CGameHandler.cpp 120 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/battle/BattleInfo.h"
  41. #include "../lib/filesystem/FileInfo.h"
  42. #include "../lib/filesystem/Filesystem.h"
  43. #include "../lib/gameState/CGameState.h"
  44. #include "../lib/mapping/CMap.h"
  45. #include "../lib/mapping/CMapService.h"
  46. #include "../lib/modding/ModIncompatibility.h"
  47. #include "../lib/pathfinder/CPathfinder.h"
  48. #include "../lib/pathfinder/PathfinderOptions.h"
  49. #include "../lib/pathfinder/TurnInfo.h"
  50. #include "../lib/registerTypes/RegisterTypes.h"
  51. #include "../lib/rmg/CMapGenOptions.h"
  52. #include "../lib/serializer/CTypeList.h"
  53. #include "../lib/serializer/Cast.h"
  54. #include "../lib/serializer/Connection.h"
  55. #include "../lib/serializer/JsonSerializer.h"
  56. #include "../lib/spells/CSpellHandler.h"
  57. #include "vstd/CLoggerBase.h"
  58. #include <vcmi/events/EventBus.h>
  59. #include <vcmi/events/GenericEvents.h>
  60. #include <vcmi/events/AdventureEvents.h>
  61. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  62. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  63. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  64. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  65. template <typename T> class CApplyOnGH;
  66. class CBaseForGHApply
  67. {
  68. public:
  69. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  70. virtual ~CBaseForGHApply(){}
  71. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  72. {
  73. return new CApplyOnGH<U>();
  74. }
  75. };
  76. template <typename T> class CApplyOnGH : public CBaseForGHApply
  77. {
  78. public:
  79. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  80. {
  81. T *ptr = static_cast<T*>(pack);
  82. try
  83. {
  84. ApplyGhNetPackVisitor applier(*gh);
  85. ptr->visit(applier);
  86. return applier.getResult();
  87. }
  88. catch(ExceptionNotAllowedAction & e)
  89. {
  90. (void)e;
  91. return false;
  92. }
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  100. {
  101. logGlobal->error("Cannot apply on GH plain CPack!");
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static inline double distance(int3 a, int3 b)
  107. {
  108. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  109. }
  110. template <typename T>
  111. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  112. {
  113. fun(args[which]);
  114. }
  115. const Services * CGameHandler::services() const
  116. {
  117. return VLC;
  118. }
  119. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  120. {
  121. return gs->getBattle(battleID);
  122. }
  123. const CGameHandler::GameCb * CGameHandler::game() const
  124. {
  125. return this;
  126. }
  127. vstd::CLoggerBase * CGameHandler::logger() const
  128. {
  129. return logGlobal;
  130. }
  131. events::EventBus * CGameHandler::eventBus() const
  132. {
  133. return serverEventBus.get();
  134. }
  135. CVCMIServer * CGameHandler::gameLobby() const
  136. {
  137. return lobby;
  138. }
  139. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  140. {
  141. changeSecSkill(hero, skill, 1, 0);
  142. expGiven(hero);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  145. {
  146. // required exp for at least 1 lvl-up hasn't been reached
  147. if (!hero->gainsLevel())
  148. {
  149. return;
  150. }
  151. // give primary skill
  152. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  153. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  154. SetPrimSkill sps;
  155. sps.id = hero->id;
  156. sps.which = primarySkill;
  157. sps.abs = false;
  158. sps.val = 1;
  159. sendAndApply(&sps);
  160. PrepareHeroLevelUp pre;
  161. pre.heroId = hero->id;
  162. sendAndApply(&pre);
  163. HeroLevelUp hlu;
  164. hlu.player = hero->tempOwner;
  165. hlu.heroId = hero->id;
  166. hlu.primskill = primarySkill;
  167. hlu.skills = pre.skills;
  168. if (hlu.skills.size() == 0)
  169. {
  170. sendAndApply(&hlu);
  171. levelUpHero(hero);
  172. }
  173. else if (hlu.skills.size() == 1)
  174. {
  175. sendAndApply(&hlu);
  176. levelUpHero(hero, pre.skills.front());
  177. }
  178. else if (hlu.skills.size() > 1)
  179. {
  180. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  181. hlu.queryID = levelUpQuery->queryID;
  182. queries->addQuery(levelUpQuery);
  183. sendAndApply(&hlu);
  184. //level up will be called on query reply
  185. }
  186. }
  187. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  188. {
  189. SetCommanderProperty scp;
  190. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  191. if (hero)
  192. scp.heroid = hero->id;
  193. else
  194. {
  195. complain ("Commander is not led by hero!");
  196. return;
  197. }
  198. scp.accumulatedBonus.subtype = 0;
  199. scp.accumulatedBonus.additionalInfo = 0;
  200. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  201. scp.accumulatedBonus.turnsRemain = 0;
  202. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  203. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  204. if (skill <= ECommander::SPELL_POWER)
  205. {
  206. scp.which = SetCommanderProperty::BONUS;
  207. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  208. {
  209. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  210. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  211. };
  212. switch (skill)
  213. {
  214. case ECommander::ATTACK:
  215. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  216. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::ATTACK);
  217. break;
  218. case ECommander::DEFENSE:
  219. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  220. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::DEFENSE);
  221. break;
  222. case ECommander::HEALTH:
  223. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  224. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  225. break;
  226. case ECommander::DAMAGE:
  227. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  230. break;
  231. case ECommander::SPEED:
  232. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  233. break;
  234. case ECommander::SPELL_POWER:
  235. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  236. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  237. sendAndApply (&scp); //additional pack
  238. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  239. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  240. sendAndApply (&scp); //additional pack
  241. scp.accumulatedBonus.type = BonusType::CASTS;
  242. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  243. sendAndApply (&scp); //additional pack
  244. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  245. break;
  246. }
  247. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  248. sendAndApply (&scp);
  249. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  250. scp.additionalInfo = skill;
  251. scp.amount = c->secondarySkills.at(skill) + 1;
  252. sendAndApply (&scp);
  253. }
  254. else if (skill >= 100)
  255. {
  256. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  257. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  258. scp.additionalInfo = skill; //unnormalized
  259. sendAndApply (&scp);
  260. }
  261. expGiven(hero);
  262. }
  263. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  264. {
  265. if (!c->gainsLevel())
  266. {
  267. return;
  268. }
  269. CommanderLevelUp clu;
  270. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  271. if(hero)
  272. {
  273. clu.heroId = hero->id;
  274. clu.player = hero->tempOwner;
  275. }
  276. else
  277. {
  278. complain ("Commander is not led by hero!");
  279. return;
  280. }
  281. //picking sec. skills for choice
  282. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  283. {
  284. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  285. clu.skills.push_back(i);
  286. }
  287. int i = 100;
  288. for (auto specialSkill : VLC->creh->skillRequirements)
  289. {
  290. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  291. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  292. && !vstd::contains (c->specialSKills, i))
  293. clu.skills.push_back (i);
  294. ++i;
  295. }
  296. int skillAmount = static_cast<int>(clu.skills.size());
  297. if (!skillAmount)
  298. {
  299. sendAndApply(&clu);
  300. levelUpCommander(c);
  301. }
  302. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  303. {
  304. sendAndApply(&clu);
  305. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  306. }
  307. else if (skillAmount > 1) //apply and ask for secondary skill
  308. {
  309. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  310. clu.queryID = commanderLevelUp->queryID;
  311. queries->addQuery(commanderLevelUp);
  312. sendAndApply(&clu);
  313. }
  314. }
  315. void CGameHandler::expGiven(const CGHeroInstance *hero)
  316. {
  317. if (hero->gainsLevel())
  318. levelUpHero(hero);
  319. else if (hero->commander && hero->commander->gainsLevel())
  320. levelUpCommander(hero->commander);
  321. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  322. // levelUpCommander(hero->commander);
  323. // else
  324. // levelUpHero(hero);
  325. }
  326. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  327. {
  328. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  329. {
  330. if (gs->map->levelLimit != 0)
  331. {
  332. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  333. TExpType resultingExp = abs ? val : hero->exp + val;
  334. if (resultingExp > expLimit)
  335. {
  336. // set given experience to max possible, but don't decrease if hero already over top
  337. abs = true;
  338. val = std::max(expLimit, hero->exp);
  339. InfoWindow iw;
  340. iw.player = hero->tempOwner;
  341. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  342. iw.text.replaceRawString(hero->getNameTranslated());
  343. sendAndApply(&iw);
  344. }
  345. }
  346. }
  347. SetPrimSkill sps;
  348. sps.id = hero->id;
  349. sps.which = which;
  350. sps.abs = abs;
  351. sps.val = val;
  352. sendAndApply(&sps);
  353. //only for exp - hero may level up
  354. if (which == PrimarySkill::EXPERIENCE)
  355. {
  356. if (hero->commander && hero->commander->alive)
  357. {
  358. //FIXME: trim experience according to map limit?
  359. SetCommanderProperty scp;
  360. scp.heroid = hero->id;
  361. scp.which = SetCommanderProperty::EXPERIENCE;
  362. scp.amount = val;
  363. sendAndApply (&scp);
  364. CBonusSystemNode::treeHasChanged();
  365. }
  366. expGiven(hero);
  367. }
  368. }
  369. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  370. {
  371. if(!hero)
  372. {
  373. logGlobal->error("changeSecSkill provided no hero");
  374. return;
  375. }
  376. SetSecSkill sss;
  377. sss.id = hero->id;
  378. sss.which = which;
  379. sss.val = val;
  380. sss.abs = abs;
  381. sendAndApply(&sss);
  382. if (hero->visitedTown)
  383. giveSpells(hero->visitedTown, hero);
  384. }
  385. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  386. {
  387. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  388. return;
  389. for(auto & playerConnections : connections)
  390. {
  391. PlayerColor playerId = playerConnections.first;
  392. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  393. if(!playerSettings)
  394. continue;
  395. auto playerConnection = vstd::find(playerConnections.second, c);
  396. if(playerConnection != playerConnections.second.end())
  397. {
  398. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  399. playerMessages->broadcastMessage(playerId, messageText);
  400. }
  401. }
  402. }
  403. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  404. {
  405. //prepare struct informing that action was applied
  406. auto sendPackageResponse = [&](bool succesfullyApplied)
  407. {
  408. PackageApplied applied;
  409. applied.player = pack->player;
  410. applied.result = succesfullyApplied;
  411. applied.packType = typeList.getTypeID(pack);
  412. applied.requestID = pack->requestID;
  413. pack->c->sendPack(&applied);
  414. };
  415. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  416. if(isBlockedByQueries(pack, pack->player))
  417. {
  418. sendPackageResponse(false);
  419. }
  420. else if(apply)
  421. {
  422. const bool result = apply->applyOnGH(this, this->gs, pack);
  423. if(result)
  424. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  425. else
  426. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  427. % typeid(*pack).name()).str());
  428. sendPackageResponse(true);
  429. }
  430. else
  431. {
  432. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  433. sendPackageResponse(false);
  434. }
  435. vstd::clear_pointer(pack);
  436. }
  437. CGameHandler::CGameHandler()
  438. : turnTimerHandler(*this)
  439. {}
  440. CGameHandler::CGameHandler(CVCMIServer * lobby)
  441. : lobby(lobby)
  442. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  443. , battles(std::make_unique<BattleProcessor>(this))
  444. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  445. , queries(std::make_unique<QueriesProcessor>())
  446. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  447. , complainNoCreatures("No creatures to split")
  448. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  449. , complainInvalidSlot("Invalid slot accessed!")
