CGameHandler.cpp 124 KB

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