONE_DRAGON;
  2691. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2692. return true;
  2693. }
  2694. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2695. {
  2696. const PlayerState *p2 = getPlayerState(r2, false);
  2697. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2698. {
  2699. complain("Dest player must be in game!");
  2700. return false;
  2701. }
  2702. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2703. vstd::amin(val, curRes1);
  2704. giveResource(player, r1, -(int)val);
  2705. giveResource(r2, r1, val);
  2706. return true;
  2707. }
  2708. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2709. {
  2710. const CGHeroInstance *h = getHero(hid);
  2711. if (!h)
  2712. {
  2713. logGlobal->error("Hero doesn't exist!");
  2714. return false;
  2715. }
  2716. ChangeFormation cf;
  2717. cf.hid = hid;
  2718. cf.formation = formation;
  2719. sendAndApply(&cf);
  2720. return true;
  2721. }
  2722. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2723. {
  2724. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2725. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2726. if (answer)
  2727. logGlobal->trace("%d", *answer);
  2728. auto topQuery = queries->topQuery(player);
  2729. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2730. if(topQuery->queryID != qid)
  2731. {
  2732. auto currentQuery = queries->getQuery(qid);
  2733. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2734. currentQuery->setReply(answer);
  2735. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2736. }
  2737. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2738. topQuery->setReply(answer);
  2739. queries->popQuery(topQuery);
  2740. return true;
  2741. }
  2742. void CGameHandler::handleTimeEvents()
  2743. {
  2744. gs->map->events.sort(evntCmp);
  2745. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2746. {
  2747. CMapEvent ev = gs->map->events.front();
  2748. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2749. {
  2750. auto color = PlayerColor(player);
  2751. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2752. if (pinfo //player exists
  2753. && (ev.players & 1<<player) //event is enabled to this player
  2754. && ((ev.computerAffected && !pinfo->human)
  2755. || (ev.humanAffected && pinfo->human)
  2756. )
  2757. )
  2758. {
  2759. //give resources
  2760. giveResources(color, ev.resources);
  2761. //prepare dialog
  2762. InfoWindow iw;
  2763. iw.player = color;
  2764. iw.text = ev.message;
  2765. for (GameResID i : GameResID::ALL_RESOURCES())
  2766. {
  2767. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2768. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2769. }
  2770. sendAndApply(&iw); //show dialog
  2771. }
  2772. } //PLAYERS LOOP
  2773. if (ev.nextOccurence)
  2774. {
  2775. gs->map->events.pop_front();
  2776. ev.firstOccurence += ev.nextOccurence;
  2777. auto it = gs->map->events.begin();
  2778. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2779. it++;
  2780. gs->map->events.insert(it, ev);
  2781. }
  2782. else
  2783. {
  2784. gs->map->events.pop_front();
  2785. }
  2786. }
  2787. //TODO send only if changed
  2788. UpdateMapEvents ume;
  2789. ume.events = gs->map->events;
  2790. sendAndApply(&ume);
  2791. }
  2792. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2793. {
  2794. town->events.sort(evntCmp);
  2795. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2796. {
  2797. PlayerColor player = town->tempOwner;
  2798. CCastleEvent ev = town->events.front();
  2799. const PlayerState * pinfo = getPlayerState(player, false);
  2800. if (pinfo //player exists
  2801. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2802. && ((ev.computerAffected && !pinfo->human)
  2803. || (ev.humanAffected && pinfo->human)))
  2804. {
  2805. // dialog
  2806. InfoWindow iw;
  2807. iw.player = player;
  2808. iw.text = ev.message;
  2809. if (ev.resources.nonZero())
  2810. {
  2811. TResources was = n.res[player];
  2812. n.res[player] += ev.resources;
  2813. n.res[player].amax(0);
  2814. for (GameResID i : GameResID::ALL_RESOURCES())
