CGameHandler.cpp 122 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "battles/BattleProcessor.h"
  16. #include "processors/HeroPoolProcessor.h"
  17. #include "processors/PlayerMessageProcessor.h"
  18. #include "processors/TurnOrderProcessor.h"
  19. #include "queries/QueriesProcessor.h"
  20. #include "queries/MapQueries.h"
  21. #include "../lib/ArtifactUtils.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CCreatureSet.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CHeroHandler.h"
  28. #include "../lib/CSoundBase.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/CTownHandler.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/UnlockGuard.h"
  33. #include "../lib/GameSettings.h"
  34. #include "../lib/ScriptHandler.h"
  35. #include "../lib/StartInfo.h"
  36. #include "../lib/TerrainHandler.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/VCMI_Lib.h"
  39. #include "../lib/int3.h"
  40. #include "../lib/battle/BattleInfo.h"
  41. #include "../lib/filesystem/FileInfo.h"
  42. #include "../lib/filesystem/Filesystem.h"
  43. #include "../lib/gameState/CGameState.h"
  44. #include "../lib/mapping/CMap.h"
  45. #include "../lib/mapping/CMapService.h"
  46. #include "../lib/modding/ModIncompatibility.h"
  47. #include "../lib/pathfinder/CPathfinder.h"
  48. #include "../lib/pathfinder/PathfinderOptions.h"
  49. #include "../lib/pathfinder/TurnInfo.h"
  50. #include "../lib/registerTypes/RegisterTypes.h"
  51. #include "../lib/rmg/CMapGenOptions.h"
  52. #include "../lib/serializer/CTypeList.h"
  53. #include "../lib/serializer/Cast.h"
  54. #include "../lib/serializer/Connection.h"
  55. #include "../lib/serializer/JsonSerializer.h"
  56. #include "../lib/spells/CSpellHandler.h"
  57. #include "vstd/CLoggerBase.h"
  58. #include <vcmi/events/EventBus.h>
  59. #include <vcmi/events/GenericEvents.h>
  60. #include <vcmi/events/AdventureEvents.h>
  61. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  62. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  63. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  64. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  65. template <typename T> class CApplyOnGH;
  66. class CBaseForGHApply
  67. {
  68. public:
  69. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  70. virtual ~CBaseForGHApply(){}
  71. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  72. {
  73. return new CApplyOnGH<U>();
  74. }
  75. };
  76. template <typename T> class CApplyOnGH : public CBaseForGHApply
  77. {
  78. public:
  79. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  80. {
  81. T *ptr = static_cast<T*>(pack);
  82. try
  83. {
  84. ApplyGhNetPackVisitor applier(*gh);
  85. ptr->visit(applier);
  86. return applier.getResult();
  87. }
  88. catch(ExceptionNotAllowedAction & e)
  89. {
  90. (void)e;
  91. return false;
  92. }
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  100. {
  101. logGlobal->error("Cannot apply on GH plain CPack!");
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static inline double distance(int3 a, int3 b)
  107. {
  108. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  109. }
  110. template <typename T>
  111. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  112. {
  113. fun(args[which]);
  114. }
  115. const Services * CGameHandler::services() const
  116. {
  117. return VLC;
  118. }
  119. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  120. {
  121. return gs->getBattle(battleID);
  122. }
  123. const CGameHandler::GameCb * CGameHandler::game() const
  124. {
  125. return this;
  126. }
  127. vstd::CLoggerBase * CGameHandler::logger() const
  128. {
  129. return logGlobal;
  130. }
  131. events::EventBus * CGameHandler::eventBus() const
  132. {
  133. return serverEventBus.get();
  134. }
  135. CVCMIServer * CGameHandler::gameLobby() const
  136. {
  137. return lobby;
  138. }
  139. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  140. {
  141. changeSecSkill(hero, skill, 1, 0);
  142. expGiven(hero);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  145. {
  146. // required exp for at least 1 lvl-up hasn't been reached
  147. if (!hero->gainsLevel())
  148. {
  149. return;
  150. }
  151. // give primary skill
  152. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  153. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  154. SetPrimSkill sps;
  155. sps.id = hero->id;
  156. sps.which = primarySkill;
  157. sps.abs = false;
  158. sps.val = 1;
  159. sendAndApply(&sps);
  160. PrepareHeroLevelUp pre;
  161. pre.heroId = hero->id;
  162. sendAndApply(&pre);
  163. HeroLevelUp hlu;
  164. hlu.player = hero->tempOwner;
  165. hlu.heroId = hero->id;
  166. hlu.primskill = primarySkill;
  167. hlu.skills = pre.skills;
  168. if (hlu.skills.size() == 0)
  169. {
  170. sendAndApply(&hlu);
  171. levelUpHero(hero);
  172. }
  173. else if (hlu.skills.size() == 1)
  174. {
  175. sendAndApply(&hlu);
  176. levelUpHero(hero, pre.skills.front());
  177. }
  178. else if (hlu.skills.size() > 1)
  179. {
  180. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  181. hlu.queryID = levelUpQuery->queryID;
  182. queries->addQuery(levelUpQuery);
  183. sendAndApply(&hlu);
  184. //level up will be called on query reply
  185. }
  186. }
  187. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  188. {
  189. SetCommanderProperty scp;
  190. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  191. if (hero)
  192. scp.heroid = hero->id;
  193. else
  194. {
  195. complain ("Commander is not led by hero!");
  196. return;
  197. }
  198. scp.accumulatedBonus.subtype = 0;
  199. scp.accumulatedBonus.additionalInfo = 0;
  200. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  201. scp.accumulatedBonus.turnsRemain = 0;
  202. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  203. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  204. if (skill <= ECommander::SPELL_POWER)
  205. {
  206. scp.which = SetCommanderProperty::BONUS;
  207. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  208. {
  209. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  210. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  211. };
  212. switch (skill)
  213. {
  214. case ECommander::ATTACK:
  215. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  216. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::ATTACK);
  217. break;
  218. case ECommander::DEFENSE:
  219. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  220. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::DEFENSE);
  221. break;
  222. case ECommander::HEALTH:
  223. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  224. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  225. break;
  226. case ECommander::DAMAGE:
  227. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  230. break;
  231. case ECommander::SPEED:
  232. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  233. break;
  234. case ECommander::SPELL_POWER:
  235. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  236. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  237. sendAndApply (&scp); //additional pack
  238. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  239. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  240. sendAndApply (&scp); //additional pack
  241. scp.accumulatedBonus.type = BonusType::CASTS;
  242. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  243. sendAndApply (&scp); //additional pack
  244. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  245. break;
  246. }
  247. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  248. sendAndApply (&scp);
  249. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  250. scp.additionalInfo = skill;
  251. scp.amount = c->secondarySkills.at(skill) + 1;
  252. sendAndApply (&scp);
  253. }
  254. else if (skill >= 100)
  255. {
  256. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  257. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  258. scp.additionalInfo = skill; //unnormalized
  259. sendAndApply (&scp);
  260. }
  261. expGiven(hero);
  262. }
  263. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  264. {
  265. if (!c->gainsLevel())
  266. {
  267. return;
  268. }
  269. CommanderLevelUp clu;
  270. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  271. if(hero)
  272. {
  273. clu.heroId = hero->id;
  274. clu.player = hero->tempOwner;
  275. }
  276. else
  277. {
  278. complain ("Commander is not led by hero!");
  279. return;
  280. }
  281. //picking sec. skills for choice
  282. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  283. {
  284. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  285. clu.skills.push_back(i);
  286. }
  287. int i = 100;
  288. for (auto specialSkill : VLC->creh->skillRequirements)
  289. {
  290. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  291. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  292. && !vstd::contains (c->specialSkills, i))
  293. clu.skills.push_back (i);
  294. ++i;
  295. }
  296. int skillAmount = static_cast<int>(clu.skills.size());
  297. if (!skillAmount)
  298. {
  299. sendAndApply(&clu);
  300. levelUpCommander(c);
  301. }
  302. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  303. {
  304. sendAndApply(&clu);
  305. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  306. }
  307. else if (skillAmount > 1) //apply and ask for secondary skill
  308. {
  309. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  310. clu.queryID = commanderLevelUp->queryID;
  311. queries->addQuery(commanderLevelUp);
  312. sendAndApply(&clu);
  313. }
  314. }
  315. void CGameHandler::expGiven(const CGHeroInstance *hero)
  316. {
  317. if (hero->gainsLevel())
  318. levelUpHero(hero);
  319. else if (hero->commander && hero->commander->gainsLevel())
  320. levelUpCommander(hero->commander);
  321. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  322. // levelUpCommander(hero->commander);
  323. // else
  324. // levelUpHero(hero);
  325. }
  326. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  327. {
  328. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  329. {
  330. if (gs->map->levelLimit != 0)
  331. {
  332. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  333. TExpType resultingExp = abs ? val : hero->exp + val;
  334. if (resultingExp > expLimit)
  335. {
  336. // set given experience to max possible, but don't decrease if hero already over top
  337. abs = true;
  338. val = std::max(expLimit, hero->exp);
  339. InfoWindow iw;
  340. iw.player = hero->tempOwner;
  341. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  342. iw.text.replaceRawString(hero->getNameTranslated());
  343. sendAndApply(&iw);
  344. }
  345. }
  346. }
  347. SetPrimSkill sps;
  348. sps.id = hero->id;
  349. sps.which = which;
  350. sps.abs = abs;
  351. sps.val = val;
  352. sendAndApply(&sps);
  353. //only for exp - hero may level up
  354. if (which == PrimarySkill::EXPERIENCE)
  355. {
  356. if (hero->commander && hero->commander->alive)
  357. {
  358. //FIXME: trim experience according to map limit?
  359. SetCommanderProperty scp;
  360. scp.heroid = hero->id;
  361. scp.which = SetCommanderProperty::EXPERIENCE;
  362. scp.amount = val;
  363. sendAndApply (&scp);
  364. CBonusSystemNode::treeHasChanged();
  365. }
  366. expGiven(hero);
  367. }
  368. }
  369. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  370. {
  371. if(!hero)
  372. {
  373. logGlobal->error("changeSecSkill provided no hero");
  374. return;
  375. }
  376. SetSecSkill sss;
  377. sss.id = hero->id;
  378. sss.which = which;
  379. sss.val = val;
  380. sss.abs = abs;
  381. sendAndApply(&sss);
  382. if (hero->visitedTown)
  383. giveSpells(hero->visitedTown, hero);
  384. }
  385. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  386. {
  387. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  388. return;
  389. for(auto & playerConnections : connections)
  390. {
  391. PlayerColor playerId = playerConnections.first;
  392. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  393. if(!playerSettings)
  394. continue;
  395. auto playerConnection = vstd::find(playerConnections.second, c);
  396. if(playerConnection != playerConnections.second.end())
  397. {
  398. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  399. playerMessages->broadcastMessage(playerId, messageText);
  400. }
  401. }
  402. }
  403. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  404. {
  405. //prepare struct informing that action was applied
  406. auto sendPackageResponse = [&](bool succesfullyApplied)
  407. {
  408. PackageApplied applied;
  409. applied.player = pack->player;
  410. applied.result = succesfullyApplied;
  411. applied.packType = typeList.getTypeID(pack);
  412. applied.requestID = pack->requestID;
  413. pack->c->sendPack(&applied);
  414. };
  415. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  416. if(isBlockedByQueries(pack, pack->player))
  417. {
  418. sendPackageResponse(false);
  419. }
  420. else if(apply)
  421. {
  422. const bool result = apply->applyOnGH(this, this->gs, pack);
  423. if(result)
  424. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  425. else
  426. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  427. % typeid(*pack).name()).str());
  428. sendPackageResponse(true);
  429. }
  430. else
  431. {
  432. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  433. sendPackageResponse(false);
  434. }
  435. vstd::clear_pointer(pack);
  436. }
  437. CGameHandler::CGameHandler()
  438. : turnTimerHandler(*this)
  439. {}
  440. CGameHandler::CGameHandler(CVCMIServer * lobby)
  441. : lobby(lobby)
  442. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  443. , battles(std::make_unique<BattleProcessor>(this))
  444. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  445. , queries(std::make_unique<QueriesProcessor>())
  446. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  447. , complainNoCreatures("No creatures to split")
  448. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  449. , complainInvalidSlot("Invalid slot accessed!")
