CGameHandler.cpp 129 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/NewTurnProcessor.h"
  19. #include "processors/PlayerMessageProcessor.h"
  20. #include "processors/TurnOrderProcessor.h"
  21. #include "queries/QueriesProcessor.h"
  22. #include "queries/MapQueries.h"
  23. #include "../lib/ArtifactUtils.h"
  24. #include "../lib/CArtHandler.h"
  25. #include "../lib/CConfigHandler.h"
  26. #include "../lib/CCreatureHandler.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/texts/CGeneralTextHandler.h"
  29. #include "../lib/CHeroHandler.h"
  30. #include "../lib/CPlayerState.h"
  31. #include "../lib/CRandomGenerator.h"
  32. #include "../lib/CSoundBase.h"
  33. #include "../lib/CThreadHelper.h"
  34. #include "../lib/GameConstants.h"
  35. #include "../lib/UnlockGuard.h"
  36. #include "../lib/GameSettings.h"
  37. #include "../lib/ScriptHandler.h"
  38. #include "../lib/StartInfo.h"
  39. #include "../lib/TerrainHandler.h"
  40. #include "../lib/VCMIDirs.h"
  41. #include "../lib/VCMI_Lib.h"
  42. #include "../lib/int3.h"
  43. #include "../lib/battle/BattleInfo.h"
  44. #include "../lib/entities/building/CBuilding.h"
  45. #include "../lib/entities/faction/CTownHandler.h"
  46. #include "../lib/filesystem/FileInfo.h"
  47. #include "../lib/filesystem/Filesystem.h"
  48. #include "../lib/gameState/CGameState.h"
  49. #include "../lib/mapping/CMap.h"
  50. #include "../lib/mapping/CMapService.h"
  51. #include "../lib/mapObjects/CGCreature.h"
  52. #include "../lib/mapObjects/CGMarket.h"
  53. #include "../lib/mapObjects/TownBuildingInstance.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  57. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  58. #include "../lib/modding/ModIncompatibility.h"
  59. #include "../lib/networkPacks/StackLocation.h"
  60. #include "../lib/pathfinder/CPathfinder.h"
  61. #include "../lib/pathfinder/PathfinderOptions.h"
  62. #include "../lib/pathfinder/TurnInfo.h"
  63. #include "../lib/rmg/CMapGenOptions.h"
  64. #include "../lib/serializer/CSaveFile.h"
  65. #include "../lib/serializer/CLoadFile.h"
  66. #include "../lib/serializer/Connection.h"
  67. #include "../lib/spells/CSpellHandler.h"
  68. #include <vstd/RNG.h>
  69. #include <vstd/CLoggerBase.h>
  70. #include <vcmi/events/EventBus.h>
  71. #include <vcmi/events/GenericEvents.h>
  72. #include <vcmi/events/AdventureEvents.h>
  73. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  74. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  75. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  76. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  77. static inline double distance(int3 a, int3 b)
  78. {
  79. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  80. }
  81. template <typename T>
  82. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  83. {
  84. fun(args[which]);
  85. }
  86. const Services * CGameHandler::services() const
  87. {
  88. return VLC;
  89. }
  90. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  91. {
  92. return gs->getBattle(battleID);
  93. }
  94. const CGameHandler::GameCb * CGameHandler::game() const
  95. {
  96. return this;
  97. }
  98. vstd::CLoggerBase * CGameHandler::logger() const
  99. {
  100. return logGlobal;
  101. }
  102. events::EventBus * CGameHandler::eventBus() const
  103. {
  104. return serverEventBus.get();
  105. }
  106. CVCMIServer * CGameHandler::gameLobby() const
  107. {
  108. return lobby;
  109. }
  110. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  111. {
  112. changeSecSkill(hero, skill, 1, 0);
  113. expGiven(hero);
  114. }
  115. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  116. {
  117. // required exp for at least 1 lvl-up hasn't been reached
  118. if (!hero->gainsLevel())
  119. {
  120. return;
  121. }
  122. // give primary skill
  123. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  124. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  125. SetPrimSkill sps;
  126. sps.id = hero->id;
  127. sps.which = primarySkill;
  128. sps.abs = false;
  129. sps.val = 1;
  130. sendAndApply(&sps);
  131. HeroLevelUp hlu;
  132. hlu.player = hero->tempOwner;
  133. hlu.heroId = hero->id;
  134. hlu.primskill = primarySkill;
  135. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  136. if (hlu.skills.size() == 0)
  137. {
  138. sendAndApply(&hlu);
  139. levelUpHero(hero);
  140. }
  141. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  142. {
  143. sendAndApply(&hlu);
  144. levelUpHero(hero, hlu.skills.front());
  145. }
  146. else if (hlu.skills.size() > 1)
  147. {
  148. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  149. hlu.queryID = levelUpQuery->queryID;
  150. queries->addQuery(levelUpQuery);
  151. sendAndApply(&hlu);
  152. //level up will be called on query reply
  153. }
  154. }
  155. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  156. {
  157. SetCommanderProperty scp;
  158. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  159. if (hero)
  160. scp.heroid = hero->id;
  161. else
  162. {
  163. complain ("Commander is not led by hero!");
  164. return;
  165. }
  166. scp.accumulatedBonus.additionalInfo = 0;
  167. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  168. scp.accumulatedBonus.turnsRemain = 0;
  169. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  170. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  171. if (skill <= ECommander::SPELL_POWER)
  172. {
  173. scp.which = SetCommanderProperty::BONUS;
  174. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  175. {
  176. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  177. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  178. };
  179. switch (skill)
  180. {
  181. case ECommander::ATTACK:
  182. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  183. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  184. break;
  185. case ECommander::DEFENSE:
  186. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  187. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  188. break;
  189. case ECommander::HEALTH:
  190. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  191. 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.
  192. break;
  193. case ECommander::DAMAGE:
  194. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  195. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  196. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  197. break;
  198. case ECommander::SPEED:
  199. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  200. break;
  201. case ECommander::SPELL_POWER:
  202. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  203. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  204. sendAndApply (&scp); //additional pack
  205. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  206. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  207. sendAndApply (&scp); //additional pack
  208. scp.accumulatedBonus.type = BonusType::CASTS;
  209. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  210. sendAndApply (&scp); //additional pack
  211. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  212. break;
  213. }
  214. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  215. sendAndApply (&scp);
  216. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  217. scp.additionalInfo = skill;
  218. scp.amount = c->secondarySkills.at(skill) + 1;
  219. sendAndApply (&scp);
  220. }
  221. else if (skill >= 100)
  222. {
  223. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  224. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  225. scp.additionalInfo = skill; //unnormalized
  226. sendAndApply (&scp);
  227. }
  228. expGiven(hero);
  229. }
  230. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  231. {
  232. if (!c->gainsLevel())
  233. {
  234. return;
  235. }
  236. CommanderLevelUp clu;
  237. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  238. if(hero)
  239. {
  240. clu.heroId = hero->id;
  241. clu.player = hero->tempOwner;
  242. }
  243. else
  244. {
  245. complain ("Commander is not led by hero!");
  246. return;
  247. }
  248. //picking sec. skills for choice
  249. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  250. {
  251. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  252. clu.skills.push_back(i);
  253. }
  254. int i = 100;
  255. for (auto specialSkill : VLC->creh->skillRequirements)
  256. {
  257. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  258. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  259. && !vstd::contains (c->specialSkills, i))
  260. clu.skills.push_back (i);
  261. ++i;
  262. }
  263. int skillAmount = static_cast<int>(clu.skills.size());
  264. if (!skillAmount)
  265. {
  266. sendAndApply(&clu);
  267. levelUpCommander(c);
  268. }
  269. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  270. {
  271. sendAndApply(&clu);
  272. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  273. }
  274. else if (skillAmount > 1) //apply and ask for secondary skill
  275. {
  276. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  277. clu.queryID = commanderLevelUp->queryID;
  278. queries->addQuery(commanderLevelUp);
  279. sendAndApply(&clu);
  280. }
  281. }
  282. void CGameHandler::expGiven(const CGHeroInstance *hero)
  283. {
  284. if (hero->gainsLevel())
  285. levelUpHero(hero);
  286. else if (hero->commander && hero->commander->gainsLevel())
  287. levelUpCommander(hero->commander);
  288. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  289. // levelUpCommander(hero->commander);
  290. // else
  291. // levelUpHero(hero);
  292. }
  293. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  294. {
  295. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  296. TExpType currExp = hero->exp;
  297. if (gs->map->levelLimit != 0)
  298. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  299. TExpType canGainExp = 0;
  300. if (maxExp > currExp)
  301. canGainExp = maxExp - currExp;
  302. if (amountToGain > canGainExp)
  303. {
  304. // set given experience to max possible, but don't decrease if hero already over top
  305. amountToGain = canGainExp;
  306. InfoWindow iw;
  307. iw.player = hero->tempOwner;
  308. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  309. iw.text.replaceTextID(hero->getNameTextID());
  310. sendAndApply(&iw);
  311. }
  312. SetPrimSkill sps;
  313. sps.id = hero->id;
  314. sps.which = PrimarySkill::EXPERIENCE;
  315. sps.abs = false;
  316. sps.val = amountToGain;
  317. sendAndApply(&sps);
  318. //hero may level up
  319. if (hero->commander && hero->commander->alive)
  320. {
  321. //FIXME: trim experience according to map limit?
  322. SetCommanderProperty scp;
  323. scp.heroid = hero->id;
  324. scp.which = SetCommanderProperty::EXPERIENCE;
  325. scp.amount = amountToGain;
  326. sendAndApply (&scp);
  327. CBonusSystemNode::treeHasChanged();
  328. }
  329. expGiven(hero);
  330. }
  331. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  332. {
  333. SetPrimSkill sps;
  334. sps.id = hero->id;
  335. sps.which = which;
  336. sps.abs = abs;
  337. sps.val = val;
  338. sendAndApply(&sps);
  339. }
  340. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  341. {
  342. if(!hero)
  343. {
  344. logGlobal->error("changeSecSkill provided no hero");
  345. return;
  346. }
  347. SetSecSkill sss;
  348. sss.id = hero->id;
  349. sss.which = which;
  350. sss.val = val;
  351. sss.abs = abs;
  352. sendAndApply(&sss);
  353. if (hero->visitedTown)
  354. giveSpells(hero->visitedTown, hero);
  355. // Our scouting range may have changed - update it
  356. if (hero->getOwner().isValidPlayer())
  357. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  358. }
  359. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  360. {
  361. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  362. {
  363. assert(0); // game should have shut down before reaching this point!
  364. return;
  365. }
  366. for(auto & playerConnections : connections)
  367. {
  368. PlayerColor playerId = playerConnections.first;
  369. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  370. if(!playerSettings)
  371. continue;
  372. auto playerConnection = vstd::find(playerConnections.second, c);
  373. if(playerConnection != playerConnections.second.end())
  374. {
  375. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  376. playerMessages->broadcastMessage(playerId, messageText);
  377. }
  378. }
  379. }
  380. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  381. {
  382. //prepare struct informing that action was applied
  383. auto sendPackageResponse = [&](bool successfullyApplied)
  384. {
  385. PackageApplied applied;
  386. applied.player = pack->player;
  387. applied.result = successfullyApplied;
  388. applied.packType = CTypeList::getInstance().getTypeID(pack);
  389. applied.requestID = pack->requestID;
  390. pack->c->sendPack(&applied);
  391. };
  392. if(isBlockedByQueries(pack, pack->player))
  393. {
  394. sendPackageResponse(false);
  395. }
  396. bool result;
  397. try
  398. {
  399. ApplyGhNetPackVisitor applier(*this);
  400. pack->visit(applier);
  401. result = applier.getResult();
  402. }
  403. catch(ExceptionNotAllowedAction &)
  404. {
  405. result = false;
  406. }
  407. if(result)
  408. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  409. else
  410. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  411. % typeid(*pack).name()).str());
  412. sendPackageResponse(true);
  413. vstd::clear_pointer(pack);
  414. }
  415. CGameHandler::CGameHandler(CVCMIServer * lobby)
  416. : lobby(lobby)
  417. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  418. , battles(std::make_unique<BattleProcessor>(this))
  419. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  420. , queries(std::make_unique<QueriesProcessor>())
  421. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  422. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  423. , complainNoCreatures("No creatures to split")
  424. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  425. , complainInvalidSlot("Invalid slot accessed!")