  2815. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2816. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2817. }
  2818. for (auto & i : ev.buildings)
  2819. {
  2820. // Only perform action if:
  2821. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2822. // 2. Building was not built yet
  2823. // othervice, silently ignore / skip it
  2824. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2825. {
  2826. buildStructure(town->id, i, true);
  2827. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2828. }
  2829. }
  2830. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2831. {
  2832. n.cres[town->id].tid = town->id;
  2833. n.cres[town->id].creatures = town->creatures;
  2834. }
  2835. auto & sac = n.cres[town->id];
  2836. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2837. {
  2838. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2839. {
  2840. sac.creatures[i].first += ev.creatures.at(i);
  2841. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2842. }
  2843. }
  2844. sendAndApply(&iw); //show dialog
  2845. }
  2846. if (ev.nextOccurence)
  2847. {
  2848. town->events.pop_front();
  2849. ev.firstOccurence += ev.nextOccurence;
  2850. auto it = town->events.begin();
  2851. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2852. it++;
  2853. town->events.insert(it, ev);
  2854. }
  2855. else
  2856. {
  2857. town->events.pop_front();
  2858. }
  2859. }
  2860. //TODO send only if changed
  2861. UpdateCastleEvents uce;
  2862. uce.town = town->id;
  2863. uce.events = town->events;
  2864. sendAndApply(&uce);
  2865. }
  2866. bool CGameHandler::complain(const std::string &problem)
  2867. {
  2868. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2869. logGlobal->error(problem);
  2870. return true;
  2871. }
  2872. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2873. {
  2874. //PlayerColor player = getOwner(hid);
  2875. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2876. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2877. assert(lowerArmy);
  2878. assert(upperArmy);
  2879. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2880. queries->addQuery(garrisonQuery);
  2881. GarrisonDialog gd;
  2882. gd.hid = hid;
  2883. gd.objid = upobj;
  2884. gd.removableUnits = removableUnits;
  2885. gd.queryID = garrisonQuery->queryID;
  2886. sendAndApply(&gd);
  2887. }
  2888. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2889. {
  2890. OpenWindow pack;
  2891. pack.window = window;
  2892. pack.object = object->id;
  2893. pack.visitor = visitor->id;
  2894. if (addQuery)
  2895. {
  2896. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2897. pack.queryID = windowQuery->queryID;
  2898. queries->addQuery(windowQuery);
  2899. }
  2900. sendAndApply(&pack);
  2901. }
  2902. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2903. {
  2904. if (id1 == id2)
  2905. return true;
  2906. const CGObjectInstance *o1 = getObj(id1);
  2907. const CGObjectInstance *o2 = getObj(id2);
  2908. if (!o1 || !o2)
  2909. return true; //arranging stacks within an object should be always allowed
  2910. if (o1 && o2)
  2911. {
  2912. if (o1->ID == Obj::TOWN)
  2913. {
  2914. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2915. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2916. return true;
  2917. }
  2918. if (o2->ID == Obj::TOWN)
  2919. {
  2920. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2921. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2922. return true;
  2923. }
  2924. auto market = dynamic_cast<const IMarket*>(o1);
  2925. if(market == nullptr)
  2926. market = dynamic_cast<const IMarket*>(o2);
  2927. if(market)
  2928. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2929. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2930. {
  2931. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2932. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2933. // two heroes in same town (garrisoned and visiting)
  2934. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2935. return true;
  2936. }
  2937. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2938. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2939. if (!dialog)
  2940. {