  450. , turnTimerHandler(*this)
  451. {
  452. QID = 1;
  453. IObjectInterface::cb = this;
  454. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  455. registerTypesServerPacks(*applier);
  456. spellEnv = new ServerSpellCastEnvironment(this);
  457. }
  458. CGameHandler::~CGameHandler()
  459. {
  460. delete spellEnv;
  461. delete gs;
  462. }
  463. void CGameHandler::reinitScripting()
  464. {
  465. serverEventBus = std::make_unique<events::EventBus>();
  466. #if SCRIPTING_ENABLED
  467. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  468. #endif
  469. }
  470. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  471. {
  472. if (si->seedToBeUsed == 0)
  473. {
  474. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  475. }
  476. CMapService mapService;
  477. gs = new CGameState();
  478. gs->preInit(VLC);
  479. logGlobal->info("Gamestate created!");
  480. gs->init(&mapService, si, progressTracking);
  481. logGlobal->info("Gamestate initialized!");
  482. // reset seed, so that clients can't predict any following random values
  483. getRandomGenerator().resetSeed();
  484. for (auto & elem : gs->players)
  485. turnOrder->addPlayer(elem.first);
  486. reinitScripting();
  487. }
  488. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  489. {
  490. return a.earlierThan(b);
  491. }
  492. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  493. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  494. const PlayerState * p = getPlayerState(town->tempOwner);
  495. if (!p)
  496. {
  497. assert(town->tempOwner == PlayerColor::NEUTRAL);
  498. return;
  499. }
  500. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  501. {
  502. SetAvailableCreatures ssi;
  503. ssi.tid = town->id;
  504. ssi.creatures = town->creatures;
  505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  506. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  507. if (dwellings.empty())//no dwellings - just remove
  508. {
  509. sendAndApply(&ssi);
  510. return;
  511. }
  512. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  513. // for multi-creature dwellings like Golem Factory
  514. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  515. if (clear)
  516. {
  517. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  518. }
  519. else
  520. {
  521. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  522. }
  523. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  524. sendAndApply(&ssi);
  525. }
  526. }
  527. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  528. {
  529. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  530. turnTimerHandler.onPlayerGetTurn(which);
  531. }
  532. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  533. {
  534. const auto * playerState = gs->getPlayerState(which);
  535. assert(playerState->status == EPlayerStatus::INGAME);
  536. if (playerState->towns.empty())
  537. {
  538. DaysWithoutTown pack;
  539. pack.player = which;
  540. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  541. sendAndApply(&pack);
  542. }
  543. else
  544. {
  545. if (playerState->daysWithoutCastle.has_value())
  546. {
  547. DaysWithoutTown pack;
  548. pack.player = which;
  549. pack.daysWithoutCastle = std::nullopt;
  550. sendAndApply(&pack);
  551. }
  552. }
  553. // check for 7 days without castle
  554. checkVictoryLossConditionsForPlayer(which);
  555. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  556. if (newWeek) //new heroes in tavern
  557. heroPool->onNewWeek(which);
  558. }
  559. void CGameHandler::onNewTurn()
  560. {
  561. logGlobal->trace("Turn %d", gs->day+1);
  562. NewTurn n;
  563. n.specialWeek = NewTurn::NO_ACTION;
  564. n.creatureid = CreatureID::NONE;
  565. n.day = gs->day + 1;
  566. bool firstTurn = !getDate(Date::DAY);
  567. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  568. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  569. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  570. if (firstTurn)
  571. {
  572. for (auto obj : gs->map->objects)
  573. {
  574. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  575. {
  576. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  577. }
  578. }
  579. }
  580. if (newWeek && !firstTurn)
  581. {
  582. n.specialWeek = NewTurn::NORMAL;
  583. bool deityOfFireBuilt = false;
  584. for (const CGTownInstance *t : gs->map->towns)
  585. {
  586. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  587. {
  588. deityOfFireBuilt = true;
  589. break;
  590. }
  591. }
  592. if (deityOfFireBuilt)
  593. {
  594. n.specialWeek = NewTurn::DEITYOFFIRE;
  595. n.creatureid = CreatureID::IMP;
  596. }
  597. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  598. {
  599. int monthType = getRandomGenerator().nextInt(99);
  600. if (newMonth) //new month
  601. {
  602. if (monthType < 40) //double growth
  603. {
  604. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  605. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  606. {
  607. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  608. }
  609. else if (VLC->creh->doubledCreatures.size())
  610. {
  611. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  612. }
  613. else
  614. {
  615. complain("Cannot find creature that can be spawned!");
  616. n.specialWeek = NewTurn::NORMAL;
  617. }
  618. }
  619. else if (monthType < 50)
  620. n.specialWeek = NewTurn::PLAGUE;
  621. }
  622. else //it's a week, but not full month
  623. {
  624. if (monthType < 25)
  625. {
  626. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  627. std::pair<int, CreatureID> newMonster(54, CreatureID());
  628. do
  629. {
  630. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  631. } while (VLC->creh->objects[newMonster.second] &&
  632. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  633. n.creatureid = newMonster.second;
  634. }
  635. }
  636. }
  637. }
  638. for (auto & elem : gs->players)
  639. {
  640. if (elem.first == PlayerColor::NEUTRAL)
  641. continue;
  642. assert(elem.first.isValidPlayer());//illegal player number!
  643. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  644. hadGold.insert(playerGold);
  645. if (firstTurn)
  646. heroPool->onNewWeek(elem.first);
  647. n.res[elem.first] = elem.second.resources;
  648. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  649. {
  650. bool hasCrystalGenCreature = false;
  651. for(CGHeroInstance * hero : elem.second.heroes)
  652. {
  653. for(auto stack : hero->stacks)
  654. {
  655. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  656. {
  657. hasCrystalGenCreature = true;
  658. break;
  659. }
  660. }
  661. }
  662. if(!hasCrystalGenCreature) //not found in armies, check towns
  663. {
  664. for(CGTownInstance * town : elem.second.towns)
  665. {
  666. for(auto stack : town->stacks)
  667. {
  668. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  669. {
  670. hasCrystalGenCreature = true;
  671. break;
  672. }
  673. }
  674. }
  675. }
  676. if(hasCrystalGenCreature)
  677. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  678. }
  679. for (CGHeroInstance *h : (elem).second.heroes)
  680. {
  681. if (h->visitedTown)
  682. giveSpells(h->visitedTown, h);
  683. NewTurn::Hero hth;
  684. hth.id = h->id;
  685. auto ti = std::make_unique<TurnInfo>(h, 1);
  686. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  687. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  688. hth.mana = h->getManaNewTurn();
  689. n.heroes.insert(hth);
  690. if (!firstTurn) //not first day
  691. {
  692. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  693. {
  694. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  695. }
  696. }
  697. }
  698. }
  699. for (CGTownInstance *t : gs->map->towns)
  700. {
  701. PlayerColor player = t->tempOwner;
  702. handleTownEvents(t, n);
  703. if (newWeek) //first day of week
  704. {
  705. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  706. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  707. if (!firstTurn)
  708. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  709. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  710. if (!vstd::contains(n.cres, t->id))
  711. {
  712. n.cres[t->id].tid = t->id;
  713. n.cres[t->id].creatures = t->creatures;
  714. }
  715. auto & sac = n.cres.at(t->id);
  716. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  717. {
  718. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  719. {
  720. ui32 &availableCount = sac.creatures.at(k).first;
  721. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  722. if (n.specialWeek == NewTurn::PLAGUE)
  723. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  724. else
  725. {
  726. if (firstTurn) //first day of game: use only basic growths
  727. availableCount = cre->getGrowth();
  728. else
  729. availableCount += t->creatureGrowth(k);
  730. //Deity of fire week - upgrade both imps and upgrades
  731. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  732. availableCount += 15;
  733. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  734. {
  735. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  736. availableCount *= 2;
  737. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  738. availableCount += 5;
  739. }
  740. }
  741. }
  742. }
  743. }
  744. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  745. {
  746. n.res[player] = n.res[player] + t->dailyIncome();
  747. }
  748. if(t->hasBuilt(BuildingID::GRAIL)
  749. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  750. {
  751. // Skyship, probably easier to handle same as Veil of darkness
  752. //do it every new day after veils apply
  753. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  754. {
  755. FoWChange fw;
  756. fw.mode = 1;
  757. fw.player = player;
  758. // find all hidden tiles
  759. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  760. auto shape = fow->shape();
  761. for(size_t z = 0; z < shape[0]; z++)
  762. for(size_t x = 0; x < shape[1]; x++)
  763. for(size_t y = 0; y < shape[2]; y++)
  764. if (!(*fow)[z][x][y])
  765. fw.tiles.insert(int3(x, y, z));
  766. sendAndApply (&fw);
  767. }
  768. }
  769. if (t->hasBonusOfType (BonusType::DARKNESS))
  770. {
  771. for (auto & player : gs->players)
  772. {
  773. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  774. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  775. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  776. }
  777. }
  778. }
  779. if (newMonth)
  780. {
  781. SetAvailableArtifacts saa;
  782. saa.id = -1;
  783. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  784. sendAndApply(&saa);
  785. }
  786. sendAndApply(&n);
  787. if (newWeek)
  788. {
  789. //spawn wandering monsters
  790. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  791. {
  792. spawnWanderingMonsters(n.creatureid);
  793. }
  794. //new week info popup
  795. if (!firstTurn)
  796. {
  797. InfoWindow iw;
  798. switch (n.specialWeek)
  799. {
  800. case NewTurn::DOUBLE_GROWTH:
  801. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  802. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  803. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  804. break;
  805. case NewTurn::PLAGUE:
  806. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  807. break;
  808. case NewTurn::BONUS_GROWTH:
  809. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  810. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  811. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  812. break;
  813. case NewTurn::DEITYOFFIRE:
  814. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  815. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  816. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  817. iw.text.replacePositiveNumber(15); //%+d 15
  818. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  819. iw.text.replacePositiveNumber(15); //%+d 15
  820. break;
  821. default:
  822. if (newMonth)
  823. {
  824. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  825. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  826. }
  827. else
  828. {
  829. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  830. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  831. }
  832. }
  833. for (auto & elem : gs->players)
  834. {
  835. iw.player = elem.first;
  836. sendAndApply(&iw);
  837. }
  838. }
  839. }
  840. if (!firstTurn)
  841. checkVictoryLossConditionsForAll(); // check for map turn limit
  842. logGlobal->trace("Info about turn %d has been sent!", n.day);
  843. handleTimeEvents();
  844. //call objects
  845. for (auto & elem : gs->map->objects)
  846. {
  847. if (elem)
  848. elem->newTurn(getRandomGenerator());
  849. }
  850. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  851. }
  852. void CGameHandler::run(bool resume)
  853. {
  854. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  855. for (auto cc : lobby->connections)
  856. {
  857. auto players = lobby->getAllClientPlayers(cc->connectionID);
  858. std::stringstream sbuffer;
  859. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  860. for (PlayerColor color : players)
  861. {
  862. sbuffer << color << " ";
  863. {
  864. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  865. connections[color].insert(cc);
  866. }
  867. }
  868. logGlobal->info(sbuffer.str());
  869. }
  870. #if SCRIPTING_ENABLED
  871. services()->scripts()->run(serverScripts);
  872. #endif
  873. if (!resume)
  874. {
  875. onNewTurn();
  876. events::TurnStarted::defaultExecute(serverEventBus.get());
  877. for(auto & player : gs->players)
  878. turnTimerHandler.onGameplayStart(player.first);
  879. }
  880. else
  881. events::GameResumed::defaultExecute(serverEventBus.get());
  882. turnOrder->onGameStarted();
  883. //wait till game is done
  884. auto clockLast = std::chrono::steady_clock::now();
  885. while(lobby->getState() == EServerState::GAMEPLAY)
  886. {
  887. const auto clockDuration = std::chrono::steady_clock::now() - clockLast;
  888. const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
  889. clockLast += clockDuration;
  890. turnTimerHandler.update(timePassed);
  891. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  892. }
  893. }
  894. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  895. {
  896. if (!h->hasSpellbook())
  897. return; //hero hasn't spellbook
  898. ChangeSpells cs;
  899. cs.hid = h->id;
  900. cs.learn = true;
  901. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  902. {
  903. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  904. for (int i = 0; i < h->maxSpellLevel(); i++)
  905. {
  906. std::vector<SpellID> spells;
  907. getAllowedSpells(spells, i+1);
  908. for (auto & spell : spells)
  909. cs.spells.insert(spell);
  910. }
  911. }
  912. else
  913. {
  914. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  915. {
  916. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  917. {
  918. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  919. cs.spells.insert(t->spells.at(i).at(j));
  920. }
  921. }
  922. }
  923. if (!cs.spells.empty())
  924. sendAndApply(&cs);
  925. }
  926. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  927. {
  928. if (!obj || !getObj(obj->id))
  929. {
  930. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  931. return false;
  932. }
  933. RemoveObject ro;
  934. ro.id = obj->id;
  935. sendAndApply(&ro);
  936. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  937. return true;
  938. }
  939. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  940. {
  941. const CGHeroInstance *h = getHero(hid);
  942. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  943. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  944. {
  945. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  946. return true; //timer expired, no error
  947. logGlobal->error("Illegal call to move hero!");
  948. return false;
  949. }
  950. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  951. const int3 hmpos = h->convertToVisitablePos(dst);
  952. if (!gs->map->isInTheMap(hmpos))
  953. {
  954. logGlobal->error("Destination tile is outside the map!");
  955. return false;
  956. }
  957. const TerrainTile t = *getTile(hmpos);
  958. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  959. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  960. const bool disembarking = h->boat
  961. && t.terType->isLand()
  962. && (dst == h->pos
  963. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  964. //result structure for start - movement failed, no move points used
  965. TryMoveHero tmh;
  966. tmh.id = hid;
  967. tmh.start = h->pos;
  968. tmh.end = dst;
  969. tmh.result = TryMoveHero::FAILED;
  970. tmh.movePoints = h->movementPointsRemaining();
  971. //check if destination tile is available
  972. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  973. auto ti = pathfinderHelper->getTurnInfo();
  974. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  975. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  976. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  977. const bool standAtObstacle = t.blocked && !t.visitable;
  978. const bool standAtWater = !h->boat && t.terType->isWater() && (t.visitableObjects.empty() || !t.visitableObjects.back()->isCoastVisitable());
  979. //it's a rock or blocked and not visitable tile
  980. //OR hero is on land and dest is water and (there is not present only one object - boat)
  981. if (((!t.terType->isPassable() || (standAtObstacle && !canFly))
  982. && complain("Cannot move hero, destination tile is blocked!"))