  426. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  427. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  428. {
  429. QID = 1;
  430. spellEnv = new ServerSpellCastEnvironment(this);
  431. }
  432. CGameHandler::~CGameHandler()
  433. {
  434. delete spellEnv;
  435. delete gs;
  436. gs = nullptr;
  437. }
  438. void CGameHandler::reinitScripting()
  439. {
  440. serverEventBus = std::make_unique<events::EventBus>();
  441. #if SCRIPTING_ENABLED
  442. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  443. #endif
  444. }
  445. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  446. {
  447. int requestedSeed = settings["server"]["seed"].Integer();
  448. if (requestedSeed != 0)
  449. randomNumberGenerator->setSeed(requestedSeed);
  450. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  451. CMapService mapService;
  452. gs = new CGameState();
  453. gs->preInit(VLC, this);
  454. logGlobal->info("Gamestate created!");
  455. gs->init(&mapService, si, progressTracking);
  456. logGlobal->info("Gamestate initialized!");
  457. for (auto & elem : gs->players)
  458. turnOrder->addPlayer(elem.first);
  459. for (auto & elem : gs->map->allHeroes)
  460. {
  461. if(elem)
  462. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  463. }
  464. reinitScripting();
  465. }
  466. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  467. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  468. const PlayerState * p = getPlayerState(town->tempOwner);
  469. if (!p)
  470. {
  471. assert(town->tempOwner == PlayerColor::NEUTRAL);
  472. return;
  473. }
  474. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  475. {
  476. SetAvailableCreatures ssi;
  477. ssi.tid = town->id;
  478. ssi.creatures = town->creatures;
  479. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  480. std::set<CreatureID> availableCreatures;
  481. for (const auto & dwelling : p->getOwnedObjects())
  482. {
  483. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  484. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  485. }
  486. if (availableCreatures.empty())
  487. return;
  488. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  489. if (clear)
  490. {
  491. ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
  492. }
  493. else
  494. {
  495. ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
  496. }
  497. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  498. sendAndApply(&ssi);
  499. }
  500. }
  501. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  502. {
  503. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  504. turnTimerHandler->onPlayerGetTurn(which);
  505. newTurnProcessor->onPlayerTurnStarted(which);
  506. }
  507. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  508. {
  509. newTurnProcessor->onPlayerTurnEnded(which);
  510. }
  511. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  512. {
  513. for (const auto & elem : gs->players)
  514. {
  515. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  516. continue;
  517. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  518. stat.add(data);
  519. }
  520. }
  521. void CGameHandler::onNewTurn()
  522. {
  523. logGlobal->trace("Turn %d", gs->day+1);
  524. NewTurn n;
  525. n.specialWeek = EWeekType::FIRST_WEEK;
  526. n.creatureid = CreatureID::NONE;
  527. n.day = gs->day + 1;
  528. bool firstTurn = !getDate(Date::DAY);
  529. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  530. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  531. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  532. if (firstTurn)
  533. {
  534. for (auto obj : gs->map->objects)
  535. {
  536. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  537. {
  538. giveExperience(getHero(obj->id), 0);
  539. }
  540. }
  541. }
  542. else
  543. {
  544. addStatistics(gameState()->statistic); // write at end of turn
  545. }
  546. for (const auto & player : gs->players)
  547. {
  548. if (player.second.status != EPlayerStatus::INGAME)
  549. continue;
  550. if (player.second.getHeroes().empty() && player.second.getTowns().empty())
  551. throw std::runtime_error("Invalid player in player state! Player " + std::to_string(player.first.getNum()) + ", map name: " + gs->map->name.toString() + ", map description: " + gs->map->description.toString());
  552. }
  553. if (!firstTurn)
  554. {
  555. for (const auto & player : gs->players)
  556. n.playerIncome[player.first] = newTurnProcessor->generatePlayerIncome(player.first, newWeek);
  557. }
  558. if (newWeek && !firstTurn)
  559. {
  560. n.specialWeek = EWeekType::NORMAL;
  561. bool deityOfFireBuilt = false;
  562. for (const CGTownInstance *t : gs->map->towns)
  563. {
  564. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  565. {
  566. deityOfFireBuilt = true;
  567. break;
  568. }
  569. }
  570. if (deityOfFireBuilt)
  571. {
  572. n.specialWeek = EWeekType::DEITYOFFIRE;
  573. n.creatureid = CreatureID::IMP;
  574. }
  575. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  576. {
  577. int monthType = getRandomGenerator().nextInt(99);
  578. if (newMonth) //new month
  579. {
  580. if (monthType < 40) //double growth
  581. {
  582. n.specialWeek = EWeekType::DOUBLE_GROWTH;
  583. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  584. {
  585. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  586. }
  587. else if (VLC->creh->doubledCreatures.size())
  588. {
  589. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  590. }
  591. else
  592. {
  593. complain("Cannot find creature that can be spawned!");
  594. n.specialWeek = EWeekType::NORMAL;
  595. }
  596. }
  597. else if (monthType < 50)
  598. n.specialWeek = EWeekType::PLAGUE;
  599. }
  600. else //it's a week, but not full month
  601. {
  602. if (monthType < 25)
  603. {
  604. n.specialWeek = EWeekType::BONUS_GROWTH; //+5
  605. std::pair<int, CreatureID> newMonster(54, CreatureID());
  606. do
  607. {
  608. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  609. } while (VLC->creh->objects[newMonster.second] &&
  610. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  611. n.creatureid = newMonster.second;
  612. }
  613. }
  614. }
  615. }
  616. for (auto & elem : gs->players)
  617. {
  618. if (elem.first == PlayerColor::NEUTRAL)
  619. continue;
  620. assert(elem.first.isValidPlayer());//illegal player number!
  621. auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
  622. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  623. hadGold.insert(playerGold);
  624. if (firstTurn)
  625. heroPool->onNewWeek(elem.first);
  626. for (CGHeroInstance *h : (elem).second.getHeroes())
  627. {
  628. if (h->visitedTown)
  629. giveSpells(h->visitedTown, h);
  630. NewTurn::Hero hth;
  631. hth.id = h->id;
  632. auto ti = std::make_unique<TurnInfo>(h, 1);
  633. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  634. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  635. hth.mana = h->getManaNewTurn();
  636. n.heroes.insert(hth);
  637. }
  638. }
  639. if (newWeek)
  640. {
  641. for (CGTownInstance *t : gs->map->towns)
  642. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  643. setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  644. for (CGTownInstance *t : gs->map->towns)
  645. n.availableCreatures.push_back(newTurnProcessor->generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
  646. }
  647. for (CGTownInstance *t : gs->map->towns)
  648. {
  649. PlayerColor player = t->tempOwner;
  650. if(t->hasBuilt(BuildingID::GRAIL)
  651. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  652. {
  653. // Skyship, probably easier to handle same as Veil of darkness
  654. //do it every new day after veils apply
  655. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  656. {
  657. FoWChange fw;
  658. fw.mode = ETileVisibility::REVEALED;
  659. fw.player = player;
  660. // find all hidden tiles
  661. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  662. auto shape = fow.shape();
  663. for(size_t z = 0; z < shape[0]; z++)
  664. for(size_t x = 0; x < shape[1]; x++)
  665. for(size_t y = 0; y < shape[2]; y++)
  666. if (!fow[z][x][y])
  667. fw.tiles.insert(int3(x, y, z));
  668. sendAndApply (&fw);
  669. }
  670. }
  671. if (t->hasBonusOfType (BonusType::DARKNESS))
  672. {
  673. for (auto & player : gs->players)
  674. {
  675. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  676. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  677. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  678. }
  679. }
  680. }
  681. if (newWeek)
  682. n.newRumor = gameState()->pickNewRumor();
  683. if (newMonth)
  684. {
  685. SetAvailableArtifacts saa;
  686. saa.id = ObjectInstanceID::NONE;
  687. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  688. sendAndApply(&saa);
  689. }
  690. sendAndApply(&n);
  691. if (newWeek)
  692. {
  693. //spawn wandering monsters
  694. if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
  695. {
  696. spawnWanderingMonsters(n.creatureid);
  697. }
  698. //new week info popup
  699. if (!firstTurn)
  700. {
  701. InfoWindow iw;
  702. switch (n.specialWeek)
  703. {
  704. case EWeekType::DOUBLE_GROWTH:
  705. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  706. iw.text.replaceNameSingular(n.creatureid);
  707. iw.text.replaceNameSingular(n.creatureid);
  708. break;
  709. case EWeekType::PLAGUE:
  710. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  711. break;
  712. case EWeekType::BONUS_GROWTH:
  713. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  714. iw.text.replaceNameSingular(n.creatureid);
  715. iw.text.replaceNameSingular(n.creatureid);
  716. break;
  717. case EWeekType::DEITYOFFIRE:
  718. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  719. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  720. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  721. iw.text.replacePositiveNumber(15);//%+d 15
  722. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  723. iw.text.replacePositiveNumber(15);//%+d 15
  724. break;
  725. default:
  726. if (newMonth)
  727. {
  728. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  729. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  730. }
  731. else
  732. {
  733. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  734. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  735. }
  736. }
  737. for (auto & elem : gs->players)
  738. {
  739. iw.player = elem.first;
  740. sendAndApply(&iw);
  741. }
  742. }
  743. }
  744. if (!firstTurn)
  745. checkVictoryLossConditionsForAll(); // check for map turn limit
  746. logGlobal->trace("Info about turn %d has been sent!", n.day);
  747. //call objects
  748. for (auto & elem : gs->map->objects)
  749. {
  750. if (elem)
  751. elem->newTurn(getRandomGenerator());
  752. }
  753. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  754. }
  755. void CGameHandler::start(bool resume)
  756. {
  757. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  758. for (auto cc : lobby->activeConnections)
  759. {
  760. auto players = lobby->getAllClientPlayers(cc->connectionID);
  761. std::stringstream sbuffer;
  762. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  763. for (PlayerColor color : players)
  764. {
  765. sbuffer << color << " ";
  766. connections[color].insert(cc);
  767. }
  768. logGlobal->info(sbuffer.str());
  769. }
  770. #if SCRIPTING_ENABLED
  771. services()->scripts()->run(serverScripts);
  772. #endif
  773. if (!resume)
  774. {
  775. onNewTurn();
  776. events::TurnStarted::defaultExecute(serverEventBus.get());
  777. for(auto & player : gs->players)
  778. turnTimerHandler->onGameplayStart(player.first);
  779. }
  780. else
  781. events::GameResumed::defaultExecute(serverEventBus.get());
  782. turnOrder->onGameStarted();
  783. }
  784. void CGameHandler::tick(int millisecondsPassed)
  785. {
  786. turnTimerHandler->update(millisecondsPassed);
  787. }
  788. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  789. {
  790. if (!h->hasSpellbook())
  791. return; //hero hasn't spellbook
  792. ChangeSpells cs;
  793. cs.hid = h->id;
  794. cs.learn = true;
  795. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  796. {
  797. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  798. for (int i = 0; i < h->maxSpellLevel(); i++)
  799. {
  800. std::vector<SpellID> spells;
  801. getAllowedSpells(spells, i+1);
  802. for (auto & spell : spells)
  803. cs.spells.insert(spell);
  804. }
  805. }
  806. else
  807. {
  808. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  809. {
  810. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  811. {
  812. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  813. cs.spells.insert(t->spells.at(i).at(j));
  814. }
  815. }
  816. }
  817. if (!cs.spells.empty())
  818. sendAndApply(&cs);
  819. }
  820. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  821. {
  822. if (!obj || !getObj(obj->id))
  823. {
  824. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  825. return false;
  826. }
  827. RemoveObject ro;
  828. ro.objectID = obj->id;
  829. ro.initiator = initiator;
  830. sendAndApply(&ro);
  831. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  832. return true;
  833. }
  834. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  835. {
  836. const CGHeroInstance *h = getHero(hid);
  837. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  838. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  839. {
  840. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  841. return true; //timer expired, no error
  842. logGlobal->error("Illegal call to move hero!");
  843. return false;
  844. }
  845. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  846. const int3 hmpos = h->convertToVisitablePos(dst);
  847. if (!gs->map->isInTheMap(hmpos))
  848. {
  849. logGlobal->error("Destination tile is outside the map!");
  850. return false;
  851. }
  852. const TerrainTile t = *getTile(hmpos);
  853. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  854. CGObjectInstance * objectToVisit = nullptr;
  855. CGObjectInstance * guardian = nullptr;
  856. if (!t.visitableObjects.empty())
  857. objectToVisit = t.visitableObjects.back();
  858. if (isInTheMap(guardPos))
  859. {
  860. for (auto const & object : getTile(guardPos)->visitableObjects)
  861. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  862. guardian = object;
  863. }
  864. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  865. const bool disembarking = h->boat
  866. && t.terType->isLand()
  867. && (dst == h->pos
  868. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  869. //result structure for start - movement failed, no move points used
  870. TryMoveHero tmh;
  871. tmh.id = hid;
  872. tmh.start = h->pos;
  873. tmh.end = dst;
  874. tmh.result = TryMoveHero::FAILED;
  875. tmh.movePoints = h->movementPointsRemaining();
  876. //check if destination tile is available
  877. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  878. auto ti = pathfinderHelper->getTurnInfo();
  879. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  880. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  881. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  882. const bool movingOntoObstacle = t.blocked && !t.visitable;
  883. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  884. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  885. const auto complainRet = [&](const std::string & message)
  886. {
  887. //send info about movement failure
  888. complain(message);
  889. sendAndApply(&tmh);
  890. return false;
  891. };
  892. if (guardian && getVisitingHero(guardian) != nullptr)
  893. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  894. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  895. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  896. if (objectToVisit &&
  897. objectToVisit->getOwner().isValidPlayer() &&
  898. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  899. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  900. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  901. //it's a rock or blocked and not visitable tile
  902. //OR hero is on land and dest is water and (there is not present only one object - boat)
  903. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  904. return complainRet("Cannot move hero, destination tile is blocked!");
  905. //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)
  906. if(movingOntoWater && !canFly && !canWalkOnSea)
  907. return complainRet("Cannot move hero, destination tile is on water!");
  908. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  909. return complainRet("Cannot disembark hero, tile is blocked!");
  910. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  911. return complainRet("Tiles are not neighboring!");
  912. if(h->inTownGarrison)
  913. return complainRet("Can not move garrisoned hero!");
  914. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  915. return complainRet("Hero doesn't have any movement points left!");
  916. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  917. return complainRet("Hero cannot transit over this tile!");
  918. //several generic blocks of code
  919. // should be called if hero changes tile but before applying TryMoveHero package
  920. auto leaveTile = [&]()
  921. {
  922. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  923. {
  924. obj->onHeroLeave(h);
  925. }
  926. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  927. };
  928. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  929. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  930. {
  931. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  932. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  933. queries->addQuery(moveQuery);
  934. if (leavingTile == LEAVING_TILE)
  935. leaveTile();
  936. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  937. tmh.attackedFrom = std::make_optional(guardPos);
  938. tmh.result = result;
  939. sendAndApply(&tmh);
  940. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  941. { // Hero should be always able to visit any object he is staying on even if there are guards around
  942. visitObjectOnTile(t, h);
  943. }
  944. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  945. {
  946. objectVisited(guardian, h);
  947. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  948. }
  949. else if (visitDest == VISIT_DEST)
  950. {
  951. visitObjectOnTile(t, h);
  952. }
  953. queries->popIfTop(moveQuery);
  954. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  955. return result != TryMoveHero::FAILED;
  956. };
  957. //interaction with blocking object (like resources)
  958. auto blockingVisit = [&]() -> bool
  959. {
  960. for (CGObjectInstance *obj : t.visitableObjects)
  961. {
  962. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  963. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  964. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  965. {
  966. EVisitDest visitDest = VISIT_DEST;
  967. if(h->boat && !h->boat->onboardVisitAllowed)
  968. visitDest = DONT_VISIT_DEST;
  969. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  970. }
  971. }
  972. return false;
  973. };
  974. if (!transit && embarking)
  975. {
  976. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  977. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  978. // In H3 embark ignore guards
  979. }
  980. if (disembarking)
  981. {
  982. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  983. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  984. }
  985. if (movementMode != EMovementMode::STANDARD)
  986. {
  987. if (blockingVisit()) // e.g. hero on the other side of teleporter
  988. return true;
  989. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  990. ? CHECK_FOR_GUARDS
  991. : IGNORE_GUARDS;
  992. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  993. // visit town for town portal \ castle gates
  994. // do not use generic visitObjectOnTile to avoid double-teleporting
  995. // if this moveHero call was triggered by teleporter
  996. if (objectToVisit)
  997. {
  998. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  999. town->onHeroVisit(h);
  1000. }
  1001. return true;
  1002. }
  1003. //still here? it is standard movement!
