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