  450. , turnTimerHandler(*this)
  451. {
  452. QID = 1;
  453. IObjectInterface::cb = this;
  454. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  455. registerTypesServerPacks(*applier);
  456. spellEnv = new ServerSpellCastEnvironment(this);
  457. }
  458. CGameHandler::~CGameHandler()
  459. {
  460. delete spellEnv;
  461. delete gs;
  462. }
  463. void CGameHandler::reinitScripting()
  464. {
  465. serverEventBus = std::make_unique<events::EventBus>();
  466. #if SCRIPTING_ENABLED
  467. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  468. #endif
  469. }
  470. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  471. {
  472. if (si->seedToBeUsed == 0)
  473. {
  474. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  475. }
  476. CMapService mapService;
  477. gs = new CGameState();
  478. gs->preInit(VLC);
  479. logGlobal->info("Gamestate created!");
  480. gs->init(&mapService, si, progressTracking);
  481. logGlobal->info("Gamestate initialized!");
  482. // reset seed, so that clients can't predict any following random values
  483. getRandomGenerator().resetSeed();
  484. for (auto & elem : gs->players)
  485. turnOrder->addPlayer(elem.first);
  486. reinitScripting();
  487. }
  488. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  489. {
  490. return a.earlierThan(b);
  491. }
  492. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  493. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  494. const PlayerState * p = getPlayerState(town->tempOwner);
  495. if (!p)
  496. {
  497. assert(town->tempOwner == PlayerColor::NEUTRAL);
  498. return;
  499. }
  500. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  501. {
  502. SetAvailableCreatures ssi;
  503. ssi.tid = town->id;
  504. ssi.creatures = town->creatures;
  505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  506. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  507. if (dwellings.empty())//no dwellings - just remove
  508. {
  509. sendAndApply(&ssi);
  510. return;
  511. }
  512. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  513. // for multi-creature dwellings like Golem Factory
  514. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  515. if (clear)
  516. {
  517. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  518. }
  519. else
  520. {
  521. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  522. }
  523. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  524. sendAndApply(&ssi);
  525. }
  526. }
  527. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  528. {
  529. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  530. turnTimerHandler.onPlayerGetTurn(which);
  531. }
  532. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  533. {
  534. const auto * playerState = gs->getPlayerState(which);
  535. assert(playerState->status == EPlayerStatus::INGAME);
  536. if (playerState->towns.empty())
  537. {
  538. DaysWithoutTown pack;
  539. pack.player = which;
  540. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  541. sendAndApply(&pack);
  542. }
  543. else
  544. {
  545. if (playerState->daysWithoutCastle.has_value())
  546. {
  547. DaysWithoutTown pack;
  548. pack.player = which;
  549. pack.daysWithoutCastle = std::nullopt;
  550. sendAndApply(&pack);
  551. }
  552. }
  553. // check for 7 days without castle
  554. checkVictoryLossConditionsForPlayer(which);
  555. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  556. if (newWeek) //new heroes in tavern
  557. heroPool->onNewWeek(which);
  558. }
  559. void CGameHandler::onNewTurn()
  560. {
  561. logGlobal->trace("Turn %d", gs->day+1);
  562. NewTurn n;
  563. n.specialWeek = NewTurn::NO_ACTION;
  564. n.creatureid = CreatureID::NONE;
  565. n.day = gs->day + 1;
  566. bool firstTurn = !getDate(Date::DAY);
  567. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  568. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  569. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  570. if (firstTurn)
  571. {
  572. for (auto obj : gs->map->objects)
  573. {
  574. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  575. {
  576. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  577. }
  578. }
  579. }
  580. if (newWeek && !firstTurn)
  581. {
  582. n.specialWeek = NewTurn::NORMAL;
  583. bool deityOfFireBuilt = false;
  584. for (const CGTownInstance *t : gs->map->towns)
  585. {
  586. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  587. {
  588. deityOfFireBuilt = true;
  589. break;
  590. }
  591. }
  592. if (deityOfFireBuilt)
  593. {
  594. n.specialWeek = NewTurn::DEITYOFFIRE;
  595. n.creatureid = CreatureID::IMP;
  596. }
  597. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  598. {
  599. int monthType = getRandomGenerator().nextInt(99);
  600. if (newMonth) //new month
  601. {
  602. if (monthType < 40) //double growth
  603. {
  604. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  605. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  606. {
  607. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  608. }
  609. else if (VLC->creh->doubledCreatures.size())
  610. {
  611. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  612. }
  613. else
  614. {
  615. complain("Cannot find creature that can be spawned!");
  616. n.specialWeek = NewTurn::NORMAL;
  617. }
  618. }
  619. else if (monthType < 50)
  620. n.specialWeek = NewTurn::PLAGUE;
  621. }
  622. else //it's a week, but not full month
  623. {
  624. if (monthType < 25)
  625. {
  626. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  627. std::pair<int, CreatureID> newMonster(54, CreatureID());
  628. do
  629. {
  630. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  631. } while (VLC->creh->objects[newMonster.second] &&
  632. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  633. n.creatureid = newMonster.second;
  634. }
  635. }
  636. }
  637. }
  638. for (auto & elem : gs->players)
  639. {
  640. if (elem.first == PlayerColor::NEUTRAL)
  641. continue;
  642. assert(elem.first.isValidPlayer());//illegal player number!
  643. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  644. hadGold.insert(playerGold);
  645. if (firstTurn)
  646. heroPool->onNewWeek(elem.first);
  647. n.res[elem.first] = elem.second.resources;
  648. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  649. {
  650. bool hasCrystalGenCreature = false;
  651. for(CGHeroInstance * hero : elem.second.heroes)
  652. {
  653. for(auto stack : hero->stacks)
  654. {
  655. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  656. {
  657. hasCrystalGenCreature = true;
  658. break;
  659. }
  660. }
  661. }
  662. if(!hasCrystalGenCreature) //not found in armies, check towns
  663. {
  664. for(CGTownInstance * town : elem.second.towns)
  665. {
  666. for(auto stack : town->stacks)
  667. {
  668. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  669. {
  670. hasCrystalGenCreature = true;
  671. break;
  672. }
  673. }
  674. }
  675. }
  676. if(hasCrystalGenCreature)
  677. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  678. }
  679. for (CGHeroInstance *h : (elem).second.heroes)
  680. {
  681. if (h->visitedTown)
  682. giveSpells(h->visitedTown, h);
  683. NewTurn::Hero hth;
  684. hth.id = h->id;
  685. auto ti = std::make_unique<TurnInfo>(h, 1);
  686. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  687. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  688. hth.mana = h->getManaNewTurn();
  689. n.heroes.insert(hth);
  690. if (!firstTurn) //not first day
  691. {
  692. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  693. {
  694. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  695. }
  696. }
  697. }
  698. }
  699. for (CGTownInstance *t : gs->map->towns)
  700. {
  701. PlayerColor player = t->tempOwner;
  702. handleTownEvents(t, n);
  703. if (newWeek) //first day of week
  704. {
  705. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  706. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  707. if (!firstTurn)
  708. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  709. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  710. if (!vstd::contains(n.cres, t->id))
  711. {
  712. n.cres[t->id].tid = t->id;
  713. n.cres[t->id].creatures = t->creatures;
  714. }
  715. auto & sac = n.cres.at(t->id);
  716. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  717. {
  718. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  719. {
  720. ui32 &availableCount = sac.creatures.at(k).first;
  721. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  722. if (n.specialWeek == NewTurn::PLAGUE)
  723. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  724. else
  725. {
  726. if (firstTurn) //first day of game: use only basic growths
  727. availableCount = cre->getGrowth();
  728. else
  729. availableCount += t->creatureGrowth(k);
  730. //Deity of fire week - upgrade both imps and upgrades
  731. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  732. availableCount += 15;
  733. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  734. {
  735. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  736. availableCount *= 2;
  737. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  738. availableCount += 5;
  739. }
  740. }
  741. }
  742. }
  743. }
  744. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  745. {
  746. n.res[player] = n.res[player] + t->dailyIncome();
  747. }
  748. if(t->hasBuilt(BuildingID::GRAIL)
  749. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  750. {
  751. // Skyship, probably easier to handle same as Veil of darkness
  752. //do it every new day after veils apply
  753. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  754. {
  755. FoWChange fw;
  756. fw.mode = 1;
  757. fw.player = player;
  758. // find all hidden tiles
  759. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  760. auto shape = fow->shape();
  761. for(size_t z = 0; z < shape[0]; z++)
  762. for(size_t x = 0; x < shape[1]; x++)
  763. for(size_t y = 0; y < shape[2]; y++)
  764. if (!(*fow)[z][x][y])
  765. fw.tiles.insert(int3(x, y, z));
  766. sendAndApply (&fw);
  767. }
  768. }
  769. if (t->hasBonusOfType (BonusType::DARKNESS))
  770. {
  771. for (auto & player : gs->players)
  772. {
  773. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  774. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  775. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  776. }
  777. }
  778. }
  779. if (newMonth)
  780. {
  781. SetAvailableArtifacts saa;
  782. saa.id = -1;
  783. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  784. sendAndApply(&saa);
  785. }
  786. sendAndApply(&n);
  787. if (newWeek)
  788. {
  789. //spawn wandering monsters
  790. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  791. {
  792. spawnWanderingMonsters(n.creatureid);
  793. }
  794. //new week info popup
  795. if (!firstTurn)
  796. {
  797. InfoWindow iw;
  798. switch (n.specialWeek)
  799. {
  800. case NewTurn::DOUBLE_GROWTH:
  801. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  802. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  803. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  804. break;
  805. case NewTurn::PLAGUE:
  806. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  807. break;
  808. case NewTurn::BONUS_GROWTH:
  809. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  810. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  811. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  812. break;
  813. case NewTurn::DEITYOFFIRE:
  814. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  815. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  816. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  817. iw.text.replacePositiveNumber(15); //%+d 15
  818. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  819. iw.text.replacePositiveNumber(15); //%+d 15
  820. break;
  821. default:
  822. if (newMonth)
  823. {
  824. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  825. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  826. }
  827. else
  828. {
  829. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  830. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  831. }
  832. }
  833. for (auto & elem : gs->players)
  834. {
  835. iw.player = elem.first;
  836. sendAndApply(&iw);
  837. }
  838. }
  839. }
  840. if (!firstTurn)
  841. checkVictoryLossConditionsForAll(); // check for map turn limit
  842. logGlobal->trace("Info about turn %d has been sent!", n.day);
  843. handleTimeEvents();