  1004. {
  1005. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1006. ? h->movementPointsRemaining() - cost
  1007. : 0;
  1008. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1009. EVisitDest visitDest = VISIT_DEST;
  1010. if (transit)
  1011. {
  1012. if (CGTeleport::isTeleport(objectToVisit))
  1013. visitDest = DONT_VISIT_DEST;
  1014. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1015. {
  1016. lookForGuards = IGNORE_GUARDS;
  1017. visitDest = DONT_VISIT_DEST;
  1018. }
  1019. }
  1020. else if (blockingVisit())
  1021. return true;
  1022. if(h->boat && !h->boat->onboardAssaultAllowed)
  1023. lookForGuards = IGNORE_GUARDS;
  1024. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1025. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1026. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  1027. return true;
  1028. }
  1029. }
  1030. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1031. {
  1032. const CGHeroInstance *h = getHero(hid);
  1033. const CGTownInstance *t = getTown(dstid);
  1034. if (!h || !t)
  1035. COMPLAIN_RET("Invalid call to teleportHero!");
  1036. const CGTownInstance *from = h->visitedTown;
  1037. if (((h->getOwner() != t->getOwner())
  1038. && complain("Cannot teleport hero to another player"))
  1039. || (from->town->faction->getId() != t->town->faction->getId()
  1040. && complain("Source town and destination town should belong to the same faction"))
  1041. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1042. && complain("Hero must be in town with Castle gate for teleporting"))
  1043. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1044. && complain("Cannot teleport hero to town without Castle gate in it")))
  1045. return false;
  1046. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1047. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1048. return true;
  1049. }
  1050. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1051. {
  1052. PlayerColor oldOwner = getOwner(obj->id);
  1053. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1054. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1055. checkVictoryLossConditions(playerColors);
  1056. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1057. if (town) //town captured
  1058. {
  1059. gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
  1060. if (owner.isValidPlayer()) //new owner is real player
  1061. {
  1062. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1063. setPortalDwelling(town, true, false);
  1064. }
  1065. }
  1066. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))
  1067. {
  1068. for (const CGTownInstance * t : getPlayerState(owner)->getTowns())
  1069. {
  1070. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1071. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1072. }
  1073. }
  1074. }
  1075. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1076. {
  1077. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1078. queries->addQuery(dialogQuery);
  1079. iw->queryID = dialogQuery->queryID;
  1080. sendToAllClients(iw);
  1081. }
  1082. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1083. {
  1084. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1085. queries->addQuery(dialogQuery);
  1086. iw->queryID = dialogQuery->queryID;
  1087. sendToAllClients(iw);
  1088. }
  1089. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1090. {
  1091. if (!val) return; //don't waste time on empty call
  1092. TResources resources;
  1093. resources[which] = val;
  1094. giveResources(player, resources);
  1095. }
  1096. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1097. {
  1098. SetResources sr;
  1099. sr.abs = false;
  1100. sr.player = player;
  1101. sr.res = resources;
  1102. sendAndApply(&sr);
  1103. }
  1104. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1105. {
  1106. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1107. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1108. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1109. //first we move creatures to give to make them army of object-source
  1110. for (auto & elem : creatures.Slots())
  1111. {
  1112. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1113. }
  1114. tryJoiningArmy(obj, h, remove, true);
  1115. }
  1116. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1117. {
  1118. std::vector<CStackBasicDescriptor> cres = creatures;
  1119. if (cres.size() <= 0)
  1120. return;
  1121. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1122. for (CStackBasicDescriptor &sbd : cres)
  1123. {
  1124. TQuantity collected = 0;
  1125. while(collected < sbd.count)
  1126. {
  1127. bool foundSth = false;
  1128. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1129. {
  1130. if (i->second->type == sbd.type)
  1131. {
  1132. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1133. changeStackCount(StackLocation(obj, i->first), -take, false);
  1134. collected += take;
  1135. foundSth = true;
  1136. break;
  1137. }
  1138. }
  1139. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1140. {
  1141. complain("Unexpected failure during taking creatures!");
  1142. return;
  1143. }
  1144. }
  1145. }
  1146. }
  1147. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1148. {
  1149. if (obj->visitingHero != hero && obj->garrisonHero != hero)
  1150. {
  1151. HeroVisitCastle vc;
  1152. vc.hid = hero->id;
  1153. vc.tid = obj->id;
  1154. vc.flags |= 1;
  1155. sendAndApply(&vc);
  1156. }
  1157. visitCastleObjects(obj, hero);
  1158. giveSpells (obj, hero);
  1159. if (obj->visitingHero && obj->garrisonHero)
  1160. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1161. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1162. }
  1163. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1164. {
  1165. for (auto & building : t->rewardableBuildings)
  1166. building.second->onHeroVisit(h);
  1167. }
  1168. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1169. {
  1170. HeroVisitCastle vc;
  1171. vc.hid = hero->id;
  1172. vc.tid = obj->id;
  1173. sendAndApply(&vc);
  1174. }
  1175. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1176. {
  1177. EraseArtifact ea;
  1178. ea.al = al;
  1179. sendAndApply(&ea);
  1180. }
  1181. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1182. {
  1183. ChangeSpells cs;
  1184. cs.hid = hero->id;
  1185. cs.spells = spells;
  1186. cs.learn = give;
  1187. sendAndApply(&cs);
  1188. }
  1189. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1190. {
  1191. sendAndApply(bonus);
  1192. }
  1193. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1194. {
  1195. sendAndApply(smp);
  1196. }
  1197. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1198. {
  1199. SetMovePoints smp;
  1200. smp.hid = hid;
  1201. smp.val = val;
  1202. smp.absolute = absolute;
  1203. sendAndApply(&smp);
  1204. }
  1205. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1206. {
  1207. SetMana sm;
  1208. sm.hid = hid;
  1209. sm.val = val;
  1210. sm.absolute = true;
  1211. sendAndApply(&sm);
  1212. }
  1213. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1214. {
  1215. GiveHero gh;
  1216. gh.id = id;
  1217. gh.player = player;
  1218. gh.boatId = boatId;
  1219. sendAndApply(&gh);
  1220. //Reveal fow around new hero, especially released from Prison
  1221. auto h = getHero(id);
  1222. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1223. }
  1224. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1225. {
  1226. ChangeObjPos cop;
  1227. cop.objid = objid;
  1228. cop.nPos = newPos;
  1229. cop.initiator = initiator;
  1230. sendAndApply(&cop);
  1231. }
  1232. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1233. {
  1234. const CGHeroInstance * h1 = getHero(fromHero);
  1235. const CGHeroInstance * h2 = getHero(toHero);
  1236. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1237. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1238. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1239. {
  1240. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1241. std::swap(fromHero, toHero);
  1242. }
  1243. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1244. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1245. return;//no scholar skill or no spellbook
  1246. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1247. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1248. ChangeSpells cs1;
  1249. cs1.learn = true;
  1250. cs1.hid = toHero;//giving spells to first hero
  1251. for (auto it : h1->getSpellsInSpellbook())
  1252. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1253. cs1.spells.insert(it);//spell to learn
  1254. ChangeSpells cs2;
  1255. cs2.learn = true;
  1256. cs2.hid = fromHero;
  1257. for (auto it : h2->getSpellsInSpellbook())
  1258. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1259. cs2.spells.insert(it);
  1260. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1261. {
  1262. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1263. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1264. InfoWindow iw;
  1265. iw.player = h1->tempOwner;
  1266. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1267. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1268. iw.text.replaceTextID(h1->getNameTextID());
  1269. if (!cs2.spells.empty())//if found new spell - apply
  1270. {
  1271. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1272. int size = static_cast<int>(cs2.spells.size());
  1273. for (auto it : cs2.spells)
  1274. {
  1275. iw.components.emplace_back(ComponentType::SPELL, it);
  1276. iw.text.appendName(it);
  1277. switch (size--)
  1278. {
  1279. case 2:
  1280. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1281. case 1:
  1282. break;
  1283. default:
  1284. iw.text.appendRawString(", ");
  1285. }
  1286. }
  1287. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1288. iw.text.replaceTextID(h2->getNameTextID());
  1289. sendAndApply(&cs2);
  1290. }
  1291. if (!cs1.spells.empty() && !cs2.spells.empty())
  1292. {
  1293. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1294. }
  1295. if (!cs1.spells.empty())
  1296. {
  1297. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1298. int size = static_cast<int>(cs1.spells.size());
  1299. for (auto it : cs1.spells)
  1300. {
  1301. iw.components.emplace_back(ComponentType::SPELL, it);
  1302. iw.text.appendName(it);
  1303. switch (size--)
  1304. {
  1305. case 2:
  1306. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1307. case 1:
  1308. break;
  1309. default:
  1310. iw.text.appendRawString(", ");
  1311. }
  1312. }
  1313. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1314. iw.text.replaceTextID(h2->getNameTextID());
  1315. sendAndApply(&cs1);
  1316. }
  1317. sendAndApply(&iw);
  1318. }
  1319. }
  1320. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1321. {
  1322. auto h1 = getHero(hero1);
  1323. auto h2 = getHero(hero2);
  1324. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1325. {
  1326. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1327. ExchangeDialog hex;
  1328. hex.queryID = exchange->queryID;
  1329. hex.player = h1->getOwner();
  1330. hex.hero1 = hero1;
  1331. hex.hero2 = hero2;
  1332. sendAndApply(&hex);
  1333. useScholarSkill(hero1,hero2);
  1334. queries->addQuery(exchange);
  1335. }
  1336. }
  1337. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1338. {
  1339. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1340. for (auto c : lobby->activeConnections)
  1341. c->sendPack(pack);
  1342. }
  1343. void CGameHandler::sendAndApply(CPackForClient * pack)
  1344. {
  1345. sendToAllClients(pack);
  1346. gs->apply(pack);
  1347. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1348. }
  1349. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1350. {
  1351. sendAndApply(static_cast<CPackForClient *>(pack));
  1352. checkVictoryLossConditionsForAll();
  1353. }
  1354. void CGameHandler::sendAndApply(SetResources * pack)
  1355. {
  1356. sendAndApply(static_cast<CPackForClient *>(pack));
  1357. checkVictoryLossConditionsForPlayer(pack->player);
  1358. }
  1359. void CGameHandler::sendAndApply(NewStructures * pack)
  1360. {
  1361. sendAndApply(static_cast<CPackForClient *>(pack));
  1362. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1363. }
  1364. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1365. {
  1366. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1367. }
  1368. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1369. {
  1370. if(pack->c)
  1371. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1372. logNetwork->error("Player is not allowed to perform this action!");
  1373. throw ExceptionNotAllowedAction();
  1374. }
  1375. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1376. {
  1377. std::ostringstream oss;
  1378. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1379. logNetwork->error(oss.str());
  1380. if(pack->c)
  1381. playerMessages->sendSystemMessage(pack->c, oss.str());
  1382. }
  1383. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1384. {
  1385. if(!isPlayerOwns(pack, id))
  1386. {
  1387. wrongPlayerMessage(pack, getOwner(id));
  1388. throwNotAllowedAction(pack);
  1389. }
  1390. }
  1391. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1392. {
  1393. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1394. throwNotAllowedAction(pack);
  1395. }
  1396. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1397. {
  1398. throwIfWrongPlayer(pack, pack->player);
  1399. }
  1400. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1401. {
  1402. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1403. {
  1404. wrongPlayerMessage(pack, player);
  1405. throwNotAllowedAction(pack);
  1406. }
  1407. }
  1408. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1409. {
  1410. complain(txt);
  1411. throwNotAllowedAction(pack);
  1412. }
  1413. void CGameHandler::save(const std::string & filename)
  1414. {
  1415. logGlobal->info("Saving to %s", filename);
  1416. const auto stem = FileInfo::GetPathStem(filename);
  1417. const auto savefname = stem.to_string() + ".vsgm1";
  1418. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1419. CResourceHandler::get("local")->createResource(savefname);
  1420. try
  1421. {
  1422. {
  1423. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1424. saveCommonState(save);
  1425. logGlobal->info("Saving server state");
  1426. save << *this;
  1427. }
  1428. logGlobal->info("Game has been successfully saved!");
  1429. }
  1430. catch(std::exception &e)
  1431. {
  1432. logGlobal->error("Failed to save game: %s", e.what());
  1433. }
  1434. }
  1435. bool CGameHandler::load(const std::string & filename)
  1436. {
  1437. logGlobal->info("Loading from %s", filename);
  1438. const auto stem = FileInfo::GetPathStem(filename);
  1439. reinitScripting();
  1440. try
  1441. {
  1442. {
  1443. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1444. lf.serializer.cb = this;
  1445. loadCommonState(lf);
  1446. logGlobal->info("Loading server state");
  1447. lf >> *this;
  1448. }
  1449. logGlobal->info("Game has been successfully loaded!");
  1450. }
  1451. catch(const ModIncompatibility & e)
  1452. {
  1453. logGlobal->error("Failed to load game: %s", e.what());
  1454. std::string errorMsg;
  1455. if(!e.whatMissing().empty())
  1456. {
  1457. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1458. errorMsg += e.whatMissing();
  1459. }
  1460. if(!e.whatExcessive().empty())
  1461. {
  1462. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1463. errorMsg += e.whatExcessive();
  1464. }
  1465. lobby->announceMessage(errorMsg);
  1466. return false;
  1467. }
  1468. catch(const IdentifierResolutionException & e)
  1469. {
  1470. logGlobal->error("Failed to load game: %s", e.what());
  1471. MetaString errorMsg;
  1472. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1473. errorMsg.replaceRawString(e.identifierName);
  1474. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1475. return false;
  1476. }
  1477. catch(const std::exception & e)
  1478. {
  1479. logGlobal->error("Failed to load game: %s", e.what());
  1480. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1481. return false;
  1482. }
  1483. gs->preInit(VLC, this);
  1484. gs->updateOnLoad(lobby->si.get());
  1485. return true;
  1486. }
  1487. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1488. {
  1489. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1490. return false;
  1491. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1492. const CCreatureSet & creatureSet = *army;
  1493. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1494. || (howMany < 1 && complain("Invalid split parameter!")))