  983. || ((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)
  984. && complain("Cannot move hero, destination tile is on water!"))
  985. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  986. && complain("Cannot disembark hero, tile is blocked!"))
  987. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  988. && complain("Tiles are not neighboring!"))
  989. || ((h->inTownGarrison)
  990. && complain("Can not move garrisoned hero!"))
  991. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  992. && complain("Hero doesn't have any movement points left!"))
  993. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  994. && complain("Hero cannot transit over this tile!"))
  995. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  996. && complain("Cannot move hero during the battle"))*/)
  997. {
  998. //send info about movement failure
  999. sendAndApply(&tmh);
  1000. return false;
  1001. }
  1002. //several generic blocks of code
  1003. // should be called if hero changes tile but before applying TryMoveHero package
  1004. auto leaveTile = [&]()
  1005. {
  1006. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1007. {
  1008. obj->onHeroLeave(h);
  1009. }
  1010. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1011. };
  1012. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1013. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1014. {
  1015. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1016. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1017. queries->addQuery(moveQuery);
  1018. if (leavingTile == LEAVING_TILE)
  1019. leaveTile();
  1020. if (isInTheMap(guardPos))
  1021. tmh.attackedFrom = std::make_optional(guardPos);
  1022. tmh.result = result;
  1023. sendAndApply(&tmh);
  1024. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1025. { // Hero should be always able to visit any object he staying on even if there guards around
  1026. visitObjectOnTile(t, h);
  1027. }
  1028. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1029. {
  1030. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1031. objectVisited(guardTile.visitableObjects.back(), h);
  1032. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1033. }
  1034. else if (visitDest == VISIT_DEST)
  1035. {
  1036. visitObjectOnTile(t, h);
  1037. }
  1038. queries->popIfTop(moveQuery);
  1039. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1040. return result != TryMoveHero::FAILED;
  1041. };
  1042. //interaction with blocking object (like resources)
  1043. auto blockingVisit = [&]() -> bool
  1044. {
  1045. for (CGObjectInstance *obj : t.visitableObjects)
  1046. {
  1047. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1048. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1049. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1050. {
  1051. EVisitDest visitDest = VISIT_DEST;
  1052. if(h->boat && !h->boat->onboardVisitAllowed)
  1053. visitDest = DONT_VISIT_DEST;
  1054. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1055. }
  1056. }
  1057. return false;
  1058. };
  1059. if (!transit && embarking)
  1060. {
  1061. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1062. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1063. // In H3 embark ignore guards
  1064. }
  1065. if (disembarking)
  1066. {
  1067. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1068. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1069. }
  1070. if (teleporting)
  1071. {
  1072. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1073. return true;
  1074. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1075. // visit town for town portal \ castle gates
  1076. // do not use generic visitObjectOnTile to avoid double-teleporting
  1077. // if this moveHero call was triggered by teleporter
  1078. if (!t.visitableObjects.empty())
  1079. {
  1080. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1081. town->onHeroVisit(h);
  1082. }
  1083. return true;
  1084. }
  1085. //still here? it is standard movement!
  1086. {
  1087. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1088. ? h->movementPointsRemaining() - cost
  1089. : 0;
  1090. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1091. EVisitDest visitDest = VISIT_DEST;
  1092. if (transit)
  1093. {
  1094. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1095. visitDest = DONT_VISIT_DEST;
  1096. if (canFly)
  1097. {
  1098. lookForGuards = IGNORE_GUARDS;
  1099. visitDest = DONT_VISIT_DEST;
  1100. }
  1101. }
  1102. else if (blockingVisit())
  1103. return true;
  1104. if(h->boat && !h->boat->onboardAssaultAllowed)
  1105. lookForGuards = IGNORE_GUARDS;
  1106. turnTimerHandler.setEndTurnAllowed(h->getOwner(), !standAtWater && !standAtObstacle);
  1107. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1108. return true;
  1109. }
  1110. }
  1111. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1112. {
  1113. const CGHeroInstance *h = getHero(hid);
  1114. const CGTownInstance *t = getTown(dstid);
  1115. if (!h || !t)
  1116. COMPLAIN_RET("Invalid call to teleportHero!");
  1117. const CGTownInstance *from = h->visitedTown;
  1118. if (((h->getOwner() != t->getOwner())
  1119. && complain("Cannot teleport hero to another player"))
  1120. || (from->town->faction->getId() != t->town->faction->getId()
  1121. && complain("Source town and destination town should belong to the same faction"))
  1122. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1123. && complain("Hero must be in town with Castle gate for teleporting"))
  1124. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1125. && complain("Cannot teleport hero to town without Castle gate in it")))
  1126. return false;
  1127. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1128. moveHero(hid,pos,1);
  1129. return true;
  1130. }
  1131. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1132. {
  1133. PlayerColor oldOwner = getOwner(obj->id);
  1134. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1135. sendAndApply(&sop);
  1136. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1137. checkVictoryLossConditions(playerColors);
  1138. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1139. if (town) //town captured
  1140. {
  1141. if (owner.isValidPlayer()) //new owner is real player
  1142. {
  1143. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1144. setPortalDwelling(town, true, false);
  1145. }
  1146. if (oldOwner.isValidPlayer()) //old owner is real player
  1147. {
  1148. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1149. {
  1150. InfoWindow iw;
  1151. iw.player = oldOwner;
  1152. 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.
  1153. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  1154. sendAndApply(&iw);
  1155. }
  1156. }
  1157. }
  1158. const PlayerState * p = getPlayerState(owner);
  1159. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1160. {
  1161. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1162. {
  1163. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1164. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1165. }
  1166. }
  1167. }
  1168. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1169. {
  1170. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1171. queries->addQuery(dialogQuery);
  1172. iw->queryID = dialogQuery->queryID;
  1173. sendToAllClients(iw);
  1174. }
  1175. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1176. {
  1177. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1178. queries->addQuery(dialogQuery);
  1179. iw->queryID = dialogQuery->queryID;
  1180. sendToAllClients(iw);
  1181. }
  1182. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1183. {
  1184. if (!val) return; //don't waste time on empty call
  1185. TResources resources;
  1186. resources[which] = val;
  1187. giveResources(player, resources);
  1188. }
  1189. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1190. {
  1191. SetResources sr;
  1192. sr.abs = false;
  1193. sr.player = player;
  1194. sr.res = resources;
  1195. sendAndApply(&sr);
  1196. }
  1197. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1198. {
  1199. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1200. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1201. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1202. //first we move creatures to give to make them army of object-source
  1203. for (auto & elem : creatures.Slots())
  1204. {
  1205. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1206. }
  1207. tryJoiningArmy(obj, h, remove, true);
  1208. }
  1209. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1210. {
  1211. std::vector<CStackBasicDescriptor> cres = creatures;
  1212. if (cres.size() <= 0)
  1213. return;
  1214. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1215. for (CStackBasicDescriptor &sbd : cres)
  1216. {
  1217. TQuantity collected = 0;
  1218. while(collected < sbd.count)
  1219. {
  1220. bool foundSth = false;
  1221. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1222. {
  1223. if (i->second->type == sbd.type)
  1224. {
  1225. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1226. changeStackCount(StackLocation(obj, i->first), -take, false);
  1227. collected += take;
  1228. foundSth = true;
  1229. break;
  1230. }
  1231. }
  1232. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1233. {
  1234. complain("Unexpected failure during taking creatures!");
  1235. return;
  1236. }
  1237. }
  1238. }
  1239. }
  1240. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1241. {
  1242. HeroVisitCastle vc;
  1243. vc.hid = hero->id;
  1244. vc.tid = obj->id;
  1245. vc.flags |= 1;
  1246. sendAndApply(&vc);
  1247. visitCastleObjects(obj, hero);
  1248. giveSpells (obj, hero);
  1249. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1250. }
  1251. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1252. {
  1253. for (auto building : t->bonusingBuildings)
  1254. building->onHeroVisit(h);
  1255. }
  1256. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1257. {
  1258. HeroVisitCastle vc;
  1259. vc.hid = hero->id;
  1260. vc.tid = obj->id;
  1261. sendAndApply(&vc);
  1262. }
  1263. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1264. {
  1265. EraseArtifact ea;
  1266. ea.al = al;
  1267. sendAndApply(&ea);
  1268. }
  1269. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1270. {
  1271. ChangeSpells cs;
  1272. cs.hid = hero->id;
  1273. cs.spells = spells;
  1274. cs.learn = give;
  1275. sendAndApply(&cs);
  1276. }
  1277. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1278. {
  1279. sendAndApply(bonus);
  1280. }
  1281. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1282. {
  1283. sendAndApply(smp);
  1284. }
  1285. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1286. {
  1287. SetMana sm;
  1288. sm.hid = hid;
  1289. sm.val = val;
  1290. sm.absolute = true;
  1291. sendAndApply(&sm);
  1292. }
  1293. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1294. {
  1295. GiveHero gh;
  1296. gh.id = id;
  1297. gh.player = player;
  1298. gh.boatId = boatId;
  1299. sendAndApply(&gh);
  1300. //Reveal fow around new hero, especially released from Prison
  1301. auto h = getHero(id);
  1302. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  1303. }
  1304. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  1305. {
  1306. ChangeObjPos cop;
  1307. cop.objid = objid;
  1308. cop.nPos = newPos;
  1309. sendAndApply(&cop);
  1310. }
  1311. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1312. {
  1313. const CGHeroInstance * h1 = getHero(fromHero);
  1314. const CGHeroInstance * h2 = getHero(toHero);
  1315. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1316. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1317. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1318. {
  1319. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1320. std::swap(fromHero, toHero);
  1321. }
  1322. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1323. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1324. return;//no scholar skill or no spellbook
  1325. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  1326. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  1327. ChangeSpells cs1;
  1328. cs1.learn = true;
  1329. cs1.hid = toHero;//giving spells to first hero
  1330. for (auto it : h1->getSpellsInSpellbook())
  1331. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1332. cs1.spells.insert(it);//spell to learn
  1333. ChangeSpells cs2;
  1334. cs2.learn = true;
  1335. cs2.hid = fromHero;
  1336. for (auto it : h2->getSpellsInSpellbook())
  1337. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1338. cs2.spells.insert(it);
  1339. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1340. {
  1341. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  1342. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  1343. InfoWindow iw;
  1344. iw.player = h1->tempOwner;
  1345. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  1346. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1347. iw.text.replaceRawString(h1->getNameTranslated());
  1348. if (!cs2.spells.empty())//if found new spell - apply
  1349. {
  1350. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1351. int size = static_cast<int>(cs2.spells.size());
  1352. for (auto it : cs2.spells)
  1353. {
  1354. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1355. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1356. switch (size--)
  1357. {
  1358. case 2:
  1359. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1360. case 1:
  1361. break;
  1362. default:
  1363. iw.text.appendRawString(", ");
  1364. }
  1365. }
  1366. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1367. iw.text.replaceRawString(h2->getNameTranslated());
  1368. sendAndApply(&cs2);
  1369. }
  1370. if (!cs1.spells.empty() && !cs2.spells.empty())
  1371. {
  1372. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1373. }
  1374. if (!cs1.spells.empty())
  1375. {
  1376. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1377. int size = static_cast<int>(cs1.spells.size());
  1378. for (auto it : cs1.spells)
  1379. {
  1380. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1381. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1382. switch (size--)
  1383. {
  1384. case 2:
  1385. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1386. case 1:
  1387. break;
  1388. default:
  1389. iw.text.appendRawString(", ");
  1390. }
  1391. }
  1392. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1393. iw.text.replaceRawString(h2->getNameTranslated());
  1394. sendAndApply(&cs1);
  1395. }
  1396. sendAndApply(&iw);
  1397. }
  1398. }
  1399. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1400. {
  1401. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1402. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1403. {
  1404. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1405. ExchangeDialog hex;
  1406. hex.queryID = exchange->queryID;
  1407. hex.player = h1->getOwner();
  1408. hex.hero1 = hero1;
  1409. hex.hero2 = hero2;
  1410. sendAndApply(&hex);
  1411. useScholarSkill(hero1,hero2);
  1412. queries->addQuery(exchange);
  1413. }
  1414. }
  1415. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1416. {
  1417. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1418. for (auto c : lobby->connections)
  1419. {
  1420. if(!c->isOpen())
  1421. continue;
  1422. c->sendPack(pack);
  1423. }
  1424. }
  1425. void CGameHandler::sendAndApply(CPackForClient * pack)
  1426. {
  1427. sendToAllClients(pack);
  1428. gs->apply(pack);
  1429. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1430. }
  1431. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1432. {
  1433. sendAndApply(static_cast<CPackForClient *>(pack));
  1434. checkVictoryLossConditionsForAll();
  1435. }
  1436. void CGameHandler::sendAndApply(SetResources * pack)
  1437. {
  1438. sendAndApply(static_cast<CPackForClient *>(pack));
  1439. checkVictoryLossConditionsForPlayer(pack->player);