  844. //call objects
  845. for (auto & elem : gs->map->objects)
  846. {
  847. if (elem)
  848. elem->newTurn(getRandomGenerator());
  849. }
  850. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  851. }
  852. void CGameHandler::run(bool resume)
  853. {
  854. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  855. for (auto cc : lobby->connections)
  856. {
  857. auto players = lobby->getAllClientPlayers(cc->connectionID);
  858. std::stringstream sbuffer;
  859. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  860. for (PlayerColor color : players)
  861. {
  862. sbuffer << color << " ";
  863. {
  864. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  865. connections[color].insert(cc);
  866. }
  867. }
  868. logGlobal->info(sbuffer.str());
  869. }
  870. #if SCRIPTING_ENABLED
  871. services()->scripts()->run(serverScripts);
  872. #endif
  873. if (!resume)
  874. {
  875. onNewTurn();
  876. events::TurnStarted::defaultExecute(serverEventBus.get());
  877. for(auto & player : gs->players)
  878. turnTimerHandler.onGameplayStart(player.first);
  879. }
  880. else
  881. events::GameResumed::defaultExecute(serverEventBus.get());
  882. turnOrder->onGameStarted();
  883. //wait till game is done
  884. auto clockLast = std::chrono::steady_clock::now();
  885. while(lobby->getState() == EServerState::GAMEPLAY)
  886. {
  887. const auto clockDuration = std::chrono::steady_clock::now() - clockLast;
  888. const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
  889. clockLast += clockDuration;
  890. turnTimerHandler.update(timePassed);
  891. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  892. }
  893. }
  894. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  895. {
  896. if (!h->hasSpellbook())
  897. return; //hero hasn't spellbook
  898. ChangeSpells cs;
  899. cs.hid = h->id;
  900. cs.learn = true;
  901. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  902. {
  903. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  904. for (int i = 0; i < h->maxSpellLevel(); i++)
  905. {
  906. std::vector<SpellID> spells;
  907. getAllowedSpells(spells, i+1);
  908. for (auto & spell : spells)
  909. cs.spells.insert(spell);
  910. }
  911. }
  912. else
  913. {
  914. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  915. {
  916. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  917. {
  918. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  919. cs.spells.insert(t->spells.at(i).at(j));
  920. }
  921. }
  922. }
  923. if (!cs.spells.empty())
  924. sendAndApply(&cs);
  925. }
  926. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  927. {
  928. if (!obj || !getObj(obj->id))
  929. {
  930. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  931. return false;
  932. }
  933. RemoveObject ro;
  934. ro.objectID = obj->id;
  935. ro.initiator = initiator;
  936. sendAndApply(&ro);
  937. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  938. return true;
  939. }
  940. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  941. {
  942. const CGHeroInstance *h = getHero(hid);
  943. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  944. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  945. {
  946. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  947. return true; //timer expired, no error
  948. logGlobal->error("Illegal call to move hero!");
  949. return false;
  950. }
  951. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  952. const int3 hmpos = h->convertToVisitablePos(dst);
  953. if (!gs->map->isInTheMap(hmpos))
  954. {
  955. logGlobal->error("Destination tile is outside the map!");
  956. return false;
  957. }
  958. const TerrainTile t = *getTile(hmpos);
  959. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  960. CGObjectInstance * objectToVisit = nullptr;
  961. CGObjectInstance * guardian = nullptr;
  962. if (!t.visitableObjects.empty())
  963. objectToVisit = t.visitableObjects.back();
  964. if (isInTheMap(guardPos))
  965. guardian = getTile(guardPos)->visitableObjects.back();
  966. assert(guardian == nullptr || dynamic_cast<CGCreature*>(guardian) != nullptr);
  967. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  968. const bool disembarking = h->boat
  969. && t.terType->isLand()
  970. && (dst == h->pos
  971. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  972. //result structure for start - movement failed, no move points used
  973. TryMoveHero tmh;
  974. tmh.id = hid;
  975. tmh.start = h->pos;
  976. tmh.end = dst;
  977. tmh.result = TryMoveHero::FAILED;
  978. tmh.movePoints = h->movementPointsRemaining();
  979. //check if destination tile is available
  980. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  981. auto ti = pathfinderHelper->getTurnInfo();
  982. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  983. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  984. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  985. const bool movingOntoObstacle = t.blocked && !t.visitable;
  986. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  987. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  988. const auto complainRet = [&](const std::string & message)
  989. {
  990. //send info about movement failure
  991. complain(message);
  992. sendAndApply(&tmh);
  993. return false;
  994. };
  995. if (guardian && getVisitingHero(guardian) != nullptr)
  996. return complainRet("Cannot move hero, destination monster is busy!");
  997. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr)
  998. return complainRet("Cannot move hero, destination object is busy!");
  999. if (objectToVisit &&
  1000. objectToVisit->getOwner().isValidPlayer() &&
  1001. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1002. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1003. return complainRet("Cannot move hero, destination player is busy!");
  1004. //it's a rock or blocked and not visitable tile
  1005. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1006. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1007. return complainRet("Cannot move hero, destination tile is blocked!");
  1008. //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)
  1009. if(movingOntoWater && !canFly && !canWalkOnSea)
  1010. return complainRet("Cannot move hero, destination tile is on water!");
  1011. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1012. return complainRet("Cannot disembark hero, tile is blocked!");
  1013. if(distance(h->pos, dst) >= 1.5 && !teleporting)
  1014. return complainRet("Tiles are not neighboring!");
  1015. if(h->inTownGarrison)
  1016. return complainRet("Can not move garrisoned hero!");
  1017. if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1018. return complainRet("Hero doesn't have any movement points left!");
  1019. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1020. return complainRet("Hero cannot transit over this tile!");
  1021. //several generic blocks of code
  1022. // should be called if hero changes tile but before applying TryMoveHero package
  1023. auto leaveTile = [&]()
  1024. {
  1025. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1026. {
  1027. obj->onHeroLeave(h);
  1028. }
  1029. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1030. };
  1031. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1032. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1033. {
  1034. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1035. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1036. queries->addQuery(moveQuery);
  1037. if (leavingTile == LEAVING_TILE)
  1038. leaveTile();
  1039. if (isInTheMap(guardPos))
  1040. tmh.attackedFrom = std::make_optional(guardPos);
  1041. tmh.result = result;
  1042. sendAndApply(&tmh);
  1043. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1044. { // Hero should be always able to visit any object he staying on even if there guards around
  1045. visitObjectOnTile(t, h);
  1046. }
  1047. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1048. {
  1049. objectVisited(guardian, h);
  1050. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1051. }
  1052. else if (visitDest == VISIT_DEST)
  1053. {
  1054. visitObjectOnTile(t, h);
  1055. }
  1056. queries->popIfTop(moveQuery);
  1057. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1058. return result != TryMoveHero::FAILED;
  1059. };
  1060. //interaction with blocking object (like resources)
  1061. auto blockingVisit = [&]() -> bool
  1062. {
  1063. for (CGObjectInstance *obj : t.visitableObjects)
  1064. {
  1065. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1066. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1067. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1068. {
  1069. EVisitDest visitDest = VISIT_DEST;
  1070. if(h->boat && !h->boat->onboardVisitAllowed)
  1071. visitDest = DONT_VISIT_DEST;
  1072. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1073. }
  1074. }
  1075. return false;
  1076. };
  1077. if (!transit && embarking)
  1078. {
  1079. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1080. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1081. // In H3 embark ignore guards
  1082. }
  1083. if (disembarking)
  1084. {
  1085. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1086. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1087. }
  1088. if (teleporting)
  1089. {
  1090. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1091. return true;
  1092. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1093. // visit town for town portal \ castle gates
  1094. // do not use generic visitObjectOnTile to avoid double-teleporting
  1095. // if this moveHero call was triggered by teleporter
  1096. if (objectToVisit)
  1097. {
  1098. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1099. town->onHeroVisit(h);
  1100. }
  1101. return true;
  1102. }
  1103. //still here? it is standard movement!
  1104. {
  1105. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1106. ? h->movementPointsRemaining() - cost
  1107. : 0;
  1108. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1109. EVisitDest visitDest = VISIT_DEST;
  1110. if (transit)
  1111. {
  1112. if (CGTeleport::isTeleport(objectToVisit))
  1113. visitDest = DONT_VISIT_DEST;
  1114. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1115. {
  1116. lookForGuards = IGNORE_GUARDS;
  1117. visitDest = DONT_VISIT_DEST;
  1118. }
  1119. }
  1120. else if (blockingVisit())
  1121. return true;
  1122. if(h->boat && !h->boat->onboardAssaultAllowed)
  1123. lookForGuards = IGNORE_GUARDS;
  1124. turnTimerHandler.setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1125. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1126. return true;
  1127. }
  1128. }
  1129. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1130. {
  1131. const CGHeroInstance *h = getHero(hid);
  1132. const CGTownInstance *t = getTown(dstid);
  1133. if (!h || !t)
  1134. COMPLAIN_RET("Invalid call to teleportHero!");
  1135. const CGTownInstance *from = h->visitedTown;
  1136. if (((h->getOwner() != t->getOwner())
  1137. && complain("Cannot teleport hero to another player"))
  1138. || (from->town->faction->getId() != t->town->faction->getId()
  1139. && complain("Source town and destination town should belong to the same faction"))
  1140. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1141. && complain("Hero must be in town with Castle gate for teleporting"))
  1142. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1143. && complain("Cannot teleport hero to town without Castle gate in it")))
  1144. return false;
  1145. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1146. moveHero(hid,pos,1);
  1147. return true;
  1148. }
  1149. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1150. {
  1151. PlayerColor oldOwner = getOwner(obj->id);
  1152. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1153. sendAndApply(&sop);
  1154. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1155. checkVictoryLossConditions(playerColors);
  1156. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1157. if (town) //town captured
  1158. {
  1159. if (owner.isValidPlayer()) //new owner is real player
  1160. {
  1161. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1162. setPortalDwelling(town, true, false);
  1163. }
  1164. if (oldOwner.isValidPlayer()) //old owner is real player
  1165. {
  1166. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1167. {
  1168. InfoWindow iw;
  1169. iw.player = oldOwner;
  1170. 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.