  1495. {
  1496. return false;
  1497. }
  1498. auto actualAmount = army->getStackCount(slotSrc);
  1499. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1500. return false;
  1501. auto freeSlots = creatureSet.getFreeSlots();
  1502. if(freeSlots.empty() && complain("No empty stacks"))
  1503. return false;
  1504. BulkRebalanceStacks bulkRS;
  1505. for(auto slot : freeSlots)
  1506. {
  1507. RebalanceStacks rs;
  1508. rs.srcArmy = army->id;
  1509. rs.dstArmy = army->id;
  1510. rs.srcSlot = slotSrc;
  1511. rs.dstSlot = slot;
  1512. rs.count = howMany;
  1513. bulkRS.moves.push_back(rs);
  1514. actualAmount -= howMany;
  1515. if(actualAmount <= howMany)
  1516. break;
  1517. }
  1518. sendAndApply(&bulkRS);
  1519. return true;
  1520. }
  1521. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1522. {
  1523. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1524. return false;
  1525. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1526. const CCreatureSet & creatureSet = *army;
  1527. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1528. return false;
  1529. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1530. if(actualAmount < 1 && complain(complainNoCreatures))
  1531. return false;
  1532. auto currentCreature = creatureSet.getCreature(slotSrc);
  1533. if(!currentCreature && complain(complainNoCreatures))
  1534. return false;
  1535. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1536. if(!creatureSlots.size())
  1537. return false;
  1538. BulkRebalanceStacks bulkRS;
  1539. for(auto slot : creatureSlots)
  1540. {
  1541. RebalanceStacks rs;
  1542. rs.srcArmy = army->id;
  1543. rs.dstArmy = army->id;
  1544. rs.srcSlot = slot;
  1545. rs.dstSlot = slotSrc;
  1546. rs.count = creatureSet.getStackCount(slot);
  1547. bulkRS.moves.push_back(rs);
  1548. }
  1549. sendAndApply(&bulkRS);
  1550. return true;
  1551. }
  1552. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1553. {
  1554. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1555. return false;
  1556. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1557. const CCreatureSet & setSrc = *armySrc;
  1558. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1559. return false;
  1560. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1561. const CCreatureSet & setDest = *armyDest;
  1562. auto freeSlots = setDest.getFreeSlotsQueue();
  1563. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1564. TRebalanceMap moves;
  1565. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1566. auto slotsLeft = setSrc.stacksCount();
  1567. auto destMap = setDest.getCreatureMap();
  1568. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1569. while(!srcQueue.empty())
  1570. {
  1571. auto pair = srcQueue.top();
  1572. srcQueue.pop();
  1573. auto currCreature = pair.first;
  1574. auto currSlot = pair.second;
  1575. const auto quantity = setSrc.getStackCount(currSlot);
  1576. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1577. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1578. if(!alreadyExists)
  1579. {
  1580. if(freeSlots.empty())
  1581. continue;
  1582. auto currFreeSlot = freeSlots.front();
  1583. freeSlots.pop();
  1584. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1585. }
  1586. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1587. slotsLeft--;
  1588. }
  1589. if(slotsLeft == 1)
  1590. {
  1591. auto lastCreature = setSrc.getCreature(srcSlot);
  1592. auto slotToMove = SlotID();
  1593. // Try to find a slot for last creature
  1594. if(destMap.find(lastCreature) == destMap.end())
  1595. {
  1596. if(!freeSlots.empty())
  1597. slotToMove = freeSlots.front();
  1598. }
  1599. else
  1600. {
  1601. slotToMove = destMap[lastCreature];
  1602. }
  1603. if(slotToMove != SlotID())
  1604. {
  1605. const bool needsLastStack = armySrc->needsLastStack();
  1606. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1607. 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
  1608. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1609. }
  1610. }
  1611. BulkRebalanceStacks bulkRS;
  1612. for(auto & move : moves)
  1613. {
  1614. RebalanceStacks rs;
  1615. rs.srcArmy = armySrc->id;
  1616. rs.dstArmy = armyDest->id;
  1617. rs.srcSlot = move.first;
  1618. rs.dstSlot = move.second.first;
  1619. rs.count = move.second.second;
  1620. bulkRS.moves.push_back(rs);
  1621. }
  1622. sendAndApply(&bulkRS);
  1623. return true;
  1624. }
  1625. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1626. {
  1627. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1628. return false;
  1629. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1630. const CCreatureSet & creatureSet = *army;
  1631. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1632. return false;
  1633. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1634. if(actualAmount <= 1 && complain(complainNoCreatures))
  1635. return false;
  1636. auto freeSlot = creatureSet.getFreeSlot();
  1637. auto currentCreature = creatureSet.getCreature(slotSrc);
  1638. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1639. return true;
  1640. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1641. TQuantity totalCreatures = 0;
  1642. for(auto slot : creatureSlots)
  1643. totalCreatures += creatureSet.getStackCount(slot);
  1644. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1645. return false;
  1646. if(freeSlot != SlotID())
  1647. creatureSlots.push_back(freeSlot);
  1648. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1649. return false;
  1650. const auto totalCreatureSlots = creatureSlots.size();
  1651. const auto rem = totalCreatures % totalCreatureSlots;
  1652. const auto quotient = totalCreatures / totalCreatureSlots;
  1653. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1654. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1655. BulkSmartRebalanceStacks bulkSRS;
  1656. if(freeSlot != SlotID())
  1657. {
  1658. RebalanceStacks rs;
  1659. rs.srcArmy = rs.dstArmy = army->id;
  1660. rs.srcSlot = slotSrc;
  1661. rs.dstSlot = freeSlot;
  1662. rs.count = 1;
  1663. bulkSRS.moves.push_back(rs);
  1664. }
  1665. auto currSlot = 0;
  1666. auto check = 0;
  1667. for(auto slot : creatureSlots)
  1668. {
  1669. ChangeStackCount csc;
  1670. csc.army = army->id;
  1671. csc.slot = slot;
  1672. csc.count = (currSlot < rem)
  1673. ? quotient + 1
  1674. : quotient;
  1675. csc.absoluteValue = true;
  1676. bulkSRS.changes.push_back(csc);
  1677. currSlot++;
  1678. check += csc.count;
  1679. }
  1680. if(check != totalCreatures)
  1681. {
  1682. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1683. return false;
  1684. }
  1685. sendAndApply(&bulkSRS);
  1686. return true;
  1687. }
  1688. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1689. {
  1690. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1691. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1692. const CCreatureSet & S1 = *s1;
  1693. const CCreatureSet & S2 = *s2;
  1694. StackLocation sl1(s1, p1);
  1695. StackLocation sl2(s2, p2);
  1696. if (s1 == nullptr || s2 == nullptr)
  1697. {
  1698. complain("Cannot exchange stacks between non-existing objects!!\n");
  1699. return false;
  1700. }
  1701. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1702. {
  1703. complain(complainInvalidSlot);
  1704. return false;
  1705. }
  1706. if (!isAllowedExchange(id1,id2))
  1707. {
  1708. complain("Cannot exchange stacks between these two objects!\n");
  1709. return false;
  1710. }
  1711. // We can always put stacks into locked garrison, but not take them out of it
  1712. auto notRemovable = [&](const CArmedInstance * army)
  1713. {
  1714. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1715. {
  1716. auto g = dynamic_cast<const CGGarrison *>(army);
  1717. if (g && !g->removableUnits)
  1718. {
  1719. complain("Stacks in this garrison are not removable!\n");
  1720. return true;
  1721. }
  1722. }
  1723. return false;
  1724. };
  1725. if (what==1) //swap
  1726. {
  1727. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1728. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1729. {
  1730. complain("Can't take troops from another player!");
  1731. return false;
  1732. }
  1733. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1734. {
  1735. complain("Cannot swap stacks - slots are the same!");
  1736. return false;
  1737. }
  1738. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1739. {
  1740. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1741. return false;
  1742. }
  1743. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1744. return false;
  1745. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1746. return false;
  1747. swapStacks(sl1, sl2);
  1748. }
  1749. else if (what==2)//merge
  1750. {
  1751. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1752. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1753. return false;
  1754. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1755. {
  1756. complain("Cannot merge empty stack!");
  1757. return false;
  1758. }
  1759. else if (notRemovable(sl1.army))
  1760. return false;
  1761. moveStack(sl1, sl2);
  1762. }
  1763. else if (what==3) //split
  1764. {
  1765. const int countToMove = val - s2->getStackCount(p2);
  1766. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1767. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1768. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1769. {
  1770. complain("Can't move troops of another player!");
  1771. return false;
  1772. }
  1773. //general conditions checking
  1774. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1775. || (val<1 && complain(complainNoCreatures)) )
  1776. {
  1777. return false;
  1778. }
  1779. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1780. {
  1781. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1782. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1783. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1784. )
  1785. {
  1786. return false;
  1787. }
  1788. if (notRemovable(sl1.army))
  1789. {
  1790. if (s1->getStackCount(p1) > countLeftOnSrc)
  1791. return false;
  1792. }
  1793. else if (notRemovable(sl2.army))
  1794. {
  1795. if (s2->getStackCount(p1) < countLeftOnSrc)
  1796. return false;
  1797. }
  1798. moveStack(sl1, sl2, countToMove);
  1799. //S2.slots[p2]->count = val;
  1800. //S1.slots[p1]->count = total - val;
  1801. }
  1802. else //split one stack to the two
  1803. {
  1804. if (s1->getStackCount(p1) < val)//not enough creatures
  1805. {
  1806. complain(complainNotEnoughCreatures);
  1807. return false;
  1808. }
  1809. if (notRemovable(sl1.army))
  1810. return false;
  1811. moveStack(sl1, sl2, val);
  1812. }
  1813. }
  1814. return true;
  1815. }
  1816. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1817. {
  1818. return connections.count(player) && connections.at(player).count(c);
  1819. }
  1820. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1821. {
  1822. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1823. }
  1824. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1825. {
  1826. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1827. if (!vstd::contains(s1->stacks,pos))
  1828. {
  1829. complain("Illegal call to disbandCreature - no such stack in army!");
  1830. return false;
  1831. }
  1832. eraseStack(StackLocation(s1, pos));
  1833. return true;
  1834. }
  1835. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1836. {
  1837. const CGTownInstance * t = getTown(tid);
  1838. if(!t)
  1839. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1840. if(!t->town->buildings.count(requestedID))
  1841. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1842. if(t->hasBuilt(requestedID))
  1843. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1844. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1845. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1846. std::vector<const CBuilding*> remainingAutoBuildings;
  1847. std::set<BuildingID> buildingsThatWillBe;
  1848. //Check validity of request
  1849. if(!force)
  1850. {
  1851. switch(requestedBuilding->mode)
  1852. {
  1853. case CBuilding::BUILD_NORMAL :
  1854. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1855. COMPLAIN_RET("Cannot build that building!");
  1856. break;
  1857. case CBuilding::BUILD_AUTO :
  1858. case CBuilding::BUILD_SPECIAL:
  1859. COMPLAIN_RET("This building can not be constructed normally!");
  1860. case CBuilding::BUILD_GRAIL :
  1861. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1862. {
  1863. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1864. COMPLAIN_RET("Cannot build this without grail!")