  2941. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2942. }
  2943. if (dialog)
  2944. {
  2945. auto topArmy = dialog->exchangingArmies.at(0);
  2946. auto bottomArmy = dialog->exchangingArmies.at(1);
  2947. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2948. return true;
  2949. }
  2950. }
  2951. return false;
  2952. }
  2953. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2954. {
  2955. using events::ObjectVisitStarted;
  2956. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2957. if (getVisitingHero(obj) != nullptr)
  2958. {
  2959. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2960. throw std::runtime_error("Can not visit object that is being visited");
  2961. }
  2962. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2963. auto startVisit = [&](ObjectVisitStarted & event)
  2964. {
  2965. auto visitedObject = obj;
  2966. if(obj->ID == Obj::HERO)
  2967. {
  2968. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2969. const auto visitedTown = visitedHero->visitedTown;
  2970. if(visitedTown)
  2971. {
  2972. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2973. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2974. visitedObject = visitedTown;
  2975. }
  2976. }
  2977. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2978. queries->addQuery(visitQuery); //TODO real visit pos
  2979. HeroVisit hv;
  2980. hv.objId = obj->id;
  2981. hv.heroId = h->id;
  2982. hv.player = h->tempOwner;
  2983. hv.starting = true;
  2984. sendAndApply(&hv);
  2985. obj->onHeroVisit(h);
  2986. };
  2987. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2988. if(visitQuery)
  2989. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2990. }
  2991. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2992. {
  2993. using events::ObjectVisitEnded;
  2994. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2995. auto endVisit = [&](ObjectVisitEnded & event)
  2996. {
  2997. HeroVisit hv;
  2998. hv.player = event.getPlayer();
  2999. hv.heroId = event.getHero();
  3000. hv.starting = false;
  3001. sendAndApply(&hv);
  3002. };
  3003. //TODO: ObjectVisitEnded should also have id of visited object,
  3004. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3005. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3006. }
  3007. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3008. {
  3009. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3010. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3011. {
  3012. complain("Cannot build boat in this shipyard!");
  3013. return false;
  3014. }
  3015. TResources boatCost;
  3016. obj->getBoatCost(boatCost);
  3017. TResources aviable = getPlayerState(playerID)->resources;
  3018. if (!aviable.canAfford(boatCost))
  3019. {
  3020. complain("Not enough resources to build a boat!");
  3021. return false;
  3022. }
  3023. int3 tile = obj->bestLocation();
  3024. if (!gs->map->isInTheMap(tile))
  3025. {
  3026. complain("Cannot find appropriate tile for a boat!");
  3027. return false;
  3028. }
  3029. giveResources(playerID, -boatCost);
  3030. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  3031. return true;
  3032. }
  3033. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3034. {
  3035. for (auto playerColor : playerColors)
  3036. {
  3037. if (getPlayerState(playerColor, false))
  3038. checkVictoryLossConditionsForPlayer(playerColor);
  3039. }
  3040. }
  3041. void CGameHandler::checkVictoryLossConditionsForAll()
  3042. {
  3043. std::set<PlayerColor> playerColors;
  3044. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3045. {
  3046. playerColors.insert(PlayerColor(i));
  3047. }
  3048. checkVictoryLossConditions(playerColors);
  3049. }
  3050. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3051. {
  3052. const PlayerState * p = getPlayerState(player);
  3053. if(!p || p->status != EPlayerStatus::INGAME) return;
  3054. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3055. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3056. {
  3057. InfoWindow iw;
  3058. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3059. sendAndApply(&iw);
  3060. PlayerEndsGame peg;
  3061. peg.player = player;