  1171. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  1172. sendAndApply(&iw);
  1173. }
  1174. }
  1175. }
  1176. const PlayerState * p = getPlayerState(owner);
  1177. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1178. {
  1179. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1180. {
  1181. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1182. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1183. }
  1184. }
  1185. }
  1186. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1187. {
  1188. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1189. queries->addQuery(dialogQuery);
  1190. iw->queryID = dialogQuery->queryID;
  1191. sendToAllClients(iw);
  1192. }
  1193. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1194. {
  1195. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1196. queries->addQuery(dialogQuery);
  1197. iw->queryID = dialogQuery->queryID;
  1198. sendToAllClients(iw);
  1199. }
  1200. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1201. {
  1202. if (!val) return; //don't waste time on empty call
  1203. TResources resources;
  1204. resources[which] = val;
  1205. giveResources(player, resources);
  1206. }
  1207. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1208. {
  1209. SetResources sr;
  1210. sr.abs = false;
  1211. sr.player = player;
  1212. sr.res = resources;
  1213. sendAndApply(&sr);
  1214. }
  1215. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1216. {
  1217. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1218. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1219. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1220. //first we move creatures to give to make them army of object-source
  1221. for (auto & elem : creatures.Slots())
  1222. {
  1223. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1224. }
  1225. tryJoiningArmy(obj, h, remove, true);
  1226. }
  1227. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1228. {
  1229. std::vector<CStackBasicDescriptor> cres = creatures;
  1230. if (cres.size() <= 0)
  1231. return;
  1232. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1233. for (CStackBasicDescriptor &sbd : cres)
  1234. {
  1235. TQuantity collected = 0;
  1236. while(collected < sbd.count)
  1237. {
  1238. bool foundSth = false;
  1239. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1240. {
  1241. if (i->second->type == sbd.type)
  1242. {
  1243. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1244. changeStackCount(StackLocation(obj, i->first), -take, false);
  1245. collected += take;
  1246. foundSth = true;
  1247. break;
  1248. }
  1249. }
  1250. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1251. {
  1252. complain("Unexpected failure during taking creatures!");
  1253. return;
  1254. }
  1255. }
  1256. }
  1257. }
  1258. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1259. {
  1260. HeroVisitCastle vc;
  1261. vc.hid = hero->id;
  1262. vc.tid = obj->id;
  1263. vc.flags |= 1;
  1264. sendAndApply(&vc);
  1265. visitCastleObjects(obj, hero);
  1266. giveSpells (obj, hero);
  1267. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1268. }
  1269. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1270. {
  1271. for (auto building : t->bonusingBuildings)
  1272. building->onHeroVisit(h);
  1273. }
  1274. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1275. {
  1276. HeroVisitCastle vc;
  1277. vc.hid = hero->id;
  1278. vc.tid = obj->id;
  1279. sendAndApply(&vc);
  1280. }
  1281. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1282. {
  1283. EraseArtifact ea;
  1284. ea.al = al;
  1285. sendAndApply(&ea);
  1286. }
  1287. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1288. {
  1289. ChangeSpells cs;
  1290. cs.hid = hero->id;
  1291. cs.spells = spells;
  1292. cs.learn = give;
  1293. sendAndApply(&cs);
  1294. }
  1295. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1296. {
  1297. sendAndApply(bonus);
  1298. }
  1299. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1300. {
  1301. sendAndApply(smp);
  1302. }
  1303. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1304. {
  1305. SetMana sm;
  1306. sm.hid = hid;
  1307. sm.val = val;
  1308. sm.absolute = true;
  1309. sendAndApply(&sm);
  1310. }
  1311. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1312. {
  1313. GiveHero gh;
  1314. gh.id = id;
  1315. gh.player = player;
  1316. gh.boatId = boatId;
  1317. sendAndApply(&gh);
  1318. //Reveal fow around new hero, especially released from Prison
  1319. auto h = getHero(id);
  1320. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  1321. }
  1322. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1323. {
  1324. ChangeObjPos cop;
  1325. cop.objid = objid;
  1326. cop.nPos = newPos;
  1327. cop.initiator = initiator;
  1328. sendAndApply(&cop);
  1329. }
  1330. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1331. {
  1332. const CGHeroInstance * h1 = getHero(fromHero);
  1333. const CGHeroInstance * h2 = getHero(toHero);
  1334. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1335. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1336. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1337. {
  1338. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1339. std::swap(fromHero, toHero);
  1340. }
  1341. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1342. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1343. return;//no scholar skill or no spellbook
  1344. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  1345. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  1346. ChangeSpells cs1;
  1347. cs1.learn = true;
  1348. cs1.hid = toHero;//giving spells to first hero
  1349. for (auto it : h1->getSpellsInSpellbook())
  1350. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1351. cs1.spells.insert(it);//spell to learn
  1352. ChangeSpells cs2;
  1353. cs2.learn = true;
  1354. cs2.hid = fromHero;
  1355. for (auto it : h2->getSpellsInSpellbook())
  1356. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1357. cs2.spells.insert(it);
  1358. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1359. {
  1360. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  1361. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  1362. InfoWindow iw;
  1363. iw.player = h1->tempOwner;
  1364. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  1365. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1366. iw.text.replaceRawString(h1->getNameTranslated());
  1367. if (!cs2.spells.empty())//if found new spell - apply
  1368. {
  1369. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1370. int size = static_cast<int>(cs2.spells.size());
  1371. for (auto it : cs2.spells)
  1372. {
  1373. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1374. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1375. switch (size--)
  1376. {
  1377. case 2:
  1378. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1379. case 1:
  1380. break;
  1381. default:
  1382. iw.text.appendRawString(", ");
  1383. }
  1384. }
  1385. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1386. iw.text.replaceRawString(h2->getNameTranslated());
  1387. sendAndApply(&cs2);
  1388. }
  1389. if (!cs1.spells.empty() && !cs2.spells.empty())
  1390. {
  1391. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1392. }
  1393. if (!cs1.spells.empty())
  1394. {
  1395. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1396. int size = static_cast<int>(cs1.spells.size());
  1397. for (auto it : cs1.spells)
  1398. {
  1399. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1400. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1401. switch (size--)
  1402. {
  1403. case 2:
  1404. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1405. case 1:
  1406. break;
  1407. default:
  1408. iw.text.appendRawString(", ");
  1409. }
  1410. }
  1411. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1412. iw.text.replaceRawString(h2->getNameTranslated());
  1413. sendAndApply(&cs1);
  1414. }
  1415. sendAndApply(&iw);
  1416. }
  1417. }
  1418. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1419. {
  1420. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1421. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1422. {
  1423. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1424. ExchangeDialog hex;
  1425. hex.queryID = exchange->queryID;
  1426. hex.player = h1->getOwner();
  1427. hex.hero1 = hero1;
  1428. hex.hero2 = hero2;
  1429. sendAndApply(&hex);
  1430. useScholarSkill(hero1,hero2);
  1431. queries->addQuery(exchange);
  1432. }
  1433. }
  1434. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1435. {
  1436. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1437. for (auto c : lobby->connections)
  1438. {
  1439. if(!c->isOpen())
  1440. continue;
  1441. c->sendPack(pack);
  1442. }
  1443. }
  1444. void CGameHandler::sendAndApply(CPackForClient * pack)
  1445. {
  1446. sendToAllClients(pack);
  1447. gs->apply(pack);
  1448. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1449. }
  1450. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1451. {
  1452. sendAndApply(static_cast<CPackForClient *>(pack));
  1453. checkVictoryLossConditionsForAll();
  1454. }
  1455. void CGameHandler::sendAndApply(SetResources * pack)
  1456. {
  1457. sendAndApply(static_cast<CPackForClient *>(pack));
  1458. checkVictoryLossConditionsForPlayer(pack->player);
  1459. }
  1460. void CGameHandler::sendAndApply(NewStructures * pack)
  1461. {
  1462. sendAndApply(static_cast<CPackForClient *>(pack));
  1463. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1464. }
  1465. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1466. {
  1467. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1468. }
  1469. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1470. {
  1471. if(pack->c)
  1472. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1473. logNetwork->error("Player is not allowed to perform this action!");
  1474. throw ExceptionNotAllowedAction();
  1475. }
  1476. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1477. {
  1478. std::ostringstream oss;
  1479. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1480. logNetwork->error(oss.str());
  1481. if(pack->c)
  1482. playerMessages->sendSystemMessage(pack->c, oss.str());
  1483. }
  1484. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1485. {
  1486. if(!isPlayerOwns(pack, id))
  1487. {
  1488. wrongPlayerMessage(pack, getOwner(id));
  1489. throwNotAllowedAction(pack);
  1490. }
  1491. }
  1492. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1493. {
  1494. throwIfWrongPlayer(pack, pack->player);
  1495. }
  1496. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1497. {
  1498. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1499. {
  1500. wrongPlayerMessage(pack, player);
  1501. throwNotAllowedAction(pack);
  1502. }
  1503. }
  1504. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1505. {
  1506. complain(txt);
  1507. throwNotAllowedAction(pack);
  1508. }
  1509. void CGameHandler::save(const std::string & filename)
  1510. {
  1511. logGlobal->info("Saving to %s", filename);
  1512. const auto stem = FileInfo::GetPathStem(filename);
  1513. const auto savefname = stem.to_string() + ".vsgm1";
  1514. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1515. CResourceHandler::get("local")->createResource(savefname);
  1516. try
  1517. {
  1518. {
  1519. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1520. saveCommonState(save);
  1521. logGlobal->info("Saving server state");
  1522. save << *this;
  1523. }
  1524. logGlobal->info("Game has been successfully saved!");
  1525. }
  1526. catch(std::exception &e)
  1527. {
  1528. logGlobal->error("Failed to save game: %s", e.what());
  1529. }
  1530. }
  1531. bool CGameHandler::load(const std::string & filename)
  1532. {
  1533. logGlobal->info("Loading from %s", filename);
  1534. const auto stem = FileInfo::GetPathStem(filename);
  1535. reinitScripting();
  1536. try
  1537. {
  1538. {
  1539. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1540. loadCommonState(lf);
  1541. logGlobal->info("Loading server state");
  1542. lf >> *this;
  1543. }
  1544. logGlobal->info("Game has been successfully loaded!");
  1545. }
  1546. catch(const ModIncompatibility & e)
  1547. {
  1548. logGlobal->error("Failed to load game: %s", e.what());
  1549. std::string errorMsg;
  1550. if(!e.whatMissing().empty())
  1551. {
  1552. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1553. errorMsg += e.whatMissing();
  1554. }
  1555. if(!e.whatExcessive().empty())
  1556. {
  1557. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1558. errorMsg += e.whatExcessive();
  1559. }
  1560. lobby->announceMessage(errorMsg);
  1561. return false;
  1562. }
  1563. catch(const std::exception & e)
  1564. {
  1565. logGlobal->error("Failed to load game: %s", e.what());
  1566. return false;
  1567. }
  1568. gs->preInit(VLC);
  1569. gs->updateOnLoad(lobby->si.get());
  1570. return true;
  1571. }
  1572. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1573. {
  1574. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1575. return false;
  1576. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1577. const CCreatureSet & creatureSet = *army;
  1578. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1579. || (howMany < 1 && complain("Invalid split parameter!")))