  1440. }
  1441. void CGameHandler::sendAndApply(NewStructures * pack)
  1442. {
  1443. sendAndApply(static_cast<CPackForClient *>(pack));
  1444. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1445. }
  1446. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1447. {
  1448. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1449. }
  1450. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1451. {
  1452. if(pack->c)
  1453. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1454. logNetwork->error("Player is not allowed to perform this action!");
  1455. throw ExceptionNotAllowedAction();
  1456. }
  1457. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1458. {
  1459. std::ostringstream oss;
  1460. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1461. logNetwork->error(oss.str());
  1462. if(pack->c)
  1463. playerMessages->sendSystemMessage(pack->c, oss.str());
  1464. }
  1465. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1466. {
  1467. if(!isPlayerOwns(pack, id))
  1468. {
  1469. wrongPlayerMessage(pack, getOwner(id));
  1470. throwNotAllowedAction(pack);
  1471. }
  1472. }
  1473. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1474. {
  1475. throwIfWrongPlayer(pack, pack->player);
  1476. }
  1477. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1478. {
  1479. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1480. {
  1481. wrongPlayerMessage(pack, player);
  1482. throwNotAllowedAction(pack);
  1483. }
  1484. }
  1485. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1486. {
  1487. complain(txt);
  1488. throwNotAllowedAction(pack);
  1489. }
  1490. void CGameHandler::save(const std::string & filename)
  1491. {
  1492. logGlobal->info("Saving to %s", filename);
  1493. const auto stem = FileInfo::GetPathStem(filename);
  1494. const auto savefname = stem.to_string() + ".vsgm1";
  1495. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1496. CResourceHandler::get("local")->createResource(savefname);
  1497. try
  1498. {
  1499. {
  1500. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1501. saveCommonState(save);
  1502. logGlobal->info("Saving server state");
  1503. save << *this;
  1504. }
  1505. logGlobal->info("Game has been successfully saved!");
  1506. }
  1507. catch(std::exception &e)
  1508. {
  1509. logGlobal->error("Failed to save game: %s", e.what());
  1510. }
  1511. }
  1512. bool CGameHandler::load(const std::string & filename)
  1513. {
  1514. logGlobal->info("Loading from %s", filename);
  1515. const auto stem = FileInfo::GetPathStem(filename);
  1516. reinitScripting();
  1517. try
  1518. {
  1519. {
  1520. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1521. loadCommonState(lf);
  1522. logGlobal->info("Loading server state");
  1523. lf >> *this;
  1524. }
  1525. logGlobal->info("Game has been successfully loaded!");
  1526. }
  1527. catch(const ModIncompatibility & e)
  1528. {
  1529. logGlobal->error("Failed to load game: %s", e.what());
  1530. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  1531. errorMsg += e.what();
  1532. lobby->announceMessage(errorMsg);
  1533. return false;
  1534. }
  1535. catch(const std::exception & e)
  1536. {
  1537. logGlobal->error("Failed to load game: %s", e.what());
  1538. return false;
  1539. }
  1540. gs->preInit(VLC);
  1541. gs->updateOnLoad(lobby->si.get());
  1542. return true;
  1543. }
  1544. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1545. {
  1546. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1547. return false;
  1548. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1549. const CCreatureSet & creatureSet = *army;
  1550. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1551. || (howMany < 1 && complain("Invalid split parameter!")))
  1552. {
  1553. return false;
  1554. }
  1555. auto actualAmount = army->getStackCount(slotSrc);
  1556. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1557. return false;
  1558. auto freeSlots = creatureSet.getFreeSlots();
  1559. if(freeSlots.empty() && complain("No empty stacks"))
  1560. return false;
  1561. BulkRebalanceStacks bulkRS;
  1562. for(auto slot : freeSlots)
  1563. {
  1564. RebalanceStacks rs;
  1565. rs.srcArmy = army->id;
  1566. rs.dstArmy = army->id;
  1567. rs.srcSlot = slotSrc;
  1568. rs.dstSlot = slot;
  1569. rs.count = howMany;
  1570. bulkRS.moves.push_back(rs);
  1571. actualAmount -= howMany;
  1572. if(actualAmount <= howMany)
  1573. break;
  1574. }
  1575. sendAndApply(&bulkRS);
  1576. return true;
  1577. }
  1578. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1579. {
  1580. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1581. return false;
  1582. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1583. const CCreatureSet & creatureSet = *army;
  1584. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1585. return false;
  1586. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1587. if(actualAmount < 1 && complain(complainNoCreatures))
  1588. return false;
  1589. auto currentCreature = creatureSet.getCreature(slotSrc);
  1590. if(!currentCreature && complain(complainNoCreatures))
  1591. return false;
  1592. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1593. if(!creatureSlots.size())
  1594. return false;
  1595. BulkRebalanceStacks bulkRS;
  1596. for(auto slot : creatureSlots)
  1597. {
  1598. RebalanceStacks rs;
  1599. rs.srcArmy = army->id;
  1600. rs.dstArmy = army->id;
  1601. rs.srcSlot = slot;
  1602. rs.dstSlot = slotSrc;
  1603. rs.count = creatureSet.getStackCount(slot);
  1604. bulkRS.moves.push_back(rs);
  1605. }
  1606. sendAndApply(&bulkRS);
  1607. return true;
  1608. }
  1609. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1610. {
  1611. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1612. return false;
  1613. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1614. const CCreatureSet & setSrc = *armySrc;
  1615. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1616. return false;
  1617. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1618. const CCreatureSet & setDest = *armyDest;
  1619. auto freeSlots = setDest.getFreeSlotsQueue();
  1620. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1621. TRebalanceMap moves;
  1622. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1623. auto slotsLeft = setSrc.stacksCount();
  1624. auto destMap = setDest.getCreatureMap();
  1625. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1626. while(!srcQueue.empty())
  1627. {
  1628. auto pair = srcQueue.top();
  1629. srcQueue.pop();
  1630. auto currCreature = pair.first;
  1631. auto currSlot = pair.second;
  1632. const auto quantity = setSrc.getStackCount(currSlot);
  1633. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1634. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1635. if(!alreadyExists)
  1636. {
  1637. if(freeSlots.empty())
  1638. continue;
  1639. auto currFreeSlot = freeSlots.front();
  1640. freeSlots.pop();
  1641. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1642. }
  1643. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1644. slotsLeft--;
  1645. }
  1646. if(slotsLeft == 1)
  1647. {
  1648. auto lastCreature = setSrc.getCreature(srcSlot);
  1649. auto slotToMove = SlotID();
  1650. // Try to find a slot for last creature
  1651. if(destMap.find(lastCreature) == destMap.end())
  1652. {
  1653. if(!freeSlots.empty())
  1654. slotToMove = freeSlots.front();
  1655. }
  1656. else
  1657. {
  1658. slotToMove = destMap[lastCreature];
  1659. }
  1660. if(slotToMove != SlotID())
  1661. {
  1662. const bool needsLastStack = armySrc->needsLastStack();
  1663. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1664. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1665. }
  1666. }
  1667. BulkRebalanceStacks bulkRS;
  1668. for(auto & move : moves)
  1669. {
  1670. RebalanceStacks rs;
  1671. rs.srcArmy = armySrc->id;
  1672. rs.dstArmy = armyDest->id;
  1673. rs.srcSlot = move.first;
  1674. rs.dstSlot = move.second.first;
  1675. rs.count = move.second.second;
  1676. bulkRS.moves.push_back(rs);
  1677. }
  1678. sendAndApply(&bulkRS);
  1679. return true;
  1680. }
  1681. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1682. {
  1683. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1684. return false;
  1685. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1686. const CCreatureSet & creatureSet = *army;
  1687. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1688. return false;
  1689. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1690. if(actualAmount <= 1 && complain(complainNoCreatures))
  1691. return false;
  1692. auto freeSlot = creatureSet.getFreeSlot();
  1693. auto currentCreature = creatureSet.getCreature(slotSrc);
  1694. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1695. return true;
  1696. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1697. TQuantity totalCreatures = 0;
  1698. for(auto slot : creatureSlots)
  1699. totalCreatures += creatureSet.getStackCount(slot);
  1700. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1701. return false;
  1702. if(freeSlot != SlotID())
  1703. creatureSlots.push_back(freeSlot);
  1704. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1705. return false;
  1706. const auto totalCreatureSlots = creatureSlots.size();
  1707. const auto rem = totalCreatures % totalCreatureSlots;
  1708. const auto quotient = totalCreatures / totalCreatureSlots;
  1709. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1710. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1711. BulkSmartRebalanceStacks bulkSRS;
  1712. if(freeSlot != SlotID())
  1713. {
  1714. RebalanceStacks rs;
  1715. rs.srcArmy = rs.dstArmy = army->id;
  1716. rs.srcSlot = slotSrc;
  1717. rs.dstSlot = freeSlot;
  1718. rs.count = 1;
  1719. bulkSRS.moves.push_back(rs);
  1720. }
  1721. auto currSlot = 0;
  1722. auto check = 0;
  1723. for(auto slot : creatureSlots)
  1724. {
  1725. ChangeStackCount csc;
  1726. csc.army = army->id;
  1727. csc.slot = slot;
  1728. csc.count = (currSlot < rem)
  1729. ? quotient + 1
  1730. : quotient;
  1731. csc.absoluteValue = true;
  1732. bulkSRS.changes.push_back(csc);
  1733. currSlot++;
  1734. check += csc.count;
  1735. }
  1736. if(check != totalCreatures)
  1737. {
  1738. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1739. return false;
  1740. }
  1741. sendAndApply(&bulkSRS);
  1742. return true;
  1743. }
  1744. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1745. {
  1746. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  1747. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1748. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1749. StackLocation sl1(s1, p1), sl2(s2, p2);
  1750. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1751. {
  1752. complain(complainInvalidSlot);
  1753. return false;
  1754. }
  1755. if (!isAllowedExchange(id1,id2))
  1756. {
  1757. complain("Cannot exchange stacks between these two objects!\n");
  1758. return false;
  1759. }
  1760. // We can always put stacks into locked garrison, but not take them out of it
  1761. auto notRemovable = [&](const CArmedInstance * army)
  1762. {
  1763. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1764. {
  1765. auto g = dynamic_cast<const CGGarrison *>(army);
  1766. if (g && !g->removableUnits)
  1767. {
  1768. complain("Stacks in this garrison are not removable!\n");
  1769. return true;
  1770. }
  1771. }
  1772. return false;
  1773. };
  1774. if (what==1) //swap
  1775. {
  1776. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1777. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1778. {
  1779. complain("Can't take troops from another player!");
  1780. return false;
  1781. }
  1782. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1783. {
  1784. complain("Cannot swap stacks - slots are the same!");
  1785. return false;
  1786. }
  1787. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1788. {
  1789. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1790. return false;
  1791. }
  1792. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1793. return false;
  1794. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1795. return false;
  1796. swapStacks(sl1, sl2);
  1797. }
  1798. else if (what==2)//merge
  1799. {
  1800. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1801. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1802. return false;
  1803. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1804. {
  1805. complain("Cannot merge empty stack!");
  1806. return false;
  1807. }
  1808. else if (notRemovable(sl1.army))
  1809. return false;
  1810. moveStack(sl1, sl2);
  1811. }
  1812. else if (what==3) //split
  1813. {
  1814. const int countToMove = val - s2->getStackCount(p2);
  1815. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1816. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1817. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1818. {
  1819. complain("Can't move troops of another player!");
  1820. return false;
  1821. }
  1822. //general conditions checking
  1823. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1824. || (val<1 && complain(complainNoCreatures)) )
  1825. {
  1826. return false;
  1827. }
  1828. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1829. {
  1830. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1831. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1832. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1833. )
  1834. {
  1835. return false;
  1836. }
  1837. if (notRemovable(sl1.army))
  1838. {
  1839. if (s1->getStackCount(p1) > countLeftOnSrc)
  1840. return false;
  1841. }
  1842. else if (notRemovable(sl2.army))
  1843. {
  1844. if (s2->getStackCount(p1) < countLeftOnSrc)
  1845. return false;
  1846. }
  1847. moveStack(sl1, sl2, countToMove);
  1848. //S2.slots[p2]->count = val;
  1849. //S1.slots[p1]->count = total - val;
  1850. }
  1851. else //split one stack to the two
  1852. {
  1853. if (s1->getStackCount(p1) < val)//not enough creatures
  1854. {
  1855. complain(complainNotEnoughCreatures);
  1856. return false;
  1857. }
  1858. if (notRemovable(sl1.army))
  1859. return false;
  1860. moveStack(sl1, sl2, val);
  1861. }
  1862. }
  1863. return true;
  1864. }
  1865. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1866. {
  1867. return connections.at(player).count(c);
  1868. }
  1869. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1870. {
  1871. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1872. if (!vstd::contains(s1->stacks,pos))
  1873. {
  1874. complain("Illegal call to disbandCreature - no such stack in army!");
  1875. return false;
  1876. }
  1877. eraseStack(StackLocation(s1, pos));
  1878. return true;
  1879. }
  1880. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1881. {
  1882. const CGTownInstance * t = getTown(tid);
  1883. if(!t)
  1884. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1885. if(!t->town->buildings.count(requestedID))
  1886. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1887. if(t->hasBuilt(requestedID))
  1888. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1889. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1890. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1891. std::vector<const CBuilding*> remainingAutoBuildings;
  1892. std::set<BuildingID> buildingsThatWillBe;
  1893. //Check validity of request
  1894. if(!force)
  1895. {
  1896. switch(requestedBuilding->mode)
  1897. {
  1898. case CBuilding::BUILD_NORMAL :
  1899. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1900. COMPLAIN_RET("Cannot build that building!");
  1901. break;
  1902. case CBuilding::BUILD_AUTO :
  1903. case CBuilding::BUILD_SPECIAL:
  1904. COMPLAIN_RET("This building can not be constructed normally!");
  1905. case CBuilding::BUILD_GRAIL :
  1906. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1907. {
  1908. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1909. COMPLAIN_RET("Cannot build this without grail!")