  1865. else
  1866. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1867. }
  1868. break;
  1869. }
  1870. }
  1871. //Performs stuff that has to be done before new building is built
  1872. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1873. {
  1874. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1875. {
  1876. int level = BuildingID::getLevelFromDwelling(buildingID);
  1877. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  1878. if(upgradeNumber >= t->town->creatures.at(level).size())
  1879. {
  1880. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1881. "no creature found (upgrade number %d, level %d!")
  1882. % buildingID % upgradeNumber % level));
  1883. return;
  1884. }
  1885. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  1886. SetAvailableCreatures ssi;
  1887. ssi.tid = t->id;
  1888. ssi.creatures = t->creatures;
  1889. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1890. ssi.creatures[level].first = crea->getGrowth();
  1891. ssi.creatures[level].second.push_back(crea->getId());
  1892. sendAndApply(&ssi);
  1893. }
  1894. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1895. {
  1896. setPortalDwelling(t);
  1897. }
  1898. };
  1899. //Performs stuff that has to be done after new building is built
  1900. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1901. {
  1902. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1903. auto isLibrary = isMageGuild ? false
  1904. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1905. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1906. {
  1907. if(t->visitingHero)
  1908. giveSpells(t,t->visitingHero);
  1909. if(t->garrisonHero)
  1910. giveSpells(t,t->garrisonHero);
  1911. }
  1912. };
  1913. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1914. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  1915. {
  1916. return buildingsThatWillBe.count(buildID);
  1917. };
  1918. //Init the vectors
  1919. for(auto & build : t->town->buildings)
  1920. {
  1921. if(t->hasBuilt(build.first))
  1922. {
  1923. buildingsThatWillBe.insert(build.first);
  1924. }
  1925. else
  1926. {
  1927. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1928. remainingAutoBuildings.push_back(build.second);
  1929. }
  1930. }
  1931. //Prepare structure (list of building ids will be filled later)
  1932. NewStructures ns;
  1933. ns.tid = tid;
  1934. ns.built = force ? t->built : (t->built+1);
  1935. std::queue<const CBuilding*> buildingsToAdd;
  1936. buildingsToAdd.push(requestedBuilding);
  1937. while(!buildingsToAdd.empty())
  1938. {
  1939. auto b = buildingsToAdd.front();
  1940. buildingsToAdd.pop();
  1941. ns.bid.insert(b->bid);
  1942. buildingsThatWillBe.insert(b->bid);
  1943. remainingAutoBuildings -= b;
  1944. for(auto autoBuilding : remainingAutoBuildings)
  1945. {
  1946. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1947. if(actualRequirements.test(areRequirementsFulfilled))
  1948. buildingsToAdd.push(autoBuilding);
  1949. }
  1950. }
  1951. // 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.
  1952. for(auto builtID : ns.bid)
  1953. processBeforeBuiltStructure(builtID);
  1954. //Take cost
  1955. if(!force)
  1956. {
  1957. giveResources(t->tempOwner, -requestedBuilding->resources);
  1958. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1959. }
  1960. //We know what has been built, apply changes. Do this as final step to properly update town window
  1961. sendAndApply(&ns);
  1962. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1963. for(auto builtID : ns.bid)
  1964. processAfterBuiltStructure(builtID);
  1965. // now when everything is built - reveal tiles for lookout tower
  1966. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1967. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1968. objectVisited(t, t->garrisonHero);
  1969. if(t->visitingHero)
  1970. objectVisited(t, t->visitingHero);
  1971. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1972. return true;
  1973. }
  1974. bool CGameHandler::triggerTownSpecialBuildingAction(ObjectInstanceID tid, BuildingSubID::EBuildingSubID sid)
  1975. {
  1976. const CGTownInstance * t = getTown(tid);
  1977. if(t->town->getBuildingType(sid) == BuildingID::NONE)
  1978. return false;
  1979. if(sid == BuildingSubID::EBuildingSubID::BANK)
  1980. {
  1981. TResources res;
  1982. res[EGameResID::GOLD] = 2500;
  1983. giveResources(t->getOwner(), res);
  1984. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1985. }
  1986. return true;
  1987. }
  1988. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1989. {
  1990. ///incomplete, simply erases target building
  1991. const CGTownInstance * t = getTown(tid);
  1992. if(!t->hasBuilt(bid))
  1993. return false;
  1994. RazeStructures rs;
  1995. rs.tid = tid;
  1996. rs.bid.insert(bid);
  1997. rs.destroyed = t->destroyed + 1;
  1998. sendAndApply(&rs);
  1999. //TODO: Remove dwellers
  2000. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2001. // {
  2002. // RemoveBonus rb(RemoveBonus::TOWN);
  2003. // rb.whoID = t->id;
  2004. // rb.source = BonusSource::TOWN_STRUCTURE;
  2005. // rb.id = 17;
  2006. // sendAndApply(&rb);
  2007. // }
  2008. return true;
  2009. }
  2010. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2011. {
  2012. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2013. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2014. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2015. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2016. const CCreature * c = crid.toCreature();
  2017. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2018. //TODO: check if hero is actually visiting object
  2019. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2020. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2021. if (town)
  2022. {
  2023. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2024. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2025. }
  2026. else
  2027. {
  2028. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2029. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2030. }
  2031. //verify
  2032. bool found = false;
  2033. int level = 0;
  2034. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2035. {
  2036. if ((fromLvl != -1) && (level !=fromLvl))
  2037. continue;
  2038. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2039. int i = 0;
  2040. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2041. if (cur.second.at(i) == crid)
  2042. break;
  2043. if (i < cur.second.size())
  2044. {
  2045. found = true;
  2046. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2047. break;
  2048. }
  2049. }
  2050. SlotID slot = army->getSlotFor(crid);
  2051. if ((!found && complain("Cannot recruit: no such creatures!"))
  2052. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2053. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2054. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2055. {
  2056. return false;
  2057. }
  2058. //recruit
  2059. TResources cost = (c->getFullRecruitCost() * cram);
  2060. giveResources(army->tempOwner, -cost);
  2061. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  2062. SetAvailableCreatures sac;
  2063. sac.tid = objid;
  2064. sac.creatures = dwelling->creatures;
  2065. sac.creatures[level].first -= cram;
  2066. sendAndApply(&sac);
  2067. if (warMachine)
  2068. {
  2069. ArtifactID artId = c->warMachine;
  2070. const CArtifact * art = artId.toArtifact();
  2071. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2072. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2073. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2074. return giveHeroNewArtifact(hero, art);
  2075. }
  2076. else
  2077. {
  2078. addToSlot(StackLocation(army, slot), c, cram);
  2079. }
  2080. return true;
  2081. }
  2082. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2083. {
  2084. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2085. if (!obj->hasStackAtSlot(pos))
  2086. {
  2087. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2088. }
  2089. UpgradeInfo ui;
  2090. fillUpgradeInfo(obj, pos, ui);
  2091. PlayerColor player = obj->tempOwner;
  2092. const PlayerState *p = getPlayerState(player);
  2093. int crQuantity = obj->stacks.at(pos)->count;
  2094. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2095. //check if upgrade is possible
  2096. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2097. {
  2098. return false;
  2099. }
  2100. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2101. //check if player has enough resources
  2102. if (!p->resources.canAfford(totalCost))
  2103. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2104. //take resources
  2105. giveResources(player, -totalCost);
  2106. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  2107. //upgrade creature
  2108. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2109. return true;
  2110. }
  2111. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2112. {
  2113. if (!sl.army->hasStackAtSlot(sl.slot))
  2114. COMPLAIN_RET("Cannot find a stack to change type");
  2115. SetStackType sst;
  2116. sst.army = sl.army->id;
  2117. sst.slot = sl.slot;
  2118. sst.type = c->getId();
  2119. sendAndApply(&sst);
  2120. return true;
  2121. }
  2122. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2123. {
  2124. assert(src->canBeMergedWith(*dst, allowMerging));
  2125. while(src->stacksCount())//while there are unmoved creatures
  2126. {
  2127. auto i = src->Slots().begin(); //iterator to stack to move
  2128. StackLocation sl(src, i->first); //location of stack to move
  2129. SlotID pos = dst->getSlotFor(i->second->type);
  2130. if (!pos.validSlot())
  2131. {
  2132. //try to merge two other stacks to make place
  2133. std::pair<SlotID, SlotID> toMerge;
  2134. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2135. {
  2136. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2137. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2138. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2139. }
  2140. else
  2141. {
  2142. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2143. return;
  2144. }
  2145. }
  2146. else
  2147. {
  2148. moveStack(sl, StackLocation(dst, pos));
  2149. }
  2150. }
  2151. }
  2152. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2153. {
  2154. const CGTownInstance * town = getTown(tid);
  2155. if(!town->garrisonHero == !town->visitingHero)
  2156. return false;
  2157. SetHeroesInTown intown;
  2158. intown.tid = tid;
  2159. if(town->garrisonHero) //garrison -> vising
  2160. {
  2161. intown.garrison = ObjectInstanceID();
  2162. intown.visiting = town->garrisonHero->id;
  2163. }
  2164. else //visiting -> garrison
  2165. {
  2166. if(town->armedGarrison())
  2167. town->mergeGarrisonOnSiege();
  2168. intown.visiting = ObjectInstanceID();
  2169. intown.garrison = town->visitingHero->id;
  2170. }
  2171. sendAndApply(&intown);
  2172. return true;
  2173. }
  2174. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2175. {
  2176. const CGTownInstance * town = getTown(tid);
  2177. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2178. {
  2179. if (!town->visitingHero->canBeMergedWith(*town))
  2180. {
  2181. complain("Cannot make garrison swap, not enough free slots!");
  2182. return false;
  2183. }
  2184. moveArmy(town, town->visitingHero, true);
  2185. SetHeroesInTown intown;
  2186. intown.tid = tid;
  2187. intown.visiting = ObjectInstanceID();
  2188. intown.garrison = town->visitingHero->id;
  2189. sendAndApply(&intown);
  2190. return true;
  2191. }
  2192. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2193. {
  2194. int mapCap = VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2195. //check if moving hero out of town will break wandering heroes limit
  2196. if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
  2197. {
  2198. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2199. return false;
  2200. }
  2201. SetHeroesInTown intown;
  2202. intown.tid = tid;
  2203. intown.garrison = ObjectInstanceID();
  2204. intown.visiting = town->garrisonHero->id;
  2205. sendAndApply(&intown);
  2206. return true;
  2207. }
  2208. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2209. {
  2210. SetHeroesInTown intown;
  2211. intown.tid = tid;
  2212. intown.garrison = town->visitingHero->id;
  2213. intown.visiting = town->garrisonHero->id;
  2214. sendAndApply(&intown);
  2215. return true;
  2216. }
  2217. else
  2218. {
  2219. complain("Cannot swap garrison hero!");
  2220. return false;
  2221. }
  2222. }
  2223. // With the amount of changes done to the function, it's more like transferArtifacts.
  2224. // 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.
  2225. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2226. {
  2227. const auto srcArtSet = getArtSet(src);
  2228. const auto dstArtSet = getArtSet(dst);
  2229. assert(srcArtSet);
  2230. assert(dstArtSet);
  2231. // Make sure exchange is even possible between the two heroes.
  2232. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2233. COMPLAIN_RET("That heroes cannot make any exchange!");
  2234. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2235. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2236. auto dstSlot = dst.slot;
  2237. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2238. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2239. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2240. return true;
  2241. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2242. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2243. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2244. if(srcArtifact == nullptr)
  2245. COMPLAIN_RET("No artifact to move!");
  2246. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2247. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2248. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2249. // Moving to the backpack is always allowed.