  3062. peg.victoryLossCheckResult = victoryLossCheckResult;
  3063. sendAndApply(&peg);
  3064. turnOrder->onPlayerEndsGame(player);
  3065. if (victoryLossCheckResult.victory())
  3066. {
  3067. //one player won -> all enemies lost
  3068. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3069. {
  3070. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3071. {
  3072. peg.player = i->first;
  3073. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3074. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3075. InfoWindow iw;
  3076. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3077. iw.player = i->first;
  3078. sendAndApply(&iw);
  3079. sendAndApply(&peg);
  3080. }
  3081. }
  3082. if(p->human)
  3083. {
  3084. lobby->setState(EServerState::GAMEPLAY_ENDED);
  3085. }
  3086. }
  3087. else
  3088. {
  3089. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3090. auto hlp = p->heroes;
  3091. for (auto h : hlp) //eliminate heroes
  3092. {
  3093. if (h.get())
  3094. removeObject(h, player);
  3095. }
  3096. //player lost -> all his objects become unflagged (neutral)
  3097. for (auto obj : gs->map->objects) //unflag objs
  3098. {
  3099. if (obj.get() && obj->tempOwner == player)
  3100. setOwner(obj, PlayerColor::NEUTRAL);
  3101. }
  3102. //eliminating one player may cause victory of another:
  3103. std::set<PlayerColor> playerColors;
  3104. //do not copy player state (CBonusSystemNode) by value
  3105. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3106. {
  3107. if (p.first != player)
  3108. playerColors.insert(p.first);
  3109. }
  3110. //notify all players
  3111. for (auto pc : playerColors)
  3112. {
  3113. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3114. {
  3115. InfoWindow iw;
  3116. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3117. iw.player = pc;
  3118. sendAndApply(&iw);
  3119. }
  3120. }
  3121. checkVictoryLossConditions(playerColors);
  3122. }
  3123. }
  3124. }
  3125. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3126. {
  3127. out.player = player;
  3128. out.text = victoryLossCheckResult.messageToSelf;
  3129. out.text.replaceName(player);
  3130. out.components.emplace_back(ComponentType::FLAG, player);
  3131. }
  3132. bool CGameHandler::dig(const CGHeroInstance *h)
  3133. {
  3134. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3135. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3136. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3137. //take MPs
  3138. SetMovePoints smp;
  3139. smp.hid = h->id;
  3140. smp.val = 0;
  3141. sendAndApply(&smp);
  3142. InfoWindow iw;
  3143. iw.type = EInfoWindowMode::AUTO;
  3144. iw.player = h->tempOwner;
  3145. if (gs->map->grailPos == h->visitablePos())
  3146. {
  3147. ArtifactID grail = ArtifactID::GRAIL;
  3148. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3149. iw.text.appendName(grail); // ... " The Grail"
  3150. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3151. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3152. sendAndApply(&iw);
  3153. iw.soundID = soundBase::invalid;
  3154. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3155. iw.text.clear();
  3156. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3157. sendAndApply(&iw);
  3158. }
  3159. else
  3160. {
  3161. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3162. iw.soundID = soundBase::Dig;
  3163. sendAndApply(&iw);
  3164. }
  3165. return true;
  3166. }
  3167. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3168. {
  3169. if (!t.visitableObjects.empty())
  3170. {
  3171. //to prevent self-visiting heroes on space press
  3172. if (t.visitableObjects.back() != h)
  3173. objectVisited(t.visitableObjects.back(), h);
  3174. else if (t.visitableObjects.size() > 1)
  3175. objectVisited(*(t.visitableObjects.end()-2),h);
  3176. }
  3177. }
  3178. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3179. {
  3180. if (!hero)
  3181. COMPLAIN_RET("You need hero to sacrifice creature!");
  3182. int expSum = 0;
  3183. auto finish = [this, &hero, &expSum]()
  3184. {
  3185. giveExperience(hero, hero->calculateXp(expSum));
  3186. };
  3187. for(int i = 0; i < slot.size(); ++i)