  1910. else
  1911. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1912. }
  1913. break;
  1914. }
  1915. }
  1916. //Performs stuff that has to be done before new building is built
  1917. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1918. {
  1919. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1920. {
  1921. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1922. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1923. if(upgradeNumber >= t->town->creatures.at(level).size())
  1924. {
  1925. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1926. "no creature found (upgrade number %d, level %d!")
  1927. % buildingID % upgradeNumber % level));
  1928. return;
  1929. }
  1930. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  1931. SetAvailableCreatures ssi;
  1932. ssi.tid = t->id;
  1933. ssi.creatures = t->creatures;
  1934. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1935. ssi.creatures[level].first = crea->getGrowth();
  1936. ssi.creatures[level].second.push_back(crea->getId());
  1937. sendAndApply(&ssi);
  1938. }
  1939. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1940. {
  1941. setPortalDwelling(t);
  1942. }
  1943. };
  1944. //Performs stuff that has to be done after new building is built
  1945. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1946. {
  1947. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1948. auto isLibrary = isMageGuild ? false
  1949. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1950. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1951. {
  1952. if(t->visitingHero)
  1953. giveSpells(t,t->visitingHero);
  1954. if(t->garrisonHero)
  1955. giveSpells(t,t->garrisonHero);
  1956. }
  1957. };
  1958. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1959. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  1960. {
  1961. return buildingsThatWillBe.count(buildID);
  1962. };
  1963. //Init the vectors
  1964. for(auto & build : t->town->buildings)
  1965. {
  1966. if(t->hasBuilt(build.first))
  1967. {
  1968. buildingsThatWillBe.insert(build.first);
  1969. }
  1970. else
  1971. {
  1972. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1973. remainingAutoBuildings.push_back(build.second);
  1974. }
  1975. }
  1976. //Prepare structure (list of building ids will be filled later)
  1977. NewStructures ns;
  1978. ns.tid = tid;
  1979. ns.builded = force ? t->builded : (t->builded+1);
  1980. std::queue<const CBuilding*> buildingsToAdd;
  1981. buildingsToAdd.push(requestedBuilding);
  1982. while(!buildingsToAdd.empty())
  1983. {
  1984. auto b = buildingsToAdd.front();
  1985. buildingsToAdd.pop();
  1986. ns.bid.insert(b->bid);
  1987. buildingsThatWillBe.insert(b->bid);
  1988. remainingAutoBuildings -= b;
  1989. for(auto autoBuilding : remainingAutoBuildings)
  1990. {
  1991. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1992. if(actualRequirements.test(areRequirementsFullfilled))
  1993. buildingsToAdd.push(autoBuilding);
  1994. }
  1995. }
  1996. // 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.
  1997. for(auto builtID : ns.bid)
  1998. processBeforeBuiltStructure(builtID);
  1999. //Take cost
  2000. if(!force)
  2001. giveResources(t->tempOwner, -requestedBuilding->resources);
  2002. //We know what has been built, apply changes. Do this as final step to properly update town window
  2003. sendAndApply(&ns);
  2004. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2005. for(auto builtID : ns.bid)
  2006. processAfterBuiltStructure(builtID);
  2007. // now when everything is built - reveal tiles for lookout tower
  2008. FoWChange fw;
  2009. fw.player = t->tempOwner;
  2010. fw.mode = 1;
  2011. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2012. sendAndApply(&fw);
  2013. if(t->visitingHero)
  2014. visitCastleObjects(t, t->visitingHero);
  2015. if(t->garrisonHero)
  2016. visitCastleObjects(t, t->garrisonHero);
  2017. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2018. return true;
  2019. }
  2020. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2021. {
  2022. ///incomplete, simply erases target building
  2023. const CGTownInstance * t = getTown(tid);
  2024. if (!vstd::contains(t->builtBuildings, bid))
  2025. return false;
  2026. RazeStructures rs;
  2027. rs.tid = tid;
  2028. rs.bid.insert(bid);
  2029. rs.destroyed = t->destroyed + 1;
  2030. sendAndApply(&rs);
  2031. //TODO: Remove dwellers
  2032. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2033. // {
  2034. // RemoveBonus rb(RemoveBonus::TOWN);
  2035. // rb.whoID = t->id;
  2036. // rb.source = BonusSource::TOWN_STRUCTURE;
  2037. // rb.id = 17;
  2038. // sendAndApply(&rb);
  2039. // }
  2040. return true;
  2041. }
  2042. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2043. {
  2044. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2045. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2046. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2047. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2048. const CCreature * c = VLC->creh->objects.at(crid);
  2049. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2050. //TODO: check if hero is actually visiting object
  2051. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2052. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2053. if (town)
  2054. {
  2055. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2056. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2057. }
  2058. else
  2059. {
  2060. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2061. }
  2062. //verify
  2063. bool found = false;
  2064. int level = 0;
  2065. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2066. {
  2067. if ((fromLvl != -1) && (level !=fromLvl))
  2068. continue;
  2069. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2070. int i = 0;
  2071. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2072. if (cur.second.at(i) == crid)
  2073. break;
  2074. if (i < cur.second.size())
  2075. {
  2076. found = true;
  2077. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2078. break;
  2079. }
  2080. }
  2081. SlotID slot = army->getSlotFor(crid);
  2082. if ((!found && complain("Cannot recruit: no such creatures!"))
  2083. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2084. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2085. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2086. {
  2087. return false;
  2088. }
  2089. //recruit
  2090. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2091. SetAvailableCreatures sac;
  2092. sac.tid = objid;
  2093. sac.creatures = dwelling->creatures;
  2094. sac.creatures[level].first -= cram;
  2095. sendAndApply(&sac);
  2096. if (warMachine)
  2097. {
  2098. ArtifactID artId = c->warMachine;
  2099. const CArtifact * art = artId.toArtifact();
  2100. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2101. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2102. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2103. return giveHeroNewArtifact(hero, art);
  2104. }
  2105. else
  2106. {
  2107. addToSlot(StackLocation(army, slot), c, cram);
  2108. }
  2109. return true;
  2110. }
  2111. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2112. {
  2113. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2114. if (!obj->hasStackAtSlot(pos))
  2115. {
  2116. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2117. }
  2118. UpgradeInfo ui;
  2119. fillUpgradeInfo(obj, pos, ui);
  2120. PlayerColor player = obj->tempOwner;
  2121. const PlayerState *p = getPlayerState(player);
  2122. int crQuantity = obj->stacks.at(pos)->count;
  2123. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2124. //check if upgrade is possible
  2125. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2126. {
  2127. return false;
  2128. }
  2129. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2130. //check if player has enough resources
  2131. if (!p->resources.canAfford(totalCost))
  2132. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2133. //take resources
  2134. giveResources(player, -totalCost);
  2135. //upgrade creature
  2136. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2137. return true;
  2138. }
  2139. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2140. {
  2141. if (!sl.army->hasStackAtSlot(sl.slot))
  2142. COMPLAIN_RET("Cannot find a stack to change type");
  2143. SetStackType sst;
  2144. sst.army = sl.army->id;
  2145. sst.slot = sl.slot;
  2146. sst.type = c->getId();
  2147. sendAndApply(&sst);
  2148. return true;
  2149. }
  2150. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2151. {
  2152. assert(src->canBeMergedWith(*dst, allowMerging));
  2153. while(src->stacksCount())//while there are unmoved creatures
  2154. {
  2155. auto i = src->Slots().begin(); //iterator to stack to move
  2156. StackLocation sl(src, i->first); //location of stack to move
  2157. SlotID pos = dst->getSlotFor(i->second->type);
  2158. if (!pos.validSlot())
  2159. {
  2160. //try to merge two other stacks to make place
  2161. std::pair<SlotID, SlotID> toMerge;
  2162. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2163. {
  2164. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2165. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2166. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2167. }
  2168. else
  2169. {
  2170. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2171. return;
  2172. }
  2173. }
  2174. else
  2175. {
  2176. moveStack(sl, StackLocation(dst, pos));
  2177. }
  2178. }
  2179. }
  2180. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2181. {
  2182. const CGTownInstance * town = getTown(tid);
  2183. if(!town->garrisonHero == !town->visitingHero)
  2184. return false;
  2185. SetHeroesInTown intown;
  2186. intown.tid = tid;
  2187. if(town->garrisonHero) //garrison -> vising
  2188. {
  2189. intown.garrison = ObjectInstanceID();
  2190. intown.visiting = town->garrisonHero->id;
  2191. }
  2192. else //visiting -> garrison
  2193. {
  2194. if(town->armedGarrison())
  2195. town->mergeGarrisonOnSiege();
  2196. intown.visiting = ObjectInstanceID();
  2197. intown.garrison = town->visitingHero->id;
  2198. }
  2199. sendAndApply(&intown);
  2200. return true;
  2201. }
  2202. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2203. {
  2204. const CGTownInstance * town = getTown(tid);
  2205. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2206. {
  2207. if (!town->visitingHero->canBeMergedWith(*town))
  2208. {
  2209. complain("Cannot make garrison swap, not enough free slots!");
  2210. return false;
  2211. }
  2212. moveArmy(town, town->visitingHero, true);
  2213. SetHeroesInTown intown;
  2214. intown.tid = tid;
  2215. intown.visiting = ObjectInstanceID();
  2216. intown.garrison = town->visitingHero->id;
  2217. sendAndApply(&intown);
  2218. return true;
  2219. }
  2220. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2221. {
  2222. //check if moving hero out of town will break 8 wandering heroes limit
  2223. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2224. {
  2225. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2226. return false;
  2227. }
  2228. SetHeroesInTown intown;
  2229. intown.tid = tid;
  2230. intown.garrison = ObjectInstanceID();
  2231. intown.visiting = town->garrisonHero->id;
  2232. sendAndApply(&intown);
  2233. return true;
  2234. }
  2235. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2236. {
  2237. SetHeroesInTown intown;
  2238. intown.tid = tid;
  2239. intown.garrison = town->visitingHero->id;
  2240. intown.visiting = town->garrisonHero->id;
  2241. sendAndApply(&intown);
  2242. return true;
  2243. }
  2244. else
  2245. {
  2246. complain("Cannot swap garrison hero!");
  2247. return false;
  2248. }
  2249. }
  2250. // With the amount of changes done to the function, it's more like transferArtifacts.