  2250. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2251. COMPLAIN_RET("Cannot move artifact!");
  2252. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2253. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2254. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2255. COMPLAIN_RET("Cannot move artifact locks.");
  2256. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2257. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2258. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2259. COMPLAIN_RET("Cannot move catapult!");
  2260. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2261. COMPLAIN_RET("Backpack is full!");
  2262. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2263. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2264. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2265. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2266. ma.srcCreature = src.creature;
  2267. ma.dstCreature = dst.creature;
  2268. // Check if dst slot is occupied
  2269. if(!isDstSlotBackpack && isDstSlotOccupied)
  2270. {
  2271. // Previous artifact must be swapped
  2272. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2273. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2274. }
  2275. auto hero = getHero(dst.artHolder);
  2276. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2277. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2278. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2279. if(src.artHolder != dst.artHolder)
  2280. ma.artsPack0.back().askAssemble = true;
  2281. sendAndApply(&ma);
  2282. return true;
  2283. }
  2284. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2285. {
  2286. // Make sure exchange is even possible between the two heroes.
  2287. if(!isAllowedExchange(srcId, dstId))
  2288. COMPLAIN_RET("That heroes cannot make any exchange!");
  2289. auto psrcSet = getArtSet(srcId);
  2290. auto pdstSet = getArtSet(dstId);
  2291. if((!psrcSet) || (!pdstSet))
  2292. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2293. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2294. auto & slotsSrcDst = ma.artsPack0;
  2295. auto & slotsDstSrc = ma.artsPack1;
  2296. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2297. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2298. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2299. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2300. {
  2301. assert(artifact);
  2302. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2303. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2304. {
  2305. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2306. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2307. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2308. if(auto dstHero = getHero(dstId))
  2309. {
  2310. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2311. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2312. }
  2313. }
  2314. };
  2315. if(swap)
  2316. {
  2317. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2318. {
  2319. for(auto & artifact : srcArtSet->artifactsWorn)
  2320. {
  2321. if(ArtifactUtils::isArtRemovable(artifact))
  2322. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2323. }
  2324. };
  2325. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2326. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2327. {
  2328. for(auto & slotInfo : artSet->artifactsInBackpack)
  2329. {
  2330. auto slot = artSet->getArtPos(slotInfo.artifact);
  2331. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2332. }
  2333. };
  2334. if(equipped)
  2335. {
  2336. // Move over artifacts that are worn srcHero -> dstHero
  2337. moveArtsWorn(psrcSet, slotsSrcDst);
  2338. artFittingSet.artifactsWorn.clear();
  2339. // Move over artifacts that are worn dstHero -> srcHero
  2340. moveArtsWorn(pdstSet, slotsDstSrc);
  2341. }
  2342. if(backpack)
  2343. {
  2344. // Move over artifacts that are in backpack srcHero -> dstHero
  2345. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2346. // Move over artifacts that are in backpack dstHero -> srcHero
  2347. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2348. }
  2349. }
  2350. else
  2351. {
  2352. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2353. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2354. if(equipped)
  2355. {
  2356. // Move over artifacts that are worn
  2357. for(auto & artInfo : psrcSet->artifactsWorn)
  2358. {
  2359. if(ArtifactUtils::isArtRemovable(artInfo))
  2360. {
  2361. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2362. }
  2363. }
  2364. }
  2365. if(backpack)
  2366. {
  2367. // Move over artifacts that are in backpack
  2368. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2369. {
  2370. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2371. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2372. }
  2373. }
  2374. }
  2375. sendAndApply(&ma);
  2376. return true;
  2377. }
  2378. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2379. {
  2380. const auto artSet = getArtSet(heroID);
  2381. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2382. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2383. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2384. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2385. {
  2386. if(left)
  2387. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2388. else
  2389. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2390. sendAndApply(&bma);
  2391. }
  2392. return true;
  2393. }
  2394. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2395. {
  2396. auto artSet = getArtSet(heroID);
  2397. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2398. ChangeArtifactsCostume costume(player, costumeIdx);
  2399. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2400. {
  2401. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2402. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2403. }
  2404. sendAndApply(&costume);
  2405. return true;
  2406. }
  2407. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2408. {
  2409. const auto artSet = getArtSet(heroID);
  2410. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2411. const auto playerState = getPlayerState(player);
  2412. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2413. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2414. {
  2415. CArtifactFittingSet artFittingSet(*artSet);
  2416. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2417. auto costumeArtMap = costume->second;
  2418. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2419. // First, find those artifacts that are already in place
  2420. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2421. {
  2422. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2423. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2424. {
  2425. costumeArtMap.erase(artPos);
  2426. artFittingSet.removeArtifact(slot);
  2427. }
  2428. }
  2429. // Second, find the necessary artifacts for the costume
  2430. for(const auto & artPos : costumeArtMap)
  2431. {
  2432. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2433. {
  2434. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2435. {
  2436. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2437. artPos.first
  2438. });
  2439. artFittingSet.removeArtifact(availableArts.front());
  2440. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2441. estimateBackpackSize--;
  2442. }
  2443. }
  2444. // Third, put unnecessary artifacts into backpack
  2445. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2446. if(artFittingSet.getArt(slot))
  2447. {
  2448. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2449. estimateBackpackSize++;
  2450. }
  2451. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2452. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2453. sendAndApply(&bma);
  2454. }
  2455. return true;
  2456. }
  2457. /**
  2458. * Assembles or disassembles a combination artifact.
  2459. * @param heroID ID of hero holding the artifact(s).
  2460. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2461. * @param assemble True for assembly operation, false for disassembly.
  2462. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2463. * artifact to assemble to. Otherwise it's not used.
  2464. */
  2465. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2466. {
  2467. const CGHeroInstance * hero = getHero(heroID);
  2468. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2469. if(!destArtifact)
  2470. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2471. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2472. if(assemble)
  2473. {
  2474. const CArtifact * combinedArt = assembleTo.toArtifact();
  2475. if(!combinedArt->isCombined())
  2476. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2477. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2478. {
  2479. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2480. }
  2481. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2482. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2483. {
  2484. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2485. }
  2486. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2487. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2488. AssembledArtifact aa;
  2489. aa.al = dstLoc;
  2490. aa.builtArt = combinedArt;
  2491. sendAndApply(&aa);
  2492. }
  2493. else
  2494. {
  2495. if(!destArtifact->isCombined())
  2496. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2497. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2498. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2499. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2500. DisassembledArtifact da;
  2501. da.al = dstLoc;
  2502. sendAndApply(&da);
  2503. }
  2504. return true;
  2505. }
  2506. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2507. {
  2508. const auto * hero = getHero(al.artHolder);
  2509. if(hero == nullptr)
  2510. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2511. const auto * art = hero->getArt(al.slot);
  2512. if(art == nullptr)
  2513. COMPLAIN_RET("Cannot remove artifact!");
  2514. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2515. COMPLAIN_RET("Illegal artifact removal request");
  2516. removeArtifact(al);
  2517. return true;
  2518. }
  2519. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2520. {
  2521. const CGHeroInstance * hero = getHero(hid);
  2522. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2523. const CGTownInstance * town = hero->visitedTown;
  2524. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2525. if (aid==ArtifactID::SPELLBOOK)
  2526. {
  2527. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2528. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2529. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2530. )
  2531. return false;
  2532. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2533. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2534. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2535. giveSpells(town,hero);
  2536. return true;
  2537. }
  2538. else
  2539. {
  2540. const CArtifact * art = aid.toArtifact();
  2541. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2542. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2543. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2544. const int price = art->getPrice();
  2545. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2546. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2547. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2548. {
  2549. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2550. return giveHeroNewArtifact(hero, art);
  2551. }
  2552. else
  2553. COMPLAIN_RET("This machine is unavailable here!");
  2554. }
  2555. }
  2556. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2557. {
  2558. if(!h)
  2559. COMPLAIN_RET("Only hero can buy artifacts!");
  2560. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2561. COMPLAIN_RET("That artifact is unavailable!");
  2562. int b1;
  2563. int b2;
  2564. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2565. if (getResource(h->tempOwner, rid) < b1)
  2566. COMPLAIN_RET("You can't afford to buy this artifact!");
  2567. giveResource(h->tempOwner, rid, -b1);
  2568. SetAvailableArtifacts saa;
  2569. if(dynamic_cast<const CGTownInstance *>(m))
  2570. {
  2571. saa.id = ObjectInstanceID::NONE;
  2572. saa.arts = gs->map->townMerchantArtifacts;
  2573. }
  2574. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2575. {
  2576. saa.id = bm->id;
  2577. saa.arts = bm->artifacts;
  2578. }
  2579. else
  2580. COMPLAIN_RET("Wrong marktet...");
  2581. bool found = false;
  2582. for (const CArtifact *&art : saa.arts)
  2583. {
  2584. if (art && art->getId() == aid)
  2585. {
  2586. art = nullptr;
  2587. found = true;
  2588. break;
  2589. }
  2590. }
  2591. if (!found)
  2592. COMPLAIN_RET("Cannot find selected artifact on the list");
  2593. sendAndApply(&saa);
  2594. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2595. return true;
  2596. }
  2597. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2598. {
  2599. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2600. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2601. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2602. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2603. int resVal = 0;
  2604. int dump = 1;
  2605. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2606. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2607. giveResource(h->tempOwner, rid, resVal);
  2608. return true;
  2609. }
  2610. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2611. {
  2612. if (!h)
  2613. COMPLAIN_RET("You need hero to buy a skill!");
  2614. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2615. COMPLAIN_RET("Hero already know this skill");
  2616. if (!h->canLearnSkill())
  2617. COMPLAIN_RET("Hero can't learn any more skills");
  2618. if (!h->canLearnSkill(skill))
  2619. COMPLAIN_RET("The hero can't learn this skill!");
  2620. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2621. COMPLAIN_RET("That skill is unavailable!");
  2622. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2623. COMPLAIN_RET("You can't afford to buy this skill");
  2624. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2625. changeSecSkill(h, skill, 1, true);
  2626. return true;
  2627. }
  2628. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2629. {
  2630. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2631. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2632. int b1; //base quantities for trade
  2633. int b2;
  2634. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2635. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2636. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2637. {
  2638. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2639. }
  2640. giveResource(player, toSell, -b1 * amountToBoy);
  2641. giveResource(player, toBuy, b2 * amountToBoy);
  2642. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2643. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2644. return true;
  2645. }
  2646. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2647. {
  2648. if(!hero)
  2649. COMPLAIN_RET("Only hero can sell creatures!");
  2650. if (!vstd::contains(hero->Slots(), slot))
  2651. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2652. const CStackInstance &s = hero->getStack(slot);
  2653. if (s.count < (TQuantity)count //can't sell more creatures than have
  2654. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2655. {
  2656. COMPLAIN_RET("Not enough creatures in army!");
  2657. }
  2658. int b1; //base quantities for trade
  2659. int b2;
  2660. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2661. int units = count / b1; //how many base quantities we trade
  2662. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2663. {
  2664. //TODO: complain?
