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