  1580. {
  1581. return false;
  1582. }
  1583. auto actualAmount = army->getStackCount(slotSrc);
  1584. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1585. return false;
  1586. auto freeSlots = creatureSet.getFreeSlots();
  1587. if(freeSlots.empty() && complain("No empty stacks"))
  1588. return false;
  1589. BulkRebalanceStacks bulkRS;
  1590. for(auto slot : freeSlots)
  1591. {
  1592. RebalanceStacks rs;
  1593. rs.srcArmy = army->id;
  1594. rs.dstArmy = army->id;
  1595. rs.srcSlot = slotSrc;
  1596. rs.dstSlot = slot;
  1597. rs.count = howMany;
  1598. bulkRS.moves.push_back(rs);
  1599. actualAmount -= howMany;
  1600. if(actualAmount <= howMany)
  1601. break;
  1602. }
  1603. sendAndApply(&bulkRS);
  1604. return true;
  1605. }
  1606. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1607. {
  1608. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1609. return false;
  1610. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1611. const CCreatureSet & creatureSet = *army;
  1612. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1613. return false;
  1614. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1615. if(actualAmount < 1 && complain(complainNoCreatures))
  1616. return false;
  1617. auto currentCreature = creatureSet.getCreature(slotSrc);
  1618. if(!currentCreature && complain(complainNoCreatures))
  1619. return false;
  1620. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1621. if(!creatureSlots.size())
  1622. return false;
  1623. BulkRebalanceStacks bulkRS;
  1624. for(auto slot : creatureSlots)
  1625. {
  1626. RebalanceStacks rs;
  1627. rs.srcArmy = army->id;
  1628. rs.dstArmy = army->id;
  1629. rs.srcSlot = slot;
  1630. rs.dstSlot = slotSrc;
  1631. rs.count = creatureSet.getStackCount(slot);
  1632. bulkRS.moves.push_back(rs);
  1633. }
  1634. sendAndApply(&bulkRS);
  1635. return true;
  1636. }
  1637. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1638. {
  1639. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1640. return false;
  1641. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1642. const CCreatureSet & setSrc = *armySrc;
  1643. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1644. return false;
  1645. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1646. const CCreatureSet & setDest = *armyDest;
  1647. auto freeSlots = setDest.getFreeSlotsQueue();
  1648. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1649. TRebalanceMap moves;
  1650. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1651. auto slotsLeft = setSrc.stacksCount();
  1652. auto destMap = setDest.getCreatureMap();
  1653. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1654. while(!srcQueue.empty())
  1655. {
  1656. auto pair = srcQueue.top();
  1657. srcQueue.pop();
  1658. auto currCreature = pair.first;
  1659. auto currSlot = pair.second;
  1660. const auto quantity = setSrc.getStackCount(currSlot);
  1661. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1662. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1663. if(!alreadyExists)
  1664. {
  1665. if(freeSlots.empty())
  1666. continue;
  1667. auto currFreeSlot = freeSlots.front();
  1668. freeSlots.pop();
  1669. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1670. }
  1671. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1672. slotsLeft--;
  1673. }
  1674. if(slotsLeft == 1)
  1675. {
  1676. auto lastCreature = setSrc.getCreature(srcSlot);
  1677. auto slotToMove = SlotID();
  1678. // Try to find a slot for last creature
  1679. if(destMap.find(lastCreature) == destMap.end())
  1680. {
  1681. if(!freeSlots.empty())
  1682. slotToMove = freeSlots.front();
  1683. }
  1684. else
  1685. {
  1686. slotToMove = destMap[lastCreature];
  1687. }
  1688. if(slotToMove != SlotID())
  1689. {
  1690. const bool needsLastStack = armySrc->needsLastStack();
  1691. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1692. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1693. }
  1694. }
  1695. BulkRebalanceStacks bulkRS;
  1696. for(auto & move : moves)
  1697. {
  1698. RebalanceStacks rs;
  1699. rs.srcArmy = armySrc->id;
  1700. rs.dstArmy = armyDest->id;
  1701. rs.srcSlot = move.first;
  1702. rs.dstSlot = move.second.first;
  1703. rs.count = move.second.second;
  1704. bulkRS.moves.push_back(rs);
  1705. }
  1706. sendAndApply(&bulkRS);
  1707. return true;
  1708. }
  1709. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1710. {
  1711. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1712. return false;
  1713. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1714. const CCreatureSet & creatureSet = *army;
  1715. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1716. return false;
  1717. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1718. if(actualAmount <= 1 && complain(complainNoCreatures))
  1719. return false;
  1720. auto freeSlot = creatureSet.getFreeSlot();
  1721. auto currentCreature = creatureSet.getCreature(slotSrc);
  1722. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1723. return true;
  1724. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1725. TQuantity totalCreatures = 0;
  1726. for(auto slot : creatureSlots)
  1727. totalCreatures += creatureSet.getStackCount(slot);
  1728. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1729. return false;
  1730. if(freeSlot != SlotID())
  1731. creatureSlots.push_back(freeSlot);
  1732. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1733. return false;
  1734. const auto totalCreatureSlots = creatureSlots.size();
  1735. const auto rem = totalCreatures % totalCreatureSlots;
  1736. const auto quotient = totalCreatures / totalCreatureSlots;
  1737. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1738. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1739. BulkSmartRebalanceStacks bulkSRS;
  1740. if(freeSlot != SlotID())
  1741. {
  1742. RebalanceStacks rs;
  1743. rs.srcArmy = rs.dstArmy = army->id;
  1744. rs.srcSlot = slotSrc;
  1745. rs.dstSlot = freeSlot;
  1746. rs.count = 1;
  1747. bulkSRS.moves.push_back(rs);
  1748. }
  1749. auto currSlot = 0;
  1750. auto check = 0;
  1751. for(auto slot : creatureSlots)
  1752. {
  1753. ChangeStackCount csc;
  1754. csc.army = army->id;
  1755. csc.slot = slot;
  1756. csc.count = (currSlot < rem)
  1757. ? quotient + 1
  1758. : quotient;
  1759. csc.absoluteValue = true;
  1760. bulkSRS.changes.push_back(csc);
  1761. currSlot++;
  1762. check += csc.count;
  1763. }
  1764. if(check != totalCreatures)
  1765. {
  1766. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1767. return false;
  1768. }
  1769. sendAndApply(&bulkSRS);
  1770. return true;
  1771. }
  1772. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1773. {
  1774. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1775. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1776. const CCreatureSet & S1 = *s1;
  1777. const CCreatureSet & S2 = *s2;
  1778. StackLocation sl1(s1, p1), sl2(s2, p2);
  1779. if (s1 == nullptr || s2 == nullptr)
  1780. {
  1781. complain("Cannot exchange stacks between non-existing objects!!\n");
  1782. return false;
  1783. }
  1784. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1785. {
  1786. complain(complainInvalidSlot);
  1787. return false;
  1788. }
  1789. if (!isAllowedExchange(id1,id2))
  1790. {
  1791. complain("Cannot exchange stacks between these two objects!\n");
  1792. return false;
  1793. }
  1794. // We can always put stacks into locked garrison, but not take them out of it
  1795. auto notRemovable = [&](const CArmedInstance * army)
  1796. {
  1797. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1798. {
  1799. auto g = dynamic_cast<const CGGarrison *>(army);
  1800. if (g && !g->removableUnits)
  1801. {
  1802. complain("Stacks in this garrison are not removable!\n");
  1803. return true;
  1804. }
  1805. }
  1806. return false;
  1807. };
  1808. if (what==1) //swap
  1809. {
  1810. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1811. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1812. {
  1813. complain("Can't take troops from another player!");
  1814. return false;
  1815. }
  1816. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1817. {
  1818. complain("Cannot swap stacks - slots are the same!");
  1819. return false;
  1820. }
  1821. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1822. {
  1823. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1824. return false;
  1825. }
  1826. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1827. return false;
  1828. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1829. return false;
  1830. swapStacks(sl1, sl2);
  1831. }
  1832. else if (what==2)//merge
  1833. {
  1834. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1835. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1836. return false;
  1837. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1838. {
  1839. complain("Cannot merge empty stack!");
  1840. return false;
  1841. }
  1842. else if (notRemovable(sl1.army))
  1843. return false;
  1844. moveStack(sl1, sl2);
  1845. }
  1846. else if (what==3) //split
  1847. {
  1848. const int countToMove = val - s2->getStackCount(p2);
  1849. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1850. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1851. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1852. {
  1853. complain("Can't move troops of another player!");
  1854. return false;
  1855. }
  1856. //general conditions checking
  1857. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1858. || (val<1 && complain(complainNoCreatures)) )
  1859. {
  1860. return false;
  1861. }
  1862. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1863. {
  1864. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1865. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1866. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1867. )
  1868. {
  1869. return false;
  1870. }
  1871. if (notRemovable(sl1.army))
  1872. {
  1873. if (s1->getStackCount(p1) > countLeftOnSrc)
  1874. return false;
  1875. }
  1876. else if (notRemovable(sl2.army))
  1877. {
  1878. if (s2->getStackCount(p1) < countLeftOnSrc)
  1879. return false;
  1880. }
  1881. moveStack(sl1, sl2, countToMove);
  1882. //S2.slots[p2]->count = val;
  1883. //S1.slots[p1]->count = total - val;
  1884. }
  1885. else //split one stack to the two
  1886. {
  1887. if (s1->getStackCount(p1) < val)//not enough creatures
  1888. {
  1889. complain(complainNotEnoughCreatures);
  1890. return false;
  1891. }
  1892. if (notRemovable(sl1.army))
  1893. return false;
  1894. moveStack(sl1, sl2, val);
  1895. }
  1896. }
  1897. return true;
  1898. }
  1899. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1900. {
  1901. return connections.at(player).count(c);
  1902. }
  1903. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1904. {
  1905. return connections.at(left) == connections.at(right);
  1906. }
  1907. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1908. {
  1909. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1910. if (!vstd::contains(s1->stacks,pos))
  1911. {
  1912. complain("Illegal call to disbandCreature - no such stack in army!");
  1913. return false;
  1914. }
  1915. eraseStack(StackLocation(s1, pos));
  1916. return true;
  1917. }
  1918. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1919. {
  1920. const CGTownInstance * t = getTown(tid);
  1921. if(!t)
  1922. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1923. if(!t->town->buildings.count(requestedID))
  1924. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1925. if(t->hasBuilt(requestedID))
  1926. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1927. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1928. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1929. std::vector<const CBuilding*> remainingAutoBuildings;
  1930. std::set<BuildingID> buildingsThatWillBe;
  1931. //Check validity of request
  1932. if(!force)
  1933. {
  1934. switch(requestedBuilding->mode)
  1935. {
  1936. case CBuilding::BUILD_NORMAL :
  1937. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1938. COMPLAIN_RET("Cannot build that building!");
  1939. break;
  1940. case CBuilding::BUILD_AUTO :
  1941. case CBuilding::BUILD_SPECIAL:
  1942. COMPLAIN_RET("This building can not be constructed normally!");
  1943. case CBuilding::BUILD_GRAIL :
  1944. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1945. {
  1946. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1947. COMPLAIN_RET("Cannot build this without grail!")