  2665. assert(0);
  2666. }
  2667. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2668. giveResource(hero->tempOwner, resourceID, b2 * units);
  2669. return true;
  2670. }
  2671. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2672. {
  2673. const CArmedInstance *army = nullptr;
  2674. if (hero)
  2675. army = hero;
  2676. else
  2677. army = dynamic_cast<const CGTownInstance *>(market);
  2678. if (!army)
  2679. COMPLAIN_RET("Incorrect call to transform in undead!");
  2680. if (!army->hasStackAtSlot(slot))
  2681. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2682. const CStackInstance &s = army->getStack(slot);
  2683. //resulting creature - bone dragons or skeletons
  2684. CreatureID resCreature = CreatureID::SKELETON;
  2685. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2686. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2687. || (s.getCreatureID() == CreatureID::HYDRA)
  2688. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2689. resCreature = CreatureID::BONE_DRAGON;
  2690. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2691. return true;
  2692. }
  2693. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2694. {
  2695. const PlayerState *p2 = getPlayerState(r2, false);
  2696. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2697. {
  2698. complain("Dest player must be in game!");
  2699. return false;
  2700. }
  2701. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2702. vstd::amin(val, curRes1);
  2703. giveResource(player, r1, -(int)val);
  2704. giveResource(r2, r1, val);
  2705. return true;
  2706. }
  2707. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2708. {
  2709. const CGHeroInstance *h = getHero(hid);
  2710. if (!h)
  2711. {
  2712. logGlobal->error("Hero doesn't exist!");
  2713. return false;
  2714. }
  2715. ChangeFormation cf;
  2716. cf.hid = hid;
  2717. cf.formation = formation;
  2718. sendAndApply(&cf);
  2719. return true;
  2720. }
  2721. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2722. {
  2723. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2724. if (answer)
  2725. logGlobal->trace("%d", *answer);
  2726. auto topQuery = queries->topQuery(player);
  2727. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2728. if(topQuery->queryID != qid)
  2729. {
  2730. auto currentQuery = queries->getQuery(qid);
  2731. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2732. currentQuery->setReply(answer);
  2733. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2734. }
  2735. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2736. topQuery->setReply(answer);
  2737. queries->popQuery(topQuery);
  2738. return true;
  2739. }
  2740. void CGameHandler::handleTimeEvents(PlayerColor color)
  2741. {
  2742. for (auto const & event : gs->map->events)
  2743. {
  2744. if (!event.occursToday(gs->day))
  2745. continue;
  2746. if (!event.affectsPlayer(color, getPlayerState(color)->isHuman()))
  2747. continue;
  2748. InfoWindow iw;
  2749. iw.player = color;
  2750. iw.text = event.message;
  2751. //give resources
  2752. if (!event.resources.empty())
  2753. {
  2754. giveResources(color, event.resources);
  2755. for (GameResID i : GameResID::ALL_RESOURCES())
  2756. if (event.resources[i])
  2757. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2758. }
  2759. sendAndApply(&iw); //show dialog
  2760. }
  2761. }
  2762. void CGameHandler::handleTownEvents(const CGTownInstance * town)
  2763. {
  2764. for (auto const & event : town->events)
  2765. {
  2766. if (!event.occursToday(gs->day))
  2767. continue;
  2768. PlayerColor player = town->getOwner();
  2769. if (!event.affectsPlayer(player, getPlayerState(player)->isHuman()))
  2770. continue;
  2771. // dialog
  2772. InfoWindow iw;
  2773. iw.player = player;
  2774. iw.text = event.message;
  2775. if (event.resources.nonZero())
  2776. {
  2777. giveResources(player, event.resources);
  2778. for (GameResID i : GameResID::ALL_RESOURCES())
  2779. if (event.resources[i])
  2780. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2781. }
  2782. for (auto & i : event.buildings)
  2783. {
  2784. // Only perform action if:
  2785. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2786. // 2. Building was not built yet
  2787. // othervice, silently ignore / skip it
  2788. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2789. {
  2790. buildStructure(town->id, i, true);
  2791. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2792. }
  2793. }
  2794. if (!event.creatures.empty())
  2795. {
  2796. SetAvailableCreatures sac;
  2797. sac.tid = town->id;
  2798. sac.creatures = town->creatures;
  2799. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  2800. {
  2801. if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  2802. {
  2803. sac.creatures[i].first += event.creatures.at(i);
  2804. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  2805. }
  2806. }
  2807. }
  2808. sendAndApply(&iw); //show dialog
  2809. }
  2810. }
  2811. bool CGameHandler::complain(const std::string &problem)
  2812. {
  2813. #ifndef ENABLE_GOLDMASTER
  2814. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2815. #endif
  2816. logGlobal->error(problem);
  2817. return true;
  2818. }
  2819. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2820. {
  2821. //PlayerColor player = getOwner(hid);
  2822. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2823. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2824. assert(lowerArmy);
  2825. assert(upperArmy);
  2826. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2827. queries->addQuery(garrisonQuery);
  2828. GarrisonDialog gd;
  2829. gd.hid = hid;
  2830. gd.objid = upobj;
  2831. gd.removableUnits = removableUnits;
  2832. gd.queryID = garrisonQuery->queryID;
  2833. sendAndApply(&gd);
  2834. }
  2835. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2836. {
  2837. OpenWindow pack;
  2838. pack.window = window;
  2839. pack.object = object->id;
  2840. pack.visitor = visitor->id;
  2841. if (addQuery)
  2842. {
  2843. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2844. pack.queryID = windowQuery->queryID;
  2845. queries->addQuery(windowQuery);
  2846. }
  2847. sendAndApply(&pack);
  2848. }
  2849. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2850. {
  2851. if (id1 == id2)
  2852. return true;
  2853. const CGObjectInstance *o1 = getObj(id1);
  2854. const CGObjectInstance *o2 = getObj(id2);
  2855. if (!o1 || !o2)
  2856. return true; //arranging stacks within an object should be always allowed
  2857. if (o1 && o2)
  2858. {
  2859. if (o1->ID == Obj::TOWN)
  2860. {
  2861. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2862. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2863. return true;
  2864. }
  2865. if (o2->ID == Obj::TOWN)
  2866. {
  2867. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2868. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2869. return true;
  2870. }
  2871. auto market = getMarket(id1);
  2872. if(market == nullptr)
  2873. market = getMarket(id2);
  2874. if(market)
  2875. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2876. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2877. {
  2878. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2879. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2880. // two heroes in same town (garrisoned and visiting)
  2881. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2882. return true;
  2883. }
  2884. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2885. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2886. if (!dialog)
  2887. {
  2888. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2889. }
  2890. if (dialog)
  2891. {
  2892. auto topArmy = dialog->exchangingArmies.at(0);
  2893. auto bottomArmy = dialog->exchangingArmies.at(1);
  2894. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2895. return true;
  2896. }
  2897. }
  2898. return false;
  2899. }
  2900. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2901. {
  2902. using events::ObjectVisitStarted;
  2903. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2904. if (getVisitingHero(obj) != nullptr)
  2905. {
  2906. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2907. throw std::runtime_error("Can not visit object that is being visited");
  2908. }
  2909. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2910. auto startVisit = [&](ObjectVisitStarted & event)
  2911. {
  2912. auto visitedObject = obj;
  2913. if(obj->ID == Obj::HERO)
  2914. {
  2915. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2916. const auto visitedTown = visitedHero->visitedTown;
  2917. if(visitedTown)
  2918. {
  2919. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2920. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2921. visitedObject = visitedTown;
  2922. }
  2923. }
  2924. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2925. queries->addQuery(visitQuery); //TODO real visit pos
  2926. HeroVisit hv;
  2927. hv.objId = obj->id;
  2928. hv.heroId = h->id;
  2929. hv.player = h->tempOwner;
  2930. hv.starting = true;
  2931. sendAndApply(&hv);
  2932. obj->onHeroVisit(h);
  2933. };
  2934. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2935. if(visitQuery)
  2936. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2937. }
  2938. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2939. {
  2940. using events::ObjectVisitEnded;
  2941. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2942. auto endVisit = [&](ObjectVisitEnded & event)
  2943. {
  2944. HeroVisit hv;
  2945. hv.player = event.getPlayer();
  2946. hv.heroId = event.getHero();
  2947. hv.starting = false;
  2948. sendAndApply(&hv);
  2949. };
  2950. //TODO: ObjectVisitEnded should also have id of visited object,
  2951. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2952. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2953. }
  2954. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2955. {
  2956. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  2957. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2958. {
  2959. complain("Cannot build boat in this shipyard!");
  2960. return false;
  2961. }
  2962. TResources boatCost;
  2963. obj->getBoatCost(boatCost);
  2964. TResources available = getPlayerState(playerID)->resources;
  2965. if (!available.canAfford(boatCost))
  2966. {
  2967. complain("Not enough resources to build a boat!");
  2968. return false;
  2969. }
  2970. int3 tile = obj->bestLocation();
  2971. if (!gs->map->isInTheMap(tile))
  2972. {
  2973. complain("Cannot find appropriate tile for a boat!");
  2974. return false;
  2975. }
  2976. giveResources(playerID, -boatCost);
  2977. createBoat(tile, obj->getBoatType(), playerID);
  2978. return true;
  2979. }
  2980. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2981. {
  2982. for (auto playerColor : playerColors)
  2983. {
  2984. if (getPlayerState(playerColor, false))
  2985. checkVictoryLossConditionsForPlayer(playerColor);
  2986. }
  2987. }
  2988. void CGameHandler::checkVictoryLossConditionsForAll()
  2989. {
  2990. std::set<PlayerColor> playerColors;
  2991. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2992. {
  2993. playerColors.insert(PlayerColor(i));
  2994. }
  2995. checkVictoryLossConditions(playerColors);
  2996. }
  2997. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2998. {
  2999. const PlayerState * p = getPlayerState(player);
  3000. if(!p || p->status != EPlayerStatus::INGAME) return;
  3001. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3002. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3003. {
  3004. InfoWindow iw;
  3005. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3006. sendAndApply(&iw);
  3007. PlayerEndsGame peg;
  3008. peg.player = player;
  3009. peg.victoryLossCheckResult = victoryLossCheckResult;
  3010. peg.statistic = StatisticDataSet(gameState()->statistic);
  3011. addStatistics(peg.statistic); // add last turn befor win / loss
  3012. sendAndApply(&peg);
  3013. turnOrder->onPlayerEndsGame(player);
  3014. if (victoryLossCheckResult.victory())
  3015. {
  3016. //one player won -> all enemies lost
  3017. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3018. {
  3019. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3020. {
  3021. peg.player = i->first;
  3022. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3023. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3024. InfoWindow iw;
  3025. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3026. iw.player = i->first;
  3027. sendAndApply(&iw);
  3028. sendAndApply(&peg);
  3029. }
  3030. }
  3031. if(p->human)
  3032. {
  3033. lobby->setState(EServerState::SHUTDOWN);
  3034. }
  3035. }
  3036. else
  3037. {
  3038. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3039. auto hlp = p->getHeroes();
  3040. for (auto h : hlp) //eliminate heroes
  3041. {
  3042. if (h)
  3043. removeObject(h, player);
  3044. }
  3045. //player lost -> all his objects become unflagged (neutral)
  3046. for (auto obj : gs->map->objects) //unflag objs
  3047. {
  3048. if (obj.get() && obj->tempOwner == player)
  3049. setOwner(obj, PlayerColor::NEUTRAL);
  3050. }
  3051. //eliminating one player may cause victory of another:
  3052. std::set<PlayerColor> playerColors;
  3053. //do not copy player state (CBonusSystemNode) by value
  3054. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3055. {
  3056. if (p.first != player)
  3057. playerColors.insert(p.first);
  3058. }
  3059. //notify all players
  3060. for (auto pc : playerColors)
  3061. {
  3062. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3063. {
  3064. InfoWindow iw;
  3065. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3066. iw.player = pc;
  3067. sendAndApply(&iw);
  3068. }
  3069. }
  3070. checkVictoryLossConditions(playerColors);
  3071. }
  3072. }
  3073. }
  3074. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3075. {
  3076. out.player = player;
  3077. out.text = victoryLossCheckResult.messageToSelf;
  3078. out.text.replaceName(player);
  3079. out.components.emplace_back(ComponentType::FLAG, player);
  3080. }
  3081. bool CGameHandler::dig(const CGHeroInstance *h)
  3082. {
  3083. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3084. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3085. createHole(h->visitablePos(), h->getOwner());
  3086. //take MPs
  3087. SetMovePoints smp;
  3088. smp.hid = h->id;
  3089. smp.val = 0;
  3090. sendAndApply(&smp);
  3091. InfoWindow iw;
  3092. iw.type = EInfoWindowMode::AUTO;
  3093. iw.player = h->tempOwner;
  3094. if (gs->map->grailPos == h->visitablePos())
  3095. {
  3096. ArtifactID grail = ArtifactID::GRAIL;
  3097. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3098. iw.text.appendName(grail); // ... " The Grail"
  3099. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3100. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3101. sendAndApply(&iw);
  3102. iw.soundID = soundBase::invalid;
  3103. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3104. iw.text.clear();
  3105. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3106. sendAndApply(&iw);
  3107. }
  3108. else
  3109. {
  3110. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3111. iw.soundID = soundBase::Dig;
  3112. sendAndApply(&iw);
  3113. }
  3114. return true;
  3115. }
  3116. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3117. {
  3118. if (!t.visitableObjects.empty())
  3119. {
  3120. //to prevent self-visiting heroes on space press
  3121. if (t.visitableObjects.back() != h)
  3122. objectVisited(t.visitableObjects.back(), h);
  3123. else if (t.visitableObjects.size() > 1)
  3124. objectVisited(*(t.visitableObjects.end()-2),h);
  3125. }
  3126. }
  3127. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3128. {
  3129. if (!hero)
  3130. COMPLAIN_RET("You need hero to sacrifice creature!");
  3131. int expSum = 0;
  3132. auto finish = [this, &hero, &expSum]()
  3133. {
  3134. giveExperience(hero, hero->calculateXp(expSum));
  3135. };
  3136. for(int i = 0; i < slot.size(); ++i)
  3137. {
  3138. int oldCount = hero->getStackCount(slot[i]);
  3139. if(oldCount < (int)count[i])
  3140. {
  3141. finish();
  3142. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3143. }
  3144. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3145. {
  3146. finish();
  3147. COMPLAIN_RET("Cannot sacrifice last creature!");
  3148. }
  3149. int crid = hero->getStack(slot[i]).type->getId();
  3150. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3151. int dump;
  3152. int exp;
  3153. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3154. exp *= count[i];
  3155. expSum += exp;
  3156. }
  3157. finish();
  3158. return true;
  3159. }
  3160. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3161. {
  3162. if (!hero)
  3163. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3164. if(hero->getAlignment() == EAlignment::EVIL)
  3165. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3166. assert(market);
  3167. const auto artSet = market->getArtifactsStorage();
  3168. int expSum = 0;
  3169. auto finish = [this, &hero, &expSum]()
  3170. {
  3171. giveExperience(hero, hero->calculateXp(expSum));
  3172. };
  3173. for(const auto & artInstId : arts)
  3174. {
  3175. if(auto art = artSet->getArtByInstanceId(artInstId))
  3176. {
  3177. if(art->artType->isTradable())
  3178. {
  3179. int dmp;
  3180. int expToGive;
  3181. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3182. expSum += expToGive;
  3183. removeArtifact(ArtifactLocation(market->getObjInstanceID(), artSet->getArtPos(art)));
  3184. }
  3185. else
  3186. {
  3187. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3188. }
  3189. }
  3190. else
  3191. {
  3192. finish();
  3193. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3194. }
  3195. }
  3196. finish();
  3197. return true;
  3198. }
  3199. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3200. {
  3201. if (sl.army->hasStackAtSlot(sl.slot))
  3202. COMPLAIN_RET("Slot is already taken!");
  3203. if (!sl.slot.validSlot())
  3204. COMPLAIN_RET("Cannot insert stack to that slot!");
  3205. InsertNewStack ins;
  3206. ins.army = sl.army->id;
  3207. ins.slot = sl.slot;
  3208. ins.type = c->getId();
  3209. ins.count = count;
  3210. sendAndApply(&ins);
  3211. return true;
  3212. }
  3213. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3214. {
  3215. if (!sl.army->hasStackAtSlot(sl.slot))
  3216. COMPLAIN_RET("Cannot find a stack to erase");
  3217. if (sl.army->stacksCount() == 1 //from the last stack
  3218. && sl.army->needsLastStack() //that must be left
  3219. && !forceRemoval) //ignore above conditions if we are forcing removal
  3220. {
  3221. COMPLAIN_RET("Cannot erase the last stack!");
  3222. }
  3223. EraseStack es;
  3224. es.army = sl.army->id;
  3225. es.slot = sl.slot;
  3226. sendAndApply(&es);
  3227. return true;
  3228. }
  3229. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3230. {
  3231. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3232. if ((absoluteValue && count < 0)
  3233. || (!absoluteValue && -count > currentCount))
  3234. {
  3235. COMPLAIN_RET("Cannot take more stacks than present!");
  3236. }
  3237. if ((currentCount == -count && !absoluteValue)
  3238. || (!count && absoluteValue))
  3239. {
  3240. eraseStack(sl);
  3241. }
  3242. else
  3243. {
  3244. ChangeStackCount csc;
  3245. csc.army = sl.army->id;
  3246. csc.slot = sl.slot;
  3247. csc.count = count;
  3248. csc.absoluteValue = absoluteValue;
  3249. sendAndApply(&csc);
  3250. }
  3251. return true;
  3252. }
  3253. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3254. {
  3255. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3256. if (!slotC) //slot is empty
  3257. insertNewStack(sl, c, count);
  3258. else if (c == slotC)
  3259. changeStackCount(sl, count);
  3260. else
  3261. {
  3262. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3263. }
  3264. return true;
  3265. }
  3266. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3267. {
  3268. if (removeObjWhenFinished)
  3269. removeAfterVisit(src);
  3270. if (!src->canBeMergedWith(*dst, allowMerging))
  3271. {
  3272. if (allowMerging) //do that, add all matching creatures.