  3188. {
  3189. int oldCount = hero->getStackCount(slot[i]);
  3190. if(oldCount < (int)count[i])
  3191. {
  3192. finish();
  3193. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3194. }
  3195. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3196. {
  3197. finish();
  3198. COMPLAIN_RET("Cannot sacrifice last creature!");
  3199. }
  3200. int crid = hero->getStack(slot[i]).type->getId();
  3201. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3202. int dump;
  3203. int exp;
  3204. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3205. exp *= count[i];
  3206. expSum += exp;
  3207. }
  3208. finish();
  3209. return true;
  3210. }
  3211. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3212. {
  3213. if (!hero)
  3214. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3215. if(hero->getAlignment() == EAlignment::EVIL)
  3216. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3217. assert(m);
  3218. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3219. int expSum = 0;
  3220. auto finish = [this, &hero, &expSum]()
  3221. {
  3222. giveExperience(hero, hero->calculateXp(expSum));
  3223. };
  3224. for(const auto & artInstId : arts)
  3225. {
  3226. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3227. {
  3228. if(art->artType->isTradable())
  3229. {
  3230. int dmp;
  3231. int expToGive;
  3232. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3233. expSum += expToGive;
  3234. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getSlotByInstance(art)));
  3235. }
  3236. else
  3237. {
  3238. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3239. }
  3240. }
  3241. else
  3242. {
  3243. finish();
  3244. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3245. }
  3246. }
  3247. finish();
  3248. return true;
  3249. }
  3250. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3251. {
  3252. if (sl.army->hasStackAtSlot(sl.slot))
  3253. COMPLAIN_RET("Slot is already taken!");
  3254. if (!sl.slot.validSlot())
  3255. COMPLAIN_RET("Cannot insert stack to that slot!");
  3256. InsertNewStack ins;
  3257. ins.army = sl.army->id;
  3258. ins.slot = sl.slot;
  3259. ins.type = c->getId();
  3260. ins.count = count;
  3261. sendAndApply(&ins);
  3262. return true;
  3263. }
  3264. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3265. {
  3266. if (!sl.army->hasStackAtSlot(sl.slot))
  3267. COMPLAIN_RET("Cannot find a stack to erase");
  3268. if (sl.army->stacksCount() == 1 //from the last stack
  3269. && sl.army->needsLastStack() //that must be left
  3270. && !forceRemoval) //ignore above conditions if we are forcing removal
  3271. {
  3272. COMPLAIN_RET("Cannot erase the last stack!");
  3273. }
  3274. EraseStack es;
  3275. es.army = sl.army->id;
  3276. es.slot = sl.slot;
  3277. sendAndApply(&es);
  3278. return true;
  3279. }
  3280. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3281. {
  3282. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3283. if ((absoluteValue && count < 0)
  3284. || (!absoluteValue && -count > currentCount))
  3285. {
  3286. COMPLAIN_RET("Cannot take more stacks than present!");
  3287. }
  3288. if ((currentCount == -count && !absoluteValue)
  3289. || (!count && absoluteValue))
  3290. {
  3291. eraseStack(sl);
  3292. }
  3293. else
  3294. {
  3295. ChangeStackCount csc;
  3296. csc.army = sl.army->id;
  3297. csc.slot = sl.slot;
  3298. csc.count = count;
  3299. csc.absoluteValue = absoluteValue;
  3300. sendAndApply(&csc);
  3301. }
  3302. return true;
  3303. }
  3304. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3305. {
  3306. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3307. if (!slotC) //slot is empty
  3308. insertNewStack(sl, c, count);
  3309. else if (c == slotC)
  3310. changeStackCount(sl, count);
  3311. else
  3312. {
  3313. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3314. }
  3315. return true;
  3316. }
  3317. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3318. {
  3319. if (removeObjWhenFinished)
  3320. removeAfterVisit(src);
  3321. if (!src->canBeMergedWith(*dst, allowMerging))
  3322. {
  3323. if (allowMerging) //do that, add all matching creatures.