  1948. else
  1949. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1950. }
  1951. break;
  1952. }
  1953. }
  1954. //Performs stuff that has to be done before new building is built
  1955. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1956. {
  1957. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1958. {
  1959. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1960. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1961. if(upgradeNumber >= t->town->creatures.at(level).size())
  1962. {
  1963. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1964. "no creature found (upgrade number %d, level %d!")
  1965. % buildingID % upgradeNumber % level));
  1966. return;
  1967. }
  1968. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  1969. SetAvailableCreatures ssi;
  1970. ssi.tid = t->id;
  1971. ssi.creatures = t->creatures;
  1972. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1973. ssi.creatures[level].first = crea->getGrowth();
  1974. ssi.creatures[level].second.push_back(crea->getId());
  1975. sendAndApply(&ssi);
  1976. }
  1977. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1978. {
  1979. setPortalDwelling(t);
  1980. }
  1981. };
  1982. //Performs stuff that has to be done after new building is built
  1983. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1984. {
  1985. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1986. auto isLibrary = isMageGuild ? false
  1987. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1988. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1989. {
  1990. if(t->visitingHero)
  1991. giveSpells(t,t->visitingHero);
  1992. if(t->garrisonHero)
  1993. giveSpells(t,t->garrisonHero);
  1994. }
  1995. };
  1996. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1997. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  1998. {
  1999. return buildingsThatWillBe.count(buildID);
  2000. };
  2001. //Init the vectors
  2002. for(auto & build : t->town->buildings)
  2003. {
  2004. if(t->hasBuilt(build.first))
  2005. {
  2006. buildingsThatWillBe.insert(build.first);
  2007. }
  2008. else
  2009. {
  2010. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2011. remainingAutoBuildings.push_back(build.second);
  2012. }
  2013. }
  2014. //Prepare structure (list of building ids will be filled later)
  2015. NewStructures ns;
  2016. ns.tid = tid;
  2017. ns.builded = force ? t->builded : (t->builded+1);
  2018. std::queue<const CBuilding*> buildingsToAdd;
  2019. buildingsToAdd.push(requestedBuilding);
  2020. while(!buildingsToAdd.empty())
  2021. {
  2022. auto b = buildingsToAdd.front();
  2023. buildingsToAdd.pop();
  2024. ns.bid.insert(b->bid);
  2025. buildingsThatWillBe.insert(b->bid);
  2026. remainingAutoBuildings -= b;
  2027. for(auto autoBuilding : remainingAutoBuildings)
  2028. {
  2029. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2030. if(actualRequirements.test(areRequirementsFullfilled))
  2031. buildingsToAdd.push(autoBuilding);
  2032. }
  2033. }
  2034. // 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.
  2035. for(auto builtID : ns.bid)
  2036. processBeforeBuiltStructure(builtID);
  2037. //Take cost
  2038. if(!force)
  2039. giveResources(t->tempOwner, -requestedBuilding->resources);
  2040. //We know what has been built, apply changes. Do this as final step to properly update town window
  2041. sendAndApply(&ns);
  2042. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2043. for(auto builtID : ns.bid)
  2044. processAfterBuiltStructure(builtID);
  2045. // now when everything is built - reveal tiles for lookout tower
  2046. FoWChange fw;
  2047. fw.player = t->tempOwner;
  2048. fw.mode = 1;
  2049. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2050. sendAndApply(&fw);
  2051. if(t->visitingHero)
  2052. visitCastleObjects(t, t->visitingHero);
  2053. if(t->garrisonHero)
  2054. visitCastleObjects(t, t->garrisonHero);
  2055. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2056. return true;
  2057. }
  2058. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2059. {
  2060. ///incomplete, simply erases target building
  2061. const CGTownInstance * t = getTown(tid);
  2062. if (!vstd::contains(t->builtBuildings, bid))
  2063. return false;
  2064. RazeStructures rs;
  2065. rs.tid = tid;
  2066. rs.bid.insert(bid);
  2067. rs.destroyed = t->destroyed + 1;
  2068. sendAndApply(&rs);
  2069. //TODO: Remove dwellers
  2070. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2071. // {
  2072. // RemoveBonus rb(RemoveBonus::TOWN);
  2073. // rb.whoID = t->id;
  2074. // rb.source = BonusSource::TOWN_STRUCTURE;
  2075. // rb.id = 17;
  2076. // sendAndApply(&rb);
  2077. // }
  2078. return true;
  2079. }
  2080. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2081. {
  2082. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2083. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2084. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2085. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2086. const CCreature * c = VLC->creh->objects.at(crid);
  2087. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2088. //TODO: check if hero is actually visiting object
  2089. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2090. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2091. if (town)
  2092. {
  2093. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2094. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2095. }
  2096. else
  2097. {
  2098. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2099. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2100. }
  2101. //verify
  2102. bool found = false;
  2103. int level = 0;
  2104. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2105. {
  2106. if ((fromLvl != -1) && (level !=fromLvl))
  2107. continue;
  2108. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2109. int i = 0;
  2110. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2111. if (cur.second.at(i) == crid)
  2112. break;
  2113. if (i < cur.second.size())
  2114. {
  2115. found = true;
  2116. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2117. break;
  2118. }
  2119. }
  2120. SlotID slot = army->getSlotFor(crid);
  2121. if ((!found && complain("Cannot recruit: no such creatures!"))
  2122. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2123. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2124. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2125. {
  2126. return false;
  2127. }
  2128. //recruit
  2129. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2130. SetAvailableCreatures sac;
  2131. sac.tid = objid;
  2132. sac.creatures = dwelling->creatures;
  2133. sac.creatures[level].first -= cram;
  2134. sendAndApply(&sac);
  2135. if (warMachine)
  2136. {
  2137. ArtifactID artId = c->warMachine;
  2138. const CArtifact * art = artId.toArtifact();
  2139. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2140. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2141. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2142. return giveHeroNewArtifact(hero, art);
  2143. }
  2144. else
  2145. {
  2146. addToSlot(StackLocation(army, slot), c, cram);
  2147. }
  2148. return true;
  2149. }
  2150. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2151. {
  2152. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2153. if (!obj->hasStackAtSlot(pos))
  2154. {
  2155. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2156. }
  2157. UpgradeInfo ui;
  2158. fillUpgradeInfo(obj, pos, ui);
  2159. PlayerColor player = obj->tempOwner;
  2160. const PlayerState *p = getPlayerState(player);
  2161. int crQuantity = obj->stacks.at(pos)->count;
  2162. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2163. //check if upgrade is possible
  2164. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2165. {
  2166. return false;
  2167. }
  2168. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2169. //check if player has enough resources
  2170. if (!p->resources.canAfford(totalCost))
  2171. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2172. //take resources
  2173. giveResources(player, -totalCost);
  2174. //upgrade creature
  2175. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2176. return true;
  2177. }
  2178. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2179. {
  2180. if (!sl.army->hasStackAtSlot(sl.slot))
  2181. COMPLAIN_RET("Cannot find a stack to change type");
  2182. SetStackType sst;
  2183. sst.army = sl.army->id;
  2184. sst.slot = sl.slot;
  2185. sst.type = c->getId();
  2186. sendAndApply(&sst);
  2187. return true;
  2188. }
  2189. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2190. {
  2191. assert(src->canBeMergedWith(*dst, allowMerging));
  2192. while(src->stacksCount())//while there are unmoved creatures
  2193. {
  2194. auto i = src->Slots().begin(); //iterator to stack to move
  2195. StackLocation sl(src, i->first); //location of stack to move
  2196. SlotID pos = dst->getSlotFor(i->second->type);
  2197. if (!pos.validSlot())
  2198. {
  2199. //try to merge two other stacks to make place
  2200. std::pair<SlotID, SlotID> toMerge;
  2201. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2202. {
  2203. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2204. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2205. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2206. }
  2207. else
  2208. {
  2209. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2210. return;
  2211. }
  2212. }
  2213. else
  2214. {
  2215. moveStack(sl, StackLocation(dst, pos));
  2216. }
  2217. }
  2218. }
  2219. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2220. {
  2221. const CGTownInstance * town = getTown(tid);
  2222. if(!town->garrisonHero == !town->visitingHero)
  2223. return false;
  2224. SetHeroesInTown intown;
  2225. intown.tid = tid;
  2226. if(town->garrisonHero) //garrison -> vising
  2227. {
  2228. intown.garrison = ObjectInstanceID();
  2229. intown.visiting = town->garrisonHero->id;
  2230. }
  2231. else //visiting -> garrison
  2232. {
  2233. if(town->armedGarrison())
  2234. town->mergeGarrisonOnSiege();
  2235. intown.visiting = ObjectInstanceID();
  2236. intown.garrison = town->visitingHero->id;
  2237. }
  2238. sendAndApply(&intown);
  2239. return true;
  2240. }
  2241. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2242. {
  2243. const CGTownInstance * town = getTown(tid);
  2244. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2245. {
  2246. if (!town->visitingHero->canBeMergedWith(*town))
  2247. {
  2248. complain("Cannot make garrison swap, not enough free slots!");
  2249. return false;
  2250. }
  2251. moveArmy(town, town->visitingHero, true);
  2252. SetHeroesInTown intown;
  2253. intown.tid = tid;
  2254. intown.visiting = ObjectInstanceID();
  2255. intown.garrison = town->visitingHero->id;
  2256. sendAndApply(&intown);
  2257. return true;
  2258. }
  2259. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2260. {
  2261. //check if moving hero out of town will break 8 wandering heroes limit
  2262. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2263. {
  2264. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2265. return false;
  2266. }
  2267. SetHeroesInTown intown;
  2268. intown.tid = tid;
  2269. intown.garrison = ObjectInstanceID();
  2270. intown.visiting = town->garrisonHero->id;
  2271. sendAndApply(&intown);
  2272. return true;
  2273. }
  2274. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2275. {
  2276. SetHeroesInTown intown;
  2277. intown.tid = tid;
  2278. intown.garrison = town->visitingHero->id;
  2279. intown.visiting = town->garrisonHero->id;
  2280. sendAndApply(&intown);
  2281. return true;
  2282. }
  2283. else
  2284. {
  2285. complain("Cannot swap garrison hero!");
  2286. return false;
  2287. }
  2288. }
  2289. // With the amount of changes done to the function, it's more like transferArtifacts.
  2290. // 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.
  2291. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2292. {
  2293. ArtifactLocation src = al1, dst = al2;
  2294. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2295. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2296. // Make sure exchange is even possible between the two heroes.
  2297. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2298. COMPLAIN_RET("That heroes cannot make any exchange!");
  2299. const CArtifactInstance *srcArtifact = src.getArt();
  2300. const CArtifactInstance *destArtifact = dst.getArt();
  2301. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  2302. if(srcArtifact == nullptr)
  2303. COMPLAIN_RET("No artifact to move!");
  2304. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  2305. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2306. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2307. // Moving to the backpack is always allowed.