  2251. // 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.
  2252. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2253. {
  2254. ArtifactLocation src = al1, dst = al2;
  2255. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2256. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2257. // Make sure exchange is even possible between the two heroes.
  2258. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2259. COMPLAIN_RET("That heroes cannot make any exchange!");
  2260. const CArtifactInstance *srcArtifact = src.getArt();
  2261. const CArtifactInstance *destArtifact = dst.getArt();
  2262. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  2263. if(srcArtifact == nullptr)
  2264. COMPLAIN_RET("No artifact to move!");
  2265. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  2266. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2267. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2268. // Moving to the backpack is always allowed.
  2269. if((!srcArtifact || !isDstSlotBackpack)
  2270. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2271. COMPLAIN_RET("Cannot move artifact!");
  2272. auto srcSlot = src.getSlot();
  2273. auto dstSlot = dst.getSlot();
  2274. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2275. COMPLAIN_RET("Cannot move artifact locks.");
  2276. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2277. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2278. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2279. COMPLAIN_RET("Cannot move catapult!");
  2280. if(isDstSlotBackpack)
  2281. {
  2282. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  2283. COMPLAIN_RET("Backpack is full!");
  2284. vstd::amin(dst.slot, ArtifactPosition::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2285. }
  2286. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  2287. {
  2288. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  2289. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2290. // Check if dst slot is occupied
  2291. if(!isDstSlotBackpack && destArtifact)
  2292. {
  2293. // Previous artifact must be removed first
  2294. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  2295. }
  2296. try
  2297. {
  2298. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  2299. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  2300. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2301. }
  2302. catch(const std::bad_variant_access &)
  2303. {
  2304. // object other than hero received an art - ignore
  2305. }
  2306. MoveArtifact ma(&src, &dst);
  2307. if(src.artHolder == dst.artHolder)
  2308. ma.askAssemble = false;
  2309. sendAndApply(&ma);
  2310. }
  2311. return true;
  2312. }
  2313. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  2314. {
  2315. // Make sure exchange is even possible between the two heroes.
  2316. if(!isAllowedExchange(srcHero, dstHero))
  2317. COMPLAIN_RET("That heroes cannot make any exchange!");
  2318. auto psrcHero = getHero(srcHero);
  2319. auto pdstHero = getHero(dstHero);
  2320. if((!psrcHero) || (!pdstHero))
  2321. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2322. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  2323. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  2324. auto & slotsSrcDst = ma.artsPack0;
  2325. auto & slotsDstSrc = ma.artsPack1;
  2326. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2327. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2328. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2329. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2330. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2331. {
  2332. assert(artifact);
  2333. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2334. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2335. {
  2336. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2337. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2338. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2339. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2340. }
  2341. };
  2342. if(swap)
  2343. {
  2344. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2345. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2346. {
  2347. for(auto & artifact : srcHero->artifactsWorn)
  2348. {
  2349. if(ArtifactUtils::isArtRemovable(artifact))
  2350. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2351. }
  2352. };
  2353. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2354. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2355. {
  2356. for(auto & slotInfo : artSet->artifactsInBackpack)
  2357. {
  2358. auto slot = artSet->getArtPos(slotInfo.artifact);
  2359. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2360. }
  2361. };
  2362. // Move over artifacts that are worn srcHero -> dstHero
  2363. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2364. artFittingSet.artifactsWorn.clear();
  2365. // Move over artifacts that are worn dstHero -> srcHero
  2366. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2367. // Move over artifacts that are in backpack srcHero -> dstHero
  2368. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2369. // Move over artifacts that are in backpack dstHero -> srcHero
  2370. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2371. }
  2372. else
  2373. {
  2374. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2375. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2376. // Move over artifacts that are worn
  2377. for(auto & artInfo : psrcHero->artifactsWorn)
  2378. {
  2379. if(ArtifactUtils::isArtRemovable(artInfo))
  2380. {
  2381. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2382. }
  2383. }
  2384. // Move over artifacts that are in backpack
  2385. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2386. {
  2387. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2388. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2389. }
  2390. }
  2391. sendAndApply(&ma);
  2392. return true;
  2393. }
  2394. /**
  2395. * Assembles or disassembles a combination artifact.
  2396. * @param heroID ID of hero holding the artifact(s).
  2397. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2398. * @param assemble True for assembly operation, false for disassembly.
  2399. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2400. * artifact to assemble to. Otherwise it's not used.
  2401. */
  2402. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2403. {
  2404. const CGHeroInstance * hero = getHero(heroID);
  2405. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2406. if(!destArtifact)
  2407. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2408. const auto dstLoc = ArtifactLocation(hero, artifactSlot);
  2409. if(assemble)
  2410. {
  2411. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2412. if(!combinedArt->isCombined())
  2413. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2414. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2415. {
  2416. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2417. }
  2418. if(!destArtifact->canBePutAt(dstLoc)
  2419. && !destArtifact->canBePutAt(ArtifactLocation(hero, ArtifactPosition::BACKPACK_START)))
  2420. {
  2421. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2422. }
  2423. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2424. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2425. AssembledArtifact aa;
  2426. aa.al = dstLoc;
  2427. aa.builtArt = combinedArt;
  2428. sendAndApply(&aa);
  2429. }
  2430. else
  2431. {
  2432. if(!destArtifact->isCombined())
  2433. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2434. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2435. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2436. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2437. DisassembledArtifact da;
  2438. da.al = dstLoc;
  2439. sendAndApply(&da);
  2440. }
  2441. return true;
  2442. }
  2443. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2444. {
  2445. const auto * hero = getHero(al.relatedObj()->id);
  2446. if(hero == nullptr)
  2447. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2448. const auto * art = al.getArt();
  2449. if(art == nullptr)
  2450. COMPLAIN_RET("Cannot remove artifact!");
  2451. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2452. COMPLAIN_RET("Illegal artifact removal request");
  2453. removeArtifact(al);
  2454. return true;
  2455. }
  2456. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2457. {
  2458. const CGHeroInstance * hero = getHero(hid);
  2459. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2460. const CGTownInstance * town = hero->visitedTown;
  2461. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2462. if (aid==ArtifactID::SPELLBOOK)
  2463. {
  2464. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2465. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2466. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2467. )
  2468. return false;
  2469. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2470. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2471. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2472. giveSpells(town,hero);
  2473. return true;
  2474. }
  2475. else
  2476. {
  2477. const CArtifact * art = aid.toArtifact();
  2478. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2479. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2480. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2481. const int price = art->getPrice();
  2482. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2483. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2484. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2485. {
  2486. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2487. return giveHeroNewArtifact(hero, art);
  2488. }
  2489. else
  2490. COMPLAIN_RET("This machine is unavailable here!");
  2491. }
  2492. }
  2493. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2494. {
  2495. if(!h)
  2496. COMPLAIN_RET("Only hero can buy artifacts!");
  2497. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2498. COMPLAIN_RET("That artifact is unavailable!");
  2499. int b1, b2;
  2500. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2501. if (getResource(h->tempOwner, rid) < b1)
  2502. COMPLAIN_RET("You can't afford to buy this artifact!");
  2503. giveResource(h->tempOwner, rid, -b1);
  2504. SetAvailableArtifacts saa;
  2505. if(dynamic_cast<const CGTownInstance *>(m))
  2506. {
  2507. saa.id = -1;
  2508. saa.arts = CGTownInstance::merchantArtifacts;
  2509. }
  2510. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2511. {
  2512. saa.id = bm->id.getNum();
  2513. saa.arts = bm->artifacts;
  2514. }
  2515. else
  2516. COMPLAIN_RET("Wrong marktet...");
  2517. bool found = false;
  2518. for (const CArtifact *&art : saa.arts)
  2519. {
  2520. if (art && art->getId() == aid)
  2521. {
  2522. art = nullptr;
  2523. found = true;
  2524. break;
  2525. }
  2526. }
  2527. if (!found)
  2528. COMPLAIN_RET("Cannot find selected artifact on the list");
  2529. sendAndApply(&saa);
  2530. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2531. return true;
  2532. }
  2533. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2534. {
  2535. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2536. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2537. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2538. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2539. int resVal = 0, dump = 1;
  2540. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2541. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2542. giveResource(h->tempOwner, rid, resVal);
  2543. return true;
  2544. }
  2545. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2546. {
  2547. if (!h)
  2548. COMPLAIN_RET("You need hero to buy a skill!");
  2549. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2550. COMPLAIN_RET("Hero already know this skill");
  2551. if (!h->canLearnSkill())
  2552. COMPLAIN_RET("Hero can't learn any more skills");
  2553. if (!h->canLearnSkill(skill))
  2554. COMPLAIN_RET("The hero can't learn this skill!");
  2555. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2556. COMPLAIN_RET("That skill is unavailable!");
  2557. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2558. COMPLAIN_RET("You can't afford to buy this skill");
  2559. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2560. changeSecSkill(h, skill, 1, true);
  2561. return true;
  2562. }
  2563. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2564. {
  2565. TResourceCap r1 = getPlayerState(player)->resources[id1];
  2566. vstd::amin(val, r1); //can't trade more resources than have
  2567. int b1, b2; //base quantities for trade
  2568. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2569. int units = val / b1; //how many base quantities we trade
  2570. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2571. {
  2572. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2573. }
  2574. giveResource(player, GameResID(id1), - b1 * units);
  2575. giveResource(player, GameResID(id2), b2 * units);
  2576. return true;
  2577. }
  2578. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2579. {
  2580. if(!hero)
  2581. COMPLAIN_RET("Only hero can sell creatures!");
  2582. if (!vstd::contains(hero->Slots(), slot))
  2583. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2584. const CStackInstance &s = hero->getStack(slot);
  2585. if (s.count < (TQuantity)count //can't sell more creatures than have
  2586. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2587. {
  2588. COMPLAIN_RET("Not enough creatures in army!");
  2589. }
  2590. int b1, b2; //base quantities for trade
  2591. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2592. int units = count / b1; //how many base quantities we trade
  2593. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2594. {
  2595. //TODO: complain?