  3324. {
  3325. bool cont = true;
  3326. while (cont)
  3327. {
  3328. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3329. {
  3330. SlotID pos = dst->getSlotFor(i->second->type);
  3331. if (pos.validSlot())
  3332. {
  3333. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3334. cont = true;
  3335. break; //or iterator crashes
  3336. }
  3337. cont = false;
  3338. }
  3339. }
  3340. }
  3341. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3342. }
  3343. else //merge
  3344. {
  3345. moveArmy(src, dst, allowMerging);
  3346. }
  3347. }
  3348. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3349. {
  3350. if (!src.army->hasStackAtSlot(src.slot))
  3351. COMPLAIN_RET("No stack to move!");
  3352. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3353. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3354. if (!dst.slot.validSlot())
  3355. COMPLAIN_RET("Cannot move stack to that slot!");
  3356. if (count == -1)
  3357. {
  3358. count = src.army->getStackCount(src.slot);
  3359. }
  3360. if (src.army != dst.army //moving away
  3361. && count == src.army->getStackCount(src.slot) //all creatures
  3362. && src.army->stacksCount() == 1 //from the last stack
  3363. && src.army->needsLastStack()) //that must be left
  3364. {
  3365. COMPLAIN_RET("Cannot move away the last creature!");
  3366. }
  3367. RebalanceStacks rs;
  3368. rs.srcArmy = src.army->id;
  3369. rs.dstArmy = dst.army->id;
  3370. rs.srcSlot = src.slot;
  3371. rs.dstSlot = dst.slot;
  3372. rs.count = count;
  3373. sendAndApply(&rs);
  3374. return true;
  3375. }
  3376. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3377. {
  3378. if (!spellID.hasValue())
  3379. return;
  3380. AdventureSpellCastParameters p;
  3381. p.caster = caster;
  3382. p.pos = pos;
  3383. const CSpell * s = spellID.toSpell();
  3384. s->adventureCast(spellEnv, p);
  3385. }
  3386. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3387. {
  3388. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3389. {
  3390. return moveStack(sl2, sl1);
  3391. }
  3392. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3393. {
  3394. return moveStack(sl1, sl2);
  3395. }
  3396. else
  3397. {
  3398. SwapStacks ss;
  3399. ss.srcArmy = sl1.army->id;
  3400. ss.dstArmy = sl2.army->id;
  3401. ss.srcSlot = sl1.slot;
  3402. ss.dstSlot = sl2.slot;
  3403. sendAndApply(&ss);
  3404. return true;
  3405. }
  3406. }
  3407. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3408. {
  3409. assert(art && art->artType);
  3410. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3411. dst.creature = al.creature;
  3412. auto putTo = getArtSet(al);
  3413. assert(putTo);
  3414. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3415. {
  3416. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3417. }
  3418. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3419. {
  3420. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3421. }
  3422. else
  3423. {
  3424. dst.slot = al.slot;
  3425. }
  3426. if(!askAssemble.has_value())
  3427. {
  3428. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3429. askAssemble = true;
  3430. else
  3431. askAssemble = false;
  3432. }
  3433. if(art->canBePutAt(putTo, dst.slot))
  3434. {
  3435. PutArtifact pa(dst, askAssemble.value());
  3436. pa.art = art;
  3437. sendAndApply(&pa);
  3438. return true;
  3439. }
  3440. else
  3441. {
  3442. return false;
  3443. }
  3444. }
  3445. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3446. {
  3447. assert(artType);
  3448. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3449. {
  3450. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3451. COMPLAIN_RET("Cannot put artifact in that slot!");
  3452. }
  3453. else if(ArtifactUtils::isSlotBackpack(pos))
  3454. {
  3455. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3456. COMPLAIN_RET("Cannot put artifact in that slot!");
  3457. }
  3458. else
  3459. {
  3460. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3461. }
  3462. auto * newArtInst = new CArtifactInstance();
  3463. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3464. NewArtifact na;
  3465. na.art = newArtInst;
  3466. sendAndApply(&na); // -> updates newArtInst!!!