  2308. if((!srcArtifact || !isDstSlotBackpack)
  2309. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2310. COMPLAIN_RET("Cannot move artifact!");
  2311. auto srcSlot = src.getSlot();
  2312. auto dstSlot = dst.getSlot();
  2313. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2314. COMPLAIN_RET("Cannot move artifact locks.");
  2315. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2316. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2317. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2318. COMPLAIN_RET("Cannot move catapult!");
  2319. if(isDstSlotBackpack)
  2320. {
  2321. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  2322. COMPLAIN_RET("Backpack is full!");
  2323. vstd::amin(dst.slot, ArtifactPosition::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2324. }
  2325. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  2326. {
  2327. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  2328. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2329. // Check if dst slot is occupied
  2330. if(!isDstSlotBackpack && destArtifact)
  2331. {
  2332. // Previous artifact must be removed first
  2333. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  2334. }
  2335. try
  2336. {
  2337. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  2338. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  2339. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2340. }
  2341. catch(const std::bad_variant_access &)
  2342. {
  2343. // object other than hero received an art - ignore
  2344. }
  2345. MoveArtifact ma(&src, &dst);
  2346. if(src.artHolder == dst.artHolder)
  2347. ma.askAssemble = false;
  2348. sendAndApply(&ma);
  2349. }
  2350. return true;
  2351. }
  2352. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack)
  2353. {
  2354. // Make sure exchange is even possible between the two heroes.
  2355. if(!isAllowedExchange(srcHero, dstHero))
  2356. COMPLAIN_RET("That heroes cannot make any exchange!");
  2357. auto psrcHero = getHero(srcHero);
  2358. auto pdstHero = getHero(dstHero);
  2359. if((!psrcHero) || (!pdstHero))
  2360. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2361. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  2362. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  2363. auto & slotsSrcDst = ma.artsPack0;
  2364. auto & slotsDstSrc = ma.artsPack1;
  2365. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2366. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2367. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2368. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2369. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2370. {
  2371. assert(artifact);
  2372. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2373. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2374. {
  2375. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2376. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2377. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2378. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2379. }
  2380. };
  2381. if(swap)
  2382. {
  2383. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2384. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2385. {
  2386. for(auto & artifact : srcHero->artifactsWorn)
  2387. {
  2388. if(ArtifactUtils::isArtRemovable(artifact))
  2389. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2390. }
  2391. };
  2392. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2393. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2394. {
  2395. for(auto & slotInfo : artSet->artifactsInBackpack)
  2396. {
  2397. auto slot = artSet->getArtPos(slotInfo.artifact);
  2398. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2399. }
  2400. };
  2401. if(equipped)
  2402. {
  2403. // Move over artifacts that are worn srcHero -> dstHero
  2404. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2405. artFittingSet.artifactsWorn.clear();
  2406. // Move over artifacts that are worn dstHero -> srcHero
  2407. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2408. }
  2409. if(backpack)
  2410. {
  2411. // Move over artifacts that are in backpack srcHero -> dstHero
  2412. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2413. // Move over artifacts that are in backpack dstHero -> srcHero
  2414. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2415. }
  2416. }
  2417. else
  2418. {
  2419. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2420. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2421. if(equipped)
  2422. {
  2423. // Move over artifacts that are worn
  2424. for(auto & artInfo : psrcHero->artifactsWorn)
  2425. {
  2426. if(ArtifactUtils::isArtRemovable(artInfo))
  2427. {
  2428. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2429. }
  2430. }
  2431. }
  2432. if(backpack)
  2433. {
  2434. // Move over artifacts that are in backpack
  2435. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2436. {
  2437. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2438. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2439. }
  2440. }
  2441. }
  2442. sendAndApply(&ma);
  2443. return true;
  2444. }
  2445. /**
  2446. * Assembles or disassembles a combination artifact.
  2447. * @param heroID ID of hero holding the artifact(s).
  2448. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2449. * @param assemble True for assembly operation, false for disassembly.
  2450. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2451. * artifact to assemble to. Otherwise it's not used.
  2452. */
  2453. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2454. {
  2455. const CGHeroInstance * hero = getHero(heroID);
  2456. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2457. if(!destArtifact)
  2458. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2459. const auto dstLoc = ArtifactLocation(hero, artifactSlot);
  2460. if(assemble)
  2461. {
  2462. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2463. if(!combinedArt->isCombined())
  2464. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2465. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2466. {
  2467. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2468. }
  2469. if(!destArtifact->canBePutAt(dstLoc)
  2470. && !destArtifact->canBePutAt(ArtifactLocation(hero, ArtifactPosition::BACKPACK_START)))
  2471. {
  2472. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2473. }
  2474. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2475. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2476. AssembledArtifact aa;
  2477. aa.al = dstLoc;
  2478. aa.builtArt = combinedArt;
  2479. sendAndApply(&aa);
  2480. }
  2481. else
  2482. {
  2483. if(!destArtifact->isCombined())
  2484. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2485. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2486. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2487. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2488. DisassembledArtifact da;
  2489. da.al = dstLoc;
  2490. sendAndApply(&da);
  2491. }
  2492. return true;
  2493. }
  2494. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2495. {
  2496. const auto * hero = getHero(al.relatedObj()->id);
  2497. if(hero == nullptr)
  2498. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2499. const auto * art = al.getArt();
  2500. if(art == nullptr)
  2501. COMPLAIN_RET("Cannot remove artifact!");
  2502. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2503. COMPLAIN_RET("Illegal artifact removal request");
  2504. removeArtifact(al);
  2505. return true;
  2506. }
  2507. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2508. {
  2509. const CGHeroInstance * hero = getHero(hid);
  2510. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2511. const CGTownInstance * town = hero->visitedTown;
  2512. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2513. if (aid==ArtifactID::SPELLBOOK)
  2514. {
  2515. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2516. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2517. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2518. )
  2519. return false;
  2520. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2521. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2522. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2523. giveSpells(town,hero);
  2524. return true;
  2525. }
  2526. else
  2527. {
  2528. const CArtifact * art = aid.toArtifact();
  2529. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2530. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2531. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2532. const int price = art->getPrice();
  2533. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2534. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2535. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2536. {
  2537. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2538. return giveHeroNewArtifact(hero, art);
  2539. }
  2540. else
  2541. COMPLAIN_RET("This machine is unavailable here!");
  2542. }
  2543. }
  2544. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2545. {
  2546. if(!h)
  2547. COMPLAIN_RET("Only hero can buy artifacts!");
  2548. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2549. COMPLAIN_RET("That artifact is unavailable!");
  2550. int b1, b2;
  2551. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2552. if (getResource(h->tempOwner, rid) < b1)
  2553. COMPLAIN_RET("You can't afford to buy this artifact!");
  2554. giveResource(h->tempOwner, rid, -b1);
  2555. SetAvailableArtifacts saa;
  2556. if(dynamic_cast<const CGTownInstance *>(m))
  2557. {
  2558. saa.id = -1;
  2559. saa.arts = CGTownInstance::merchantArtifacts;
  2560. }
  2561. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2562. {
  2563. saa.id = bm->id.getNum();
  2564. saa.arts = bm->artifacts;
  2565. }
  2566. else
  2567. COMPLAIN_RET("Wrong marktet...");
  2568. bool found = false;
  2569. for (const CArtifact *&art : saa.arts)
  2570. {
  2571. if (art && art->getId() == aid)
  2572. {
  2573. art = nullptr;
  2574. found = true;
  2575. break;
  2576. }
  2577. }
  2578. if (!found)
  2579. COMPLAIN_RET("Cannot find selected artifact on the list");
  2580. sendAndApply(&saa);
  2581. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2582. return true;
  2583. }
  2584. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2585. {
  2586. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2587. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2588. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2589. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2590. int resVal = 0, dump = 1;
  2591. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2592. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2593. giveResource(h->tempOwner, rid, resVal);
  2594. return true;
  2595. }
  2596. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2597. {
  2598. if (!h)
  2599. COMPLAIN_RET("You need hero to buy a skill!");
  2600. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2601. COMPLAIN_RET("Hero already know this skill");
  2602. if (!h->canLearnSkill())
  2603. COMPLAIN_RET("Hero can't learn any more skills");
  2604. if (!h->canLearnSkill(skill))
  2605. COMPLAIN_RET("The hero can't learn this skill!");
  2606. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2607. COMPLAIN_RET("That skill is unavailable!");
  2608. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2609. COMPLAIN_RET("You can't afford to buy this skill");
  2610. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2611. changeSecSkill(h, skill, 1, true);
  2612. return true;
  2613. }
  2614. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2615. {
  2616. TResourceCap r1 = getPlayerState(player)->resources[id1];
  2617. vstd::amin(val, r1); //can't trade more resources than have
  2618. int b1, b2; //base quantities for trade
  2619. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2620. int units = val / b1; //how many base quantities we trade
  2621. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2622. {
  2623. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2624. }
  2625. giveResource(player, GameResID(id1), - b1 * units);
  2626. giveResource(player, GameResID(id2), b2 * units);
  2627. return true;
  2628. }
  2629. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2630. {
  2631. if(!hero)
  2632. COMPLAIN_RET("Only hero can sell creatures!");
  2633. if (!vstd::contains(hero->Slots(), slot))
  2634. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2635. const CStackInstance &s = hero->getStack(slot);
  2636. if (s.count < (TQuantity)count //can't sell more creatures than have
  2637. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2638. {
  2639. COMPLAIN_RET("Not enough creatures in army!");
  2640. }
  2641. int b1, b2; //base quantities for trade
  2642. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2643. int units = count / b1; //how many base quantities we trade
  2644. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2645. {
  2646. //TODO: complain?