  2596. assert(0);
  2597. }
  2598. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2599. giveResource(hero->tempOwner, resourceID, b2 * units);
  2600. return true;
  2601. }
  2602. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2603. {
  2604. const CArmedInstance *army = nullptr;
  2605. if (hero)
  2606. army = hero;
  2607. else
  2608. army = dynamic_cast<const CGTownInstance *>(market);
  2609. if (!army)
  2610. COMPLAIN_RET("Incorrect call to transform in undead!");
  2611. if (!army->hasStackAtSlot(slot))
  2612. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2613. const CStackInstance &s = army->getStack(slot);
  2614. //resulting creature - bone dragons or skeletons
  2615. CreatureID resCreature = CreatureID::SKELETON;
  2616. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2617. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2618. || (s.getCreatureID() == CreatureID::HYDRA)
  2619. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2620. resCreature = CreatureID::BONE_DRAGON;
  2621. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2622. return true;
  2623. }
  2624. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2625. {
  2626. const PlayerState *p2 = getPlayerState(r2, false);
  2627. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2628. {
  2629. complain("Dest player must be in game!");
  2630. return false;
  2631. }
  2632. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2633. vstd::amin(val, curRes1);
  2634. giveResource(player, r1, -(int)val);
  2635. giveResource(r2, r1, val);
  2636. return true;
  2637. }
  2638. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  2639. {
  2640. const CGHeroInstance *h = getHero(hid);
  2641. if (!h)
  2642. {
  2643. logGlobal->error("Hero doesn't exist!");
  2644. return false;
  2645. }
  2646. ChangeFormation cf;
  2647. cf.hid = hid;
  2648. cf.formation = formation;
  2649. sendAndApply(&cf);
  2650. return true;
  2651. }
  2652. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  2653. {
  2654. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2655. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2656. logGlobal->trace(answer.toJson());
  2657. auto topQuery = queries->topQuery(player);
  2658. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2659. if(topQuery->queryID != qid)
  2660. {
  2661. auto currentQuery = queries->getQuery(qid);
  2662. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2663. currentQuery->setReply(answer);
  2664. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2665. }
  2666. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2667. topQuery->setReply(answer);
  2668. queries->popQuery(topQuery);
  2669. return true;
  2670. }
  2671. void CGameHandler::handleTimeEvents()
  2672. {
  2673. gs->map->events.sort(evntCmp);
  2674. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2675. {
  2676. CMapEvent ev = gs->map->events.front();
  2677. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2678. {
  2679. auto color = PlayerColor(player);
  2680. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2681. if (pinfo //player exists
  2682. && (ev.players & 1<<player) //event is enabled to this player
  2683. && ((ev.computerAffected && !pinfo->human)
  2684. || (ev.humanAffected && pinfo->human)
  2685. )
  2686. )
  2687. {
  2688. //give resources
  2689. giveResources(color, ev.resources);
  2690. //prepare dialog
  2691. InfoWindow iw;
  2692. iw.player = color;
  2693. iw.text.appendRawString(ev.message);
  2694. for (int i=0; i<ev.resources.size(); i++)
  2695. {
  2696. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2697. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  2698. }
  2699. sendAndApply(&iw); //show dialog
  2700. }
  2701. } //PLAYERS LOOP
  2702. if (ev.nextOccurence)
  2703. {
  2704. gs->map->events.pop_front();
  2705. ev.firstOccurence += ev.nextOccurence;
  2706. auto it = gs->map->events.begin();
  2707. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2708. it++;
  2709. gs->map->events.insert(it, ev);
  2710. }
  2711. else
  2712. {
  2713. gs->map->events.pop_front();
  2714. }
  2715. }
  2716. //TODO send only if changed
  2717. UpdateMapEvents ume;
  2718. ume.events = gs->map->events;
  2719. sendAndApply(&ume);
  2720. }
  2721. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2722. {
  2723. town->events.sort(evntCmp);
  2724. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2725. {
  2726. PlayerColor player = town->tempOwner;
  2727. CCastleEvent ev = town->events.front();
  2728. const PlayerState * pinfo = getPlayerState(player, false);
  2729. if (pinfo //player exists
  2730. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2731. && ((ev.computerAffected && !pinfo->human)
  2732. || (ev.humanAffected && pinfo->human)))
  2733. {
  2734. // dialog
  2735. InfoWindow iw;
  2736. iw.player = player;
  2737. iw.text.appendRawString(ev.message);
  2738. if (ev.resources.nonZero())
  2739. {
  2740. TResources was = n.res[player];
  2741. n.res[player] += ev.resources;
  2742. n.res[player].amax(0);
  2743. for (int i=0; i<ev.resources.size(); i++)
  2744. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2745. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  2746. }
  2747. for (auto & i : ev.buildings)
  2748. {
  2749. if (!town->hasBuilt(i))
  2750. {
  2751. buildStructure(town->id, i, true);
  2752. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  2753. }
  2754. }
  2755. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2756. {
  2757. n.cres[town->id].tid = town->id;
  2758. n.cres[town->id].creatures = town->creatures;
  2759. }
  2760. auto & sac = n.cres[town->id];
  2761. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2762. {
  2763. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2764. {
  2765. sac.creatures[i].first += ev.creatures.at(i);
  2766. iw.components.emplace_back(Component::EComponentType::CREATURE,
  2767. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  2768. }
  2769. }
  2770. sendAndApply(&iw); //show dialog
  2771. }
  2772. if (ev.nextOccurence)
  2773. {
  2774. town->events.pop_front();
  2775. ev.firstOccurence += ev.nextOccurence;
  2776. auto it = town->events.begin();
  2777. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2778. it++;
  2779. town->events.insert(it, ev);
  2780. }
  2781. else
  2782. {
  2783. town->events.pop_front();
  2784. }
  2785. }
  2786. //TODO send only if changed
  2787. UpdateCastleEvents uce;
  2788. uce.town = town->id;
  2789. uce.events = town->events;
  2790. sendAndApply(&uce);
  2791. }
  2792. bool CGameHandler::complain(const std::string &problem)
  2793. {
  2794. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2795. logGlobal->error(problem);
  2796. return true;
  2797. }
  2798. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2799. {
  2800. //PlayerColor player = getOwner(hid);
  2801. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2802. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2803. assert(lowerArmy);
  2804. assert(upperArmy);
  2805. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2806. queries->addQuery(garrisonQuery);
  2807. GarrisonDialog gd;
  2808. gd.hid = hid;
  2809. gd.objid = upobj;
  2810. gd.removableUnits = removableUnits;
  2811. gd.queryID = garrisonQuery->queryID;
  2812. sendAndApply(&gd);
  2813. }
  2814. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  2815. {
  2816. OpenWindow ow;
  2817. ow.window = EOpenWindowMode::THIEVES_GUILD;
  2818. ow.id1 = player.getNum();
  2819. ow.id2 = requestingObjId.getNum();
  2820. sendAndApply(&ow);
  2821. }
  2822. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2823. {
  2824. if (id1 == id2)
  2825. return true;
  2826. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2827. if (!o1 || !o2)
  2828. return true; //arranging stacks within an object should be always allowed
  2829. if (o1 && o2)
  2830. {
  2831. if (o1->ID == Obj::TOWN)
  2832. {
  2833. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2834. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2835. return true;
  2836. }
  2837. if (o2->ID == Obj::TOWN)
  2838. {
  2839. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2840. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2841. return true;
  2842. }
  2843. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2844. {
  2845. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2846. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2847. // two heroes in same town (garrisoned and visiting)
  2848. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2849. return true;
  2850. }
  2851. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2852. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2853. if (!dialog)
  2854. {
  2855. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2856. }
  2857. if (dialog)
  2858. {
  2859. auto topArmy = dialog->exchangingArmies.at(0);
  2860. auto bottomArmy = dialog->exchangingArmies.at(1);
  2861. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2862. return true;
  2863. }
  2864. }
  2865. return false;
  2866. }
  2867. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2868. {
  2869. using events::ObjectVisitStarted;
  2870. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  2871. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2872. auto startVisit = [&](ObjectVisitStarted & event)
  2873. {
  2874. auto visitedObject = obj;
  2875. if(obj->ID == Obj::HERO)
  2876. {
  2877. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2878. const auto visitedTown = visitedHero->visitedTown;
  2879. if(visitedTown)
  2880. {
  2881. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2882. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2883. visitedObject = visitedTown;
  2884. }
  2885. }
  2886. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2887. queries->addQuery(visitQuery); //TODO real visit pos
  2888. HeroVisit hv;
  2889. hv.objId = obj->id;
  2890. hv.heroId = h->id;
  2891. hv.player = h->tempOwner;
  2892. hv.starting = true;
  2893. sendAndApply(&hv);
  2894. obj->onHeroVisit(h);
  2895. };
  2896. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2897. if(visitQuery)
  2898. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2899. }
  2900. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2901. {
  2902. using events::ObjectVisitEnded;
  2903. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2904. auto endVisit = [&](ObjectVisitEnded & event)
  2905. {
  2906. HeroVisit hv;
  2907. hv.player = event.getPlayer();
  2908. hv.heroId = event.getHero();
  2909. hv.starting = false;
  2910. sendAndApply(&hv);
  2911. };
  2912. //TODO: ObjectVisitEnded should also have id of visited object,
  2913. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2914. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2915. }
  2916. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2917. {
  2918. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2919. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2920. {
  2921. complain("Cannot build boat in this shipyard!");
  2922. return false;
  2923. }
  2924. TResources boatCost;
  2925. obj->getBoatCost(boatCost);
  2926. TResources aviable = getPlayerState(playerID)->resources;
  2927. if (!aviable.canAfford(boatCost))
  2928. {
  2929. complain("Not enough resources to build a boat!");
  2930. return false;
  2931. }
  2932. int3 tile = obj->bestLocation();
  2933. if (!gs->map->isInTheMap(tile))
  2934. {
  2935. complain("Cannot find appropriate tile for a boat!");
  2936. return false;
  2937. }
  2938. giveResources(playerID, -boatCost);
  2939. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  2940. return true;
  2941. }
  2942. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2943. {
  2944. for (auto playerColor : playerColors)
  2945. {
  2946. if (getPlayerState(playerColor, false))
  2947. checkVictoryLossConditionsForPlayer(playerColor);
  2948. }
  2949. }
  2950. void CGameHandler::checkVictoryLossConditionsForAll()
  2951. {
  2952. std::set<PlayerColor> playerColors;
  2953. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2954. {
  2955. playerColors.insert(PlayerColor(i));
  2956. }
  2957. checkVictoryLossConditions(playerColors);
  2958. }
  2959. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2960. {
  2961. const PlayerState * p = getPlayerState(player);
  2962. if(!p || p->status != EPlayerStatus::INGAME) return;
  2963. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  2964. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2965. {
  2966. InfoWindow iw;
  2967. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2968. sendAndApply(&iw);
  2969. PlayerEndsGame peg;
  2970. peg.player = player;
  2971. peg.victoryLossCheckResult = victoryLossCheckResult;
  2972. sendAndApply(&peg);
  2973. turnOrder->onPlayerEndsGame(player);
  2974. if (victoryLossCheckResult.victory())
  2975. {
  2976. //one player won -> all enemies lost
  2977. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  2978. {
  2979. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  2980. {
  2981. peg.player = i->first;
  2982. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  2983. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2984. InfoWindow iw;
  2985. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  2986. iw.player = i->first;
  2987. sendAndApply(&iw);
  2988. sendAndApply(&peg);
  2989. }
  2990. }
  2991. if(p->human)
  2992. {
  2993. lobby->setState(EServerState::GAMEPLAY_ENDED);
  2994. }
  2995. }
  2996. else
  2997. {
  2998. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2999. auto hlp = p->heroes;
  3000. for (auto h : hlp) //eliminate heroes
  3001. {
  3002. if (h.get())
  3003. removeObject(h);
  3004. }
  3005. //player lost -> all his objects become unflagged (neutral)
  3006. for (auto obj : gs->map->objects) //unflag objs
  3007. {
  3008. if (obj.get() && obj->tempOwner == player)
  3009. setOwner(obj, PlayerColor::NEUTRAL);
  3010. }
  3011. //eliminating one player may cause victory of another:
  3012. std::set<PlayerColor> playerColors;
  3013. //do not copy player state (CBonusSystemNode) by value
  3014. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3015. {
  3016. if (p.first != player)
  3017. playerColors.insert(p.first);
  3018. }
  3019. //notify all players
  3020. for (auto pc : playerColors)
  3021. {
  3022. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3023. {
  3024. InfoWindow iw;
  3025. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3026. iw.player = pc;
  3027. sendAndApply(&iw);
  3028. }
  3029. }
  3030. checkVictoryLossConditions(playerColors);
  3031. }
  3032. }
  3033. }
  3034. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3035. {
  3036. out.player = player;
  3037. out.text = victoryLossCheckResult.messageToSelf;
  3038. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  3039. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  3040. }
  3041. bool CGameHandler::dig(const CGHeroInstance *h)
  3042. {