  3467. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3468. return true;
  3469. else
  3470. return false;
  3471. }
  3472. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3473. {
  3474. std::vector<int3>::iterator tile;
  3475. std::vector<int3> tiles;
  3476. getFreeTiles(tiles);
  3477. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3478. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3479. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3480. const CCreature *cre = creatureID.toCreature();
  3481. for (int i = 0; i < (int)amount; ++i)
  3482. {
  3483. tile = tiles.begin();
  3484. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3485. {
  3486. auto count = cre->getRandomAmount(std::rand);
  3487. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3488. auto monsterId = getTopObj(*tile)->id;
  3489. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3490. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3491. }
  3492. tiles.erase(tile); //not use it again
  3493. }
  3494. }
  3495. void CGameHandler::synchronizeArtifactHandlerLists()
  3496. {
  3497. UpdateArtHandlerLists uahl;
  3498. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3499. sendAndApply(&uahl);
  3500. }
  3501. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3502. {
  3503. return vstd::contains(gs->map->objects, obj);
  3504. }
  3505. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3506. {
  3507. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3508. return false;
  3509. auto query = queries->topQuery(player);
  3510. if (query && query->blocksPack(pack))
  3511. {
  3512. complain(boost::str(boost::format(
  3513. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3514. % boost::to_upper_copy<std::string>(player.toString())
  3515. % query->toString()
  3516. ));
  3517. return true;
  3518. }
  3519. return false;
  3520. }
  3521. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3522. {
  3523. //If the object is being visited, there must be a matching query
  3524. for (const auto &query : queries->allQueries())
  3525. {
  3526. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3527. {
  3528. if (someVistQuery->visitedObject == object)
  3529. {
  3530. someVistQuery->removeObjectAfterVisit = true;
  3531. return;
  3532. }
  3533. }
  3534. }
  3535. //If we haven't returned so far, there is no query and no visit, call was wrong
  3536. assert("This function needs to be called during the object visit!");
  3537. }
  3538. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3539. {
  3540. std::unordered_set<int3> tiles;
  3541. if (mode == ETileVisibility::HIDDEN)
  3542. {
  3543. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3544. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3545. auto p = getPlayerState(player);
  3546. for (auto h : p->heroes)
  3547. {
  3548. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3549. }
  3550. for (auto t : p->towns)
  3551. {
  3552. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3553. }
  3554. for (auto tile : observedTiles)
  3555. vstd::erase_if_present (tiles, tile);
  3556. }
  3557. else
  3558. {
  3559. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3560. }
  3561. changeFogOfWar(tiles, player, mode);
  3562. }
  3563. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3564. {
  3565. FoWChange fow;
  3566. fow.tiles = tiles;
  3567. fow.player = player;
  3568. fow.mode = mode;
  3569. sendAndApply(&fow);
  3570. }
  3571. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3572. {
  3573. assert(obj);
  3574. for(const auto & query : queries->allQueries())
  3575. {
  3576. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3577. if (visit && visit->visitedObject == obj)
  3578. return visit->visitingHero;
  3579. }
  3580. return nullptr;
  3581. }
  3582. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3583. {
  3584. assert(obj);
  3585. assert(hero);
  3586. assert(getVisitingHero(obj) == hero);
  3587. // Check top query of targeted player:
  3588. // If top query is NOT visit to targeted object then we assume that
  3589. // visitation query is covered by other query that must be answered first
  3590. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3591. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3592. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3593. return true;
  3594. }
  3595. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3596. {
  3597. SetObjectProperty sob;
  3598. sob.id = objid;
  3599. sob.what = prop;
  3600. sob.identifier = NumericID(value);
  3601. sendAndApply(&sob);
  3602. }
  3603. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3604. {
  3605. SetObjectProperty sob;
  3606. sob.id = objid;
  3607. sob.what = prop;
  3608. sob.identifier = identifier;
  3609. sendAndApply(&sob);
  3610. }
  3611. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3612. {
  3613. sendAndApply(iw);
  3614. }
  3615. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3616. {
  3617. InfoWindow iw;
  3618. iw.player = player;
  3619. iw.text.appendRawString(msg);
  3620. showInfoDialog(&iw);
  3621. }
  3622. CRandomGenerator & CGameHandler::getRandomGenerator()
  3623. {
  3624. return CRandomGenerator::getDefault();
  3625. }
  3626. #if SCRIPTING_ENABLED
  3627. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3628. {
  3629. return serverScripts.get();
  3630. }
  3631. //scripting::Pool * CGameHandler::getContextPool() const
  3632. //{
  3633. // return serverScripts.get();
  3634. //}
  3635. #endif
  3636. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3637. {
  3638. NewObject no;
  3639. no.ID = type;
  3640. no.subID = subtype;
  3641. no.initiator = initiator;
  3642. no.targetPos = visitablePosition;
  3643. sendAndApply(&no);
  3644. }
  3645. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3646. {
  3647. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3648. }
  3649. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3650. {
  3651. battles->startBattleI(army1, army2, tile, creatureBank);
  3652. }
  3653. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3654. {
  3655. battles->startBattleI(army1, army2, creatureBank);
  3656. }