CGameHandler.cpp 125 KB

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