  3043. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3044. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3045. createObject(h->visitablePos(), Obj::HOLE, 0 );
  3046. //take MPs
  3047. SetMovePoints smp;
  3048. smp.hid = h->id;
  3049. smp.val = 0;
  3050. sendAndApply(&smp);
  3051. InfoWindow iw;
  3052. iw.type = EInfoWindowMode::AUTO;
  3053. iw.player = h->tempOwner;
  3054. if (gs->map->grailPos == h->visitablePos())
  3055. {
  3056. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3057. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  3058. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3059. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  3060. sendAndApply(&iw);
  3061. iw.soundID = soundBase::invalid;
  3062. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  3063. iw.text.clear();
  3064. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  3065. sendAndApply(&iw);
  3066. }
  3067. else
  3068. {
  3069. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3070. iw.soundID = soundBase::Dig;
  3071. sendAndApply(&iw);
  3072. }
  3073. return true;
  3074. }
  3075. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3076. {
  3077. if (!t.visitableObjects.empty())
  3078. {
  3079. //to prevent self-visiting heroes on space press
  3080. if (t.visitableObjects.back() != h)
  3081. objectVisited(t.visitableObjects.back(), h);
  3082. else if (t.visitableObjects.size() > 1)
  3083. objectVisited(*(t.visitableObjects.end()-2),h);
  3084. }
  3085. }
  3086. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3087. {
  3088. if (!hero)
  3089. COMPLAIN_RET("You need hero to sacrifice creature!");
  3090. int expSum = 0;
  3091. auto finish = [this, &hero, &expSum]()
  3092. {
  3093. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3094. };
  3095. for(int i = 0; i < slot.size(); ++i)
  3096. {
  3097. int oldCount = hero->getStackCount(slot[i]);
  3098. if(oldCount < (int)count[i])
  3099. {
  3100. finish();
  3101. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3102. }
  3103. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3104. {
  3105. finish();
  3106. COMPLAIN_RET("Cannot sacrifice last creature!");
  3107. }
  3108. int crid = hero->getStack(slot[i]).type->getId();
  3109. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3110. int dump, exp;
  3111. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3112. exp *= count[i];
  3113. expSum += exp;
  3114. }
  3115. finish();
  3116. return true;
  3117. }
  3118. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3119. {
  3120. if (!hero)
  3121. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3122. int expSum = 0;
  3123. auto finish = [this, &hero, &expSum]()
  3124. {
  3125. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3126. };
  3127. for(int i = 0; i < slot.size(); ++i)
  3128. {
  3129. ArtifactLocation al(hero, slot[i]);
  3130. const CArtifactInstance * a = al.getArt();
  3131. if(!a)
  3132. {
  3133. finish();
  3134. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3135. }
  3136. const CArtifactInstance * art = hero->getArt(slot[i]);
  3137. if(!art)
  3138. {
  3139. finish();
  3140. COMPLAIN_RET("No artifact at position to sacrifice!");
  3141. }
  3142. si32 typId = art->artType->getId();
  3143. int dmp, expToGive;
  3144. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3145. expSum += expToGive;
  3146. removeArtifact(al);
  3147. }
  3148. finish();
  3149. return true;
  3150. }
  3151. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3152. {
  3153. if (sl.army->hasStackAtSlot(sl.slot))
  3154. COMPLAIN_RET("Slot is already taken!");
  3155. if (!sl.slot.validSlot())
  3156. COMPLAIN_RET("Cannot insert stack to that slot!");
  3157. InsertNewStack ins;
  3158. ins.army = sl.army->id;
  3159. ins.slot = sl.slot;
  3160. ins.type = c->getId();
  3161. ins.count = count;
  3162. sendAndApply(&ins);
  3163. return true;
  3164. }
  3165. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3166. {
  3167. if (!sl.army->hasStackAtSlot(sl.slot))
  3168. COMPLAIN_RET("Cannot find a stack to erase");
  3169. if (sl.army->stacksCount() == 1 //from the last stack
  3170. && sl.army->needsLastStack() //that must be left
  3171. && !forceRemoval) //ignore above conditions if we are forcing removal
  3172. {
  3173. COMPLAIN_RET("Cannot erase the last stack!");
  3174. }
  3175. EraseStack es;
  3176. es.army = sl.army->id;
  3177. es.slot = sl.slot;
  3178. sendAndApply(&es);
  3179. return true;
  3180. }
  3181. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3182. {
  3183. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3184. if ((absoluteValue && count < 0)
  3185. || (!absoluteValue && -count > currentCount))
  3186. {
  3187. COMPLAIN_RET("Cannot take more stacks than present!");
  3188. }
  3189. if ((currentCount == -count && !absoluteValue)
  3190. || (!count && absoluteValue))
  3191. {
  3192. eraseStack(sl);
  3193. }
  3194. else
  3195. {
  3196. ChangeStackCount csc;
  3197. csc.army = sl.army->id;
  3198. csc.slot = sl.slot;
  3199. csc.count = count;
  3200. csc.absoluteValue = absoluteValue;
  3201. sendAndApply(&csc);
  3202. }
  3203. return true;
  3204. }
  3205. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3206. {
  3207. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3208. if (!slotC) //slot is empty
  3209. insertNewStack(sl, c, count);
  3210. else if (c == slotC)
  3211. changeStackCount(sl, count);
  3212. else
  3213. {
  3214. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3215. }
  3216. return true;
  3217. }
  3218. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3219. {
  3220. if (removeObjWhenFinished)
  3221. removeAfterVisit(src);
  3222. if (!src->canBeMergedWith(*dst, allowMerging))
  3223. {
  3224. if (allowMerging) //do that, add all matching creatures.
  3225. {
  3226. bool cont = true;
  3227. while (cont)
  3228. {
  3229. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3230. {
  3231. SlotID pos = dst->getSlotFor(i->second->type);
  3232. if (pos.validSlot())
  3233. {
  3234. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3235. cont = true;
  3236. break; //or iterator crashes
  3237. }
  3238. cont = false;
  3239. }
  3240. }
  3241. }
  3242. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3243. }
  3244. else //merge
  3245. {
  3246. moveArmy(src, dst, allowMerging);
  3247. }
  3248. }
  3249. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3250. {
  3251. if (!src.army->hasStackAtSlot(src.slot))
  3252. COMPLAIN_RET("No stack to move!");
  3253. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3254. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3255. if (!dst.slot.validSlot())
  3256. COMPLAIN_RET("Cannot move stack to that slot!");
  3257. if (count == -1)
  3258. {
  3259. count = src.army->getStackCount(src.slot);
  3260. }
  3261. if (src.army != dst.army //moving away
  3262. && count == src.army->getStackCount(src.slot) //all creatures
  3263. && src.army->stacksCount() == 1 //from the last stack
  3264. && src.army->needsLastStack()) //that must be left
  3265. {
  3266. COMPLAIN_RET("Cannot move away the last creature!");
  3267. }
  3268. RebalanceStacks rs;
  3269. rs.srcArmy = src.army->id;
  3270. rs.dstArmy = dst.army->id;
  3271. rs.srcSlot = src.slot;
  3272. rs.dstSlot = dst.slot;
  3273. rs.count = count;
  3274. sendAndApply(&rs);
  3275. return true;
  3276. }
  3277. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3278. {
  3279. const CSpell * s = spellID.toSpell();
  3280. if(!s)
  3281. return;
  3282. AdventureSpellCastParameters p;
  3283. p.caster = caster;
  3284. p.pos = pos;
  3285. s->adventureCast(spellEnv, p);
  3286. }
  3287. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3288. {
  3289. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3290. {
  3291. return moveStack(sl2, sl1);
  3292. }
  3293. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3294. {
  3295. return moveStack(sl1, sl2);
  3296. }
  3297. else
  3298. {
  3299. SwapStacks ss;
  3300. ss.srcArmy = sl1.army->id;
  3301. ss.dstArmy = sl2.army->id;
  3302. ss.srcSlot = sl1.slot;
  3303. ss.dstSlot = sl2.slot;
  3304. sendAndApply(&ss);
  3305. return true;
  3306. }
  3307. }
  3308. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  3309. {
  3310. assert(a->artType);
  3311. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  3312. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3313. {
  3314. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  3315. }
  3316. else if(ArtifactUtils::isSlotBackpack(pos))
  3317. {
  3318. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  3319. }
  3320. else
  3321. {
  3322. al.slot = pos;
  3323. }
  3324. if(a->canBePutAt(al))
  3325. putArtifact(al, a);
  3326. else
  3327. return false;
  3328. return true;
  3329. }
  3330. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  3331. {
  3332. PutArtifact pa;
  3333. pa.art = a;
  3334. pa.al = al;
  3335. sendAndApply(&pa);
  3336. }
  3337. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3338. {
  3339. assert(artType);
  3340. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3341. {
  3342. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3343. COMPLAIN_RET("Cannot put artifact in that slot!");
  3344. }
  3345. else if(ArtifactUtils::isSlotBackpack(pos))
  3346. {
  3347. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3348. COMPLAIN_RET("Cannot put artifact in that slot!");
  3349. }
  3350. else
  3351. {
  3352. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3353. }
  3354. auto * newArtInst = new CArtifactInstance();
  3355. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3356. NewArtifact na;
  3357. na.art = newArtInst;
  3358. sendAndApply(&na); // -> updates newArtInst!!!
  3359. if(giveHeroArtifact(h, newArtInst, pos))
  3360. return true;
  3361. else
  3362. return false;
  3363. }
  3364. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3365. {
  3366. std::vector<int3>::iterator tile;
  3367. std::vector<int3> tiles;
  3368. getFreeTiles(tiles);
  3369. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3370. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3371. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3372. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3373. for (int i = 0; i < (int)amount; ++i)
  3374. {
  3375. tile = tiles.begin();
  3376. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3377. {
  3378. auto count = cre->getRandomAmount(std::rand);
  3379. createObject(*tile, Obj::MONSTER, creatureID);
  3380. auto monsterId = getTopObj(*tile)->id;
  3381. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  3382. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3383. }
  3384. tiles.erase(tile); //not use it again
  3385. }
  3386. }
  3387. void CGameHandler::synchronizeArtifactHandlerLists()
  3388. {
  3389. UpdateArtHandlerLists uahl;
  3390. uahl.treasures = VLC->arth->treasures;
  3391. uahl.minors = VLC->arth->minors;
  3392. uahl.majors = VLC->arth->majors;
  3393. uahl.relics = VLC->arth->relics;
  3394. sendAndApply(&uahl);
  3395. }
  3396. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3397. {
  3398. return vstd::contains(gs->map->objects, obj);
  3399. }
  3400. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3401. {
  3402. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3403. return false;
  3404. auto query = queries->topQuery(player);
  3405. if (query && query->blocksPack(pack))
  3406. {
  3407. complain(boost::str(boost::format(
  3408. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3409. % boost::to_upper_copy<std::string>(player.toString())
  3410. % query->toString()
  3411. ));
  3412. return true;
  3413. }
  3414. return false;
  3415. }
  3416. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3417. {
  3418. //If the object is being visited, there must be a matching query
  3419. for (const auto &query : queries->allQueries())
  3420. {
  3421. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3422. {
  3423. if (someVistQuery->visitedObject == object)
  3424. {
  3425. someVistQuery->removeObjectAfterVisit = true;
  3426. return;
  3427. }
  3428. }
  3429. }
  3430. //If we haven't returned so far, there is no query and no visit, call was wrong
  3431. assert("This function needs to be called during the object visit!");
  3432. }
  3433. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  3434. {
  3435. std::unordered_set<int3> tiles;
  3436. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  3437. if (hide)
  3438. {
  3439. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3440. auto p = getPlayerState(player);
  3441. for (auto h : p->heroes)
  3442. {
  3443. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  3444. }
  3445. for (auto t : p->towns)
  3446. {
  3447. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  3448. }
  3449. for (auto tile : observedTiles)
  3450. vstd::erase_if_present (tiles, tile);
  3451. }
  3452. changeFogOfWar(tiles, player, hide);
  3453. }
  3454. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  3455. {
  3456. FoWChange fow;
  3457. fow.tiles = tiles;
  3458. fow.player = player;
  3459. fow.mode = hide? 0 : 1;
  3460. sendAndApply(&fow);
  3461. }
  3462. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3463. {
  3464. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3465. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3466. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3467. return true;
  3468. }
  3469. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  3470. {
  3471. SetObjectProperty sob;
  3472. sob.id = objid;
  3473. sob.what = prop;
  3474. sob.val = static_cast<ui32>(val);
  3475. sendAndApply(&sob);
  3476. }
  3477. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3478. {
  3479. sendAndApply(iw);
  3480. }
  3481. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3482. {
  3483. InfoWindow iw;
  3484. iw.player = player;
  3485. iw.text.appendRawString(msg);
  3486. showInfoDialog(&iw);
  3487. }
  3488. CRandomGenerator & CGameHandler::getRandomGenerator()
  3489. {
  3490. return CRandomGenerator::getDefault();
  3491. }
  3492. #if SCRIPTING_ENABLED
  3493. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3494. {
  3495. return serverScripts.get();
  3496. }
  3497. //scripting::Pool * CGameHandler::getContextPool() const
  3498. //{
  3499. // return serverScripts.get();
  3500. //}
  3501. #endif
  3502. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  3503. {
  3504. NewObject no;
  3505. no.ID = type;
  3506. no.subID= subtype;
  3507. no.targetPos = visitablePosition;
  3508. sendAndApply(&no);
  3509. }
  3510. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3511. {
  3512. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3513. }
  3514. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3515. {
  3516. battles->startBattleI(army1, army2, tile, creatureBank);
  3517. }
  3518. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3519. {
  3520. battles->startBattleI(army1, army2, creatureBank);
  3521. }