  3273. {
  3274. bool cont = true;
  3275. while (cont)
  3276. {
  3277. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3278. {
  3279. SlotID pos = dst->getSlotFor(i->second->type);
  3280. if (pos.validSlot())
  3281. {
  3282. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3283. cont = true;
  3284. break; //or iterator crashes
  3285. }
  3286. cont = false;
  3287. }
  3288. }
  3289. }
  3290. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3291. }
  3292. else //merge
  3293. {
  3294. moveArmy(src, dst, allowMerging);
  3295. }
  3296. }
  3297. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3298. {
  3299. if (!src.army->hasStackAtSlot(src.slot))
  3300. COMPLAIN_RET("No stack to move!");
  3301. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3302. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3303. if (!dst.slot.validSlot())
  3304. COMPLAIN_RET("Cannot move stack to that slot!");
  3305. if (count == -1)
  3306. {
  3307. count = src.army->getStackCount(src.slot);
  3308. }
  3309. if (src.army != dst.army //moving away
  3310. && count == src.army->getStackCount(src.slot) //all creatures
  3311. && src.army->stacksCount() == 1 //from the last stack
  3312. && src.army->needsLastStack()) //that must be left
  3313. {
  3314. COMPLAIN_RET("Cannot move away the last creature!");
  3315. }
  3316. RebalanceStacks rs;
  3317. rs.srcArmy = src.army->id;
  3318. rs.dstArmy = dst.army->id;
  3319. rs.srcSlot = src.slot;
  3320. rs.dstSlot = dst.slot;
  3321. rs.count = count;
  3322. sendAndApply(&rs);
  3323. return true;
  3324. }
  3325. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3326. {
  3327. if (!spellID.hasValue())
  3328. return;
  3329. AdventureSpellCastParameters p;
  3330. p.caster = caster;
  3331. p.pos = pos;
  3332. const CSpell * s = spellID.toSpell();
  3333. s->adventureCast(spellEnv, p);
  3334. }
  3335. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3336. {
  3337. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3338. {
  3339. return moveStack(sl2, sl1);
  3340. }
  3341. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3342. {
  3343. return moveStack(sl1, sl2);
  3344. }
  3345. else
  3346. {
  3347. SwapStacks ss;
  3348. ss.srcArmy = sl1.army->id;
  3349. ss.dstArmy = sl2.army->id;
  3350. ss.srcSlot = sl1.slot;
  3351. ss.dstSlot = sl2.slot;
  3352. sendAndApply(&ss);
  3353. return true;
  3354. }
  3355. }
  3356. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3357. {
  3358. assert(art && art->artType);
  3359. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3360. dst.creature = al.creature;
  3361. auto putTo = getArtSet(al);
  3362. assert(putTo);
  3363. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3364. {
  3365. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3366. }
  3367. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3368. {
  3369. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3370. }
  3371. else
  3372. {
  3373. dst.slot = al.slot;
  3374. }
  3375. if(!askAssemble.has_value())
  3376. {
  3377. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3378. askAssemble = true;
  3379. else
  3380. askAssemble = false;
  3381. }
  3382. if(art->canBePutAt(putTo, dst.slot))
  3383. {
  3384. PutArtifact pa(dst, askAssemble.value());
  3385. pa.art = art;
  3386. sendAndApply(&pa);
  3387. return true;
  3388. }
  3389. else
  3390. {
  3391. return false;
  3392. }
  3393. }
  3394. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3395. {
  3396. assert(artType);
  3397. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3398. {
  3399. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3400. COMPLAIN_RET("Cannot put artifact in that slot!");
  3401. }
  3402. else if(ArtifactUtils::isSlotBackpack(pos))
  3403. {
  3404. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3405. COMPLAIN_RET("Cannot put artifact in that slot!");
  3406. }
  3407. else
  3408. {
  3409. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3410. }
  3411. auto * newArtInst = new CArtifactInstance();
  3412. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3413. NewArtifact na;
  3414. na.art = newArtInst;
  3415. sendAndApply(&na); // -> updates newArtInst!!!
  3416. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3417. return true;
  3418. else
  3419. return false;
  3420. }
  3421. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3422. {
  3423. std::vector<int3>::iterator tile;
  3424. std::vector<int3> tiles;
  3425. getFreeTiles(tiles);
  3426. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3427. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3428. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3429. const CCreature *cre = creatureID.toCreature();
  3430. for (int i = 0; i < (int)amount; ++i)
  3431. {
  3432. tile = tiles.begin();
  3433. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3434. {
  3435. auto count = cre->getRandomAmount(std::rand);
  3436. createWanderingMonster(*tile, creatureID);
  3437. auto monsterId = getTopObj(*tile)->id;
  3438. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3439. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3440. }
  3441. tiles.erase(tile); //not use it again
  3442. }
  3443. }
  3444. void CGameHandler::synchronizeArtifactHandlerLists()
  3445. {
  3446. UpdateArtHandlerLists uahl;
  3447. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3448. sendAndApply(&uahl);
  3449. }
  3450. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3451. {
  3452. return vstd::contains(gs->map->objects, obj);
  3453. }
  3454. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3455. {
  3456. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3457. return false;
  3458. auto query = queries->topQuery(player);
  3459. if (query && query->blocksPack(pack))
  3460. {
  3461. complain(boost::str(boost::format(
  3462. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3463. % boost::to_upper_copy<std::string>(player.toString())
  3464. % query->toString()
  3465. ));
  3466. return true;
  3467. }
  3468. return false;
  3469. }
  3470. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3471. {
  3472. //If the object is being visited, there must be a matching query
  3473. for (const auto &query : queries->allQueries())
  3474. {
  3475. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3476. {
  3477. if (someVistQuery->visitedObject == object)
  3478. {
  3479. someVistQuery->removeObjectAfterVisit = true;
  3480. return;
  3481. }
  3482. }
  3483. }
  3484. //If we haven't returned so far, there is no query and no visit, call was wrong
  3485. assert("This function needs to be called during the object visit!");
  3486. }
  3487. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3488. {
  3489. std::unordered_set<int3> tiles;
  3490. if (mode == ETileVisibility::HIDDEN)
  3491. {
  3492. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3493. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3494. auto p = getPlayerState(player);
  3495. for (auto h : p->getHeroes())
  3496. {
  3497. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3498. }
  3499. for (auto t : p->getTowns())
  3500. {
  3501. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3502. }
  3503. for (auto tile : observedTiles)
  3504. vstd::erase_if_present (tiles, tile);
  3505. }
  3506. else
  3507. {
  3508. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3509. }
  3510. changeFogOfWar(tiles, player, mode);
  3511. }
  3512. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3513. {
  3514. if (tiles.empty())
  3515. return;
  3516. FoWChange fow;
  3517. fow.tiles = tiles;
  3518. fow.player = player;
  3519. fow.mode = mode;
  3520. sendAndApply(&fow);
  3521. }
  3522. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3523. {
  3524. assert(obj);
  3525. for(const auto & query : queries->allQueries())
  3526. {
  3527. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3528. if (visit && visit->visitedObject == obj)
  3529. return visit->visitingHero;
  3530. }
  3531. return nullptr;
  3532. }
  3533. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3534. {
  3535. assert(hero);
  3536. for(const auto & query : queries->allQueries())
  3537. {
  3538. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3539. if (visit && visit->visitingHero == hero)
  3540. return visit->visitedObject;
  3541. }
  3542. return nullptr;
  3543. }
  3544. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3545. {
  3546. assert(obj);
  3547. assert(hero);
  3548. assert(getVisitingHero(obj) == hero);
  3549. // Check top query of targeted player:
  3550. // If top query is NOT visit to targeted object then we assume that
  3551. // visitation query is covered by other query that must be answered first
  3552. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3553. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3554. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3555. return true;
  3556. }
  3557. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3558. {
  3559. SetObjectProperty sob;
  3560. sob.id = objid;
  3561. sob.what = prop;
  3562. sob.identifier = NumericID(value);
  3563. sendAndApply(&sob);
  3564. }
  3565. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3566. {
  3567. SetObjectProperty sob;
  3568. sob.id = objid;
  3569. sob.what = prop;
  3570. sob.identifier = identifier;
  3571. sendAndApply(&sob);
  3572. }
  3573. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3574. {
  3575. SetBankConfiguration srb;
  3576. srb.objectID = objid;
  3577. srb.configuration = configuration;
  3578. sendAndApply(&srb);
  3579. }
  3580. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3581. {
  3582. SetRewardableConfiguration srb;
  3583. srb.objectID = objid;
  3584. srb.configuration = configuration;
  3585. sendAndApply(&srb);
  3586. }
  3587. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3588. {
  3589. SetRewardableConfiguration srb;
  3590. srb.objectID = townInstanceID;
  3591. srb.buildingID = buildingID;
  3592. srb.configuration = configuration;
  3593. sendAndApply(&srb);
  3594. }
  3595. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3596. {
  3597. sendAndApply(iw);
  3598. }
  3599. vstd::RNG & CGameHandler::getRandomGenerator()
  3600. {
  3601. return *randomNumberGenerator;
  3602. }
  3603. #if SCRIPTING_ENABLED
  3604. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3605. {
  3606. return serverScripts.get();
  3607. }
  3608. //scripting::Pool * CGameHandler::getContextPool() const
  3609. //{
  3610. // return serverScripts.get();
  3611. //}
  3612. #endif
  3613. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3614. {
  3615. TerrainId terrainType = ETerrainId::NONE;
  3616. if (!gs->isInTheMap(visitablePosition))
  3617. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3618. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3619. terrainType = t.terType->getId();
  3620. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3621. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3622. handler->configureObject(o, getRandomGenerator());
  3623. assert(o->ID == objectID);
  3624. assert(!handler->getTemplates(terrainType).empty());
  3625. if (handler->getTemplates().empty())
  3626. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3627. if (!handler->getTemplates(terrainType).empty())
  3628. o->appearance = handler->getTemplates(terrainType).front();
  3629. else
  3630. o->appearance = handler->getTemplates().front();
  3631. o->pos = visitablePosition + o->getVisitableOffset();
  3632. return o;
  3633. }
  3634. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3635. {
  3636. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3637. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3638. assert(cre);
  3639. cre->notGrowingTeam = cre->neverFlees = false;
  3640. cre->character = 2;
  3641. cre->gainedArtifact = ArtifactID::NONE;
  3642. cre->identifier = -1;
  3643. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3644. newObject(createdObject, PlayerColor::NEUTRAL);
  3645. }
  3646. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3647. {
  3648. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3649. newObject(createdObject, initiator);
  3650. }
  3651. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3652. {
  3653. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3654. newObject(createdObject, initiator);
  3655. }
  3656. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3657. {
  3658. object->initObj(gs->getRandomGenerator());
  3659. NewObject no;
  3660. no.newObject = object;
  3661. no.initiator = initiator;
  3662. sendAndApply(&no);
  3663. }
  3664. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3665. {
  3666. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3667. }
  3668. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3669. {
  3670. battles->startBattleI(army1, army2, tile, creatureBank);
  3671. }
  3672. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3673. {
  3674. battles->startBattleI(army1, army2, creatureBank);
  3675. }