  2647. assert(0);
  2648. }
  2649. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2650. giveResource(hero->tempOwner, resourceID, b2 * units);
  2651. return true;
  2652. }
  2653. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2654. {
  2655. const CArmedInstance *army = nullptr;
  2656. if (hero)
  2657. army = hero;
  2658. else
  2659. army = dynamic_cast<const CGTownInstance *>(market);
  2660. if (!army)
  2661. COMPLAIN_RET("Incorrect call to transform in undead!");
  2662. if (!army->hasStackAtSlot(slot))
  2663. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2664. const CStackInstance &s = army->getStack(slot);
  2665. //resulting creature - bone dragons or skeletons
  2666. CreatureID resCreature = CreatureID::SKELETON;
  2667. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2668. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2669. || (s.getCreatureID() == CreatureID::HYDRA)
  2670. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2671. resCreature = CreatureID::BONE_DRAGON;
  2672. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2673. return true;
  2674. }
  2675. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2676. {
  2677. const PlayerState *p2 = getPlayerState(r2, false);
  2678. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2679. {
  2680. complain("Dest player must be in game!");
  2681. return false;
  2682. }
  2683. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2684. vstd::amin(val, curRes1);
  2685. giveResource(player, r1, -(int)val);
  2686. giveResource(r2, r1, val);
  2687. return true;
  2688. }
  2689. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  2690. {
  2691. const CGHeroInstance *h = getHero(hid);
  2692. if (!h)
  2693. {
  2694. logGlobal->error("Hero doesn't exist!");
  2695. return false;
  2696. }
  2697. ChangeFormation cf;
  2698. cf.hid = hid;
  2699. cf.formation = formation;
  2700. sendAndApply(&cf);
  2701. return true;
  2702. }
  2703. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2704. {
  2705. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2706. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2707. if (answer)
  2708. logGlobal->trace("%d", *answer);
  2709. auto topQuery = queries->topQuery(player);
  2710. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2711. if(topQuery->queryID != qid)
  2712. {
  2713. auto currentQuery = queries->getQuery(qid);
  2714. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2715. currentQuery->setReply(answer);
  2716. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2717. }
  2718. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2719. topQuery->setReply(answer);
  2720. queries->popQuery(topQuery);
  2721. return true;
  2722. }
  2723. void CGameHandler::handleTimeEvents()
  2724. {
  2725. gs->map->events.sort(evntCmp);
  2726. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2727. {
  2728. CMapEvent ev = gs->map->events.front();
  2729. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2730. {
  2731. auto color = PlayerColor(player);
  2732. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2733. if (pinfo //player exists
  2734. && (ev.players & 1<<player) //event is enabled to this player
  2735. && ((ev.computerAffected && !pinfo->human)
  2736. || (ev.humanAffected && pinfo->human)
  2737. )
  2738. )
  2739. {
  2740. //give resources
  2741. giveResources(color, ev.resources);
  2742. //prepare dialog
  2743. InfoWindow iw;
  2744. iw.player = color;
  2745. iw.text = ev.message;
  2746. for (int i=0; i<ev.resources.size(); i++)
  2747. {
  2748. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2749. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  2750. }
  2751. sendAndApply(&iw); //show dialog
  2752. }
  2753. } //PLAYERS LOOP
  2754. if (ev.nextOccurence)
  2755. {
  2756. gs->map->events.pop_front();
  2757. ev.firstOccurence += ev.nextOccurence;
  2758. auto it = gs->map->events.begin();
  2759. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2760. it++;
  2761. gs->map->events.insert(it, ev);
  2762. }
  2763. else
  2764. {
  2765. gs->map->events.pop_front();
  2766. }
  2767. }
  2768. //TODO send only if changed
  2769. UpdateMapEvents ume;
  2770. ume.events = gs->map->events;
  2771. sendAndApply(&ume);
  2772. }
  2773. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2774. {
  2775. town->events.sort(evntCmp);
  2776. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2777. {
  2778. PlayerColor player = town->tempOwner;
  2779. CCastleEvent ev = town->events.front();
  2780. const PlayerState * pinfo = getPlayerState(player, false);
  2781. if (pinfo //player exists
  2782. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2783. && ((ev.computerAffected && !pinfo->human)
  2784. || (ev.humanAffected && pinfo->human)))
  2785. {
  2786. // dialog
  2787. InfoWindow iw;
  2788. iw.player = player;
  2789. iw.text = ev.message;
  2790. if (ev.resources.nonZero())
  2791. {
  2792. TResources was = n.res[player];
  2793. n.res[player] += ev.resources;
  2794. n.res[player].amax(0);
  2795. for (int i=0; i<ev.resources.size(); i++)
  2796. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2797. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  2798. }
  2799. for (auto & i : ev.buildings)
  2800. {
  2801. if (!town->hasBuilt(i))
  2802. {
  2803. buildStructure(town->id, i, true);
  2804. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  2805. }
  2806. }
  2807. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2808. {
  2809. n.cres[town->id].tid = town->id;
  2810. n.cres[town->id].creatures = town->creatures;
  2811. }
  2812. auto & sac = n.cres[town->id];
  2813. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2814. {
  2815. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2816. {
  2817. sac.creatures[i].first += ev.creatures.at(i);
  2818. iw.components.emplace_back(Component::EComponentType::CREATURE,
  2819. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  2820. }
  2821. }
  2822. sendAndApply(&iw); //show dialog
  2823. }
  2824. if (ev.nextOccurence)
  2825. {
  2826. town->events.pop_front();
  2827. ev.firstOccurence += ev.nextOccurence;
  2828. auto it = town->events.begin();
  2829. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2830. it++;
  2831. town->events.insert(it, ev);
  2832. }
  2833. else
  2834. {
  2835. town->events.pop_front();
  2836. }
  2837. }
  2838. //TODO send only if changed
  2839. UpdateCastleEvents uce;
  2840. uce.town = town->id;
  2841. uce.events = town->events;
  2842. sendAndApply(&uce);
  2843. }
  2844. bool CGameHandler::complain(const std::string &problem)
  2845. {
  2846. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2847. logGlobal->error(problem);
  2848. return true;
  2849. }
  2850. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2851. {
  2852. //PlayerColor player = getOwner(hid);
  2853. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2854. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2855. assert(lowerArmy);
  2856. assert(upperArmy);
  2857. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2858. queries->addQuery(garrisonQuery);
  2859. GarrisonDialog gd;
  2860. gd.hid = hid;
  2861. gd.objid = upobj;
  2862. gd.removableUnits = removableUnits;
  2863. gd.queryID = garrisonQuery->queryID;
  2864. sendAndApply(&gd);
  2865. }
  2866. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  2867. {
  2868. OpenWindow ow;
  2869. ow.window = EOpenWindowMode::THIEVES_GUILD;
  2870. ow.id1 = player.getNum();
  2871. ow.id2 = requestingObjId.getNum();
  2872. sendAndApply(&ow);
  2873. }
  2874. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2875. {
  2876. if (id1 == id2)
  2877. return true;
  2878. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2879. if (!o1 || !o2)
  2880. return true; //arranging stacks within an object should be always allowed
  2881. if (o1 && o2)
  2882. {
  2883. if (o1->ID == Obj::TOWN)
  2884. {
  2885. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2886. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2887. return true;
  2888. }
  2889. if (o2->ID == Obj::TOWN)
  2890. {
  2891. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2892. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2893. return true;
  2894. }
  2895. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2896. {
  2897. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2898. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2899. // two heroes in same town (garrisoned and visiting)
  2900. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2901. return true;
  2902. }
  2903. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2904. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2905. if (!dialog)
  2906. {
  2907. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2908. }
  2909. if (dialog)
  2910. {
  2911. auto topArmy = dialog->exchangingArmies.at(0);
  2912. auto bottomArmy = dialog->exchangingArmies.at(1);
  2913. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2914. return true;
  2915. }
  2916. }
  2917. return false;
  2918. }
  2919. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2920. {
  2921. using events::ObjectVisitStarted;
  2922. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  2923. if (getVisitingHero(obj) != nullptr)
  2924. {
  2925. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2926. throw std::runtime_error("Can not visit object that is being visited");
  2927. }
  2928. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2929. auto startVisit = [&](ObjectVisitStarted & event)
  2930. {
  2931. auto visitedObject = obj;
  2932. if(obj->ID == Obj::HERO)
  2933. {
  2934. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2935. const auto visitedTown = visitedHero->visitedTown;
  2936. if(visitedTown)
  2937. {
  2938. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2939. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2940. visitedObject = visitedTown;
  2941. }
  2942. }
  2943. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2944. queries->addQuery(visitQuery); //TODO real visit pos
  2945. HeroVisit hv;
  2946. hv.objId = obj->id;
  2947. hv.heroId = h->id;
  2948. hv.player = h->tempOwner;
  2949. hv.starting = true;
  2950. sendAndApply(&hv);
  2951. obj->onHeroVisit(h);
  2952. };
  2953. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2954. if(visitQuery)
  2955. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2956. }
  2957. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2958. {
  2959. using events::ObjectVisitEnded;
  2960. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2961. auto endVisit = [&](ObjectVisitEnded & event)
  2962. {
  2963. HeroVisit hv;
  2964. hv.player = event.getPlayer();
  2965. hv.heroId = event.getHero();
  2966. hv.starting = false;
  2967. sendAndApply(&hv);
  2968. };
  2969. //TODO: ObjectVisitEnded should also have id of visited object,
  2970. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2971. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2972. }
  2973. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2974. {
  2975. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2976. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2977. {
  2978. complain("Cannot build boat in this shipyard!");
  2979. return false;
  2980. }
  2981. TResources boatCost;
  2982. obj->getBoatCost(boatCost);
  2983. TResources aviable = getPlayerState(playerID)->resources;
  2984. if (!aviable.canAfford(boatCost))
  2985. {
  2986. complain("Not enough resources to build a boat!");
  2987. return false;
  2988. }
  2989. int3 tile = obj->bestLocation();
  2990. if (!gs->map->isInTheMap(tile))
  2991. {
  2992. complain("Cannot find appropriate tile for a boat!");
  2993. return false;
  2994. }
  2995. giveResources(playerID, -boatCost);
  2996. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  2997. return true;
  2998. }
  2999. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3000. {
  3001. for (auto playerColor : playerColors)
  3002. {
  3003. if (getPlayerState(playerColor, false))
  3004. checkVictoryLossConditionsForPlayer(playerColor);
  3005. }
  3006. }
  3007. void CGameHandler::checkVictoryLossConditionsForAll()
  3008. {
  3009. std::set<PlayerColor> playerColors;
  3010. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3011. {
  3012. playerColors.insert(PlayerColor(i));
  3013. }
  3014. checkVictoryLossConditions(playerColors);
  3015. }
  3016. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3017. {
  3018. const PlayerState * p = getPlayerState(player);
  3019. if(!p || p->status != EPlayerStatus::INGAME) return;
  3020. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3021. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3022. {
  3023. InfoWindow iw;
  3024. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3025. sendAndApply(&iw);
  3026. PlayerEndsGame peg;
  3027. peg.player = player;
  3028. peg.victoryLossCheckResult = victoryLossCheckResult;
  3029. sendAndApply(&peg);
  3030. turnOrder->onPlayerEndsGame(player);
  3031. if (victoryLossCheckResult.victory())
  3032. {
  3033. //one player won -> all enemies lost
  3034. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3035. {
  3036. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3037. {
  3038. peg.player = i->first;
  3039. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3040. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3041. InfoWindow iw;
  3042. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3043. iw.player = i->first;
  3044. sendAndApply(&iw);
  3045. sendAndApply(&peg);
  3046. }
  3047. }
  3048. if(p->human)
  3049. {
  3050. lobby->setState(EServerState::GAMEPLAY_ENDED);
  3051. }
  3052. }
  3053. else
  3054. {
  3055. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3056. auto hlp = p->heroes;
  3057. for (auto h : hlp) //eliminate heroes
  3058. {
  3059. if (h.get())
  3060. removeObject(h, player);
  3061. }
  3062. //player lost -> all his objects become unflagged (neutral)
  3063. for (auto obj : gs->map->objects) //unflag objs
  3064. {
  3065. if (obj.get() && obj->tempOwner == player)
  3066. setOwner(obj, PlayerColor::NEUTRAL);
  3067. }
  3068. //eliminating one player may cause victory of another:
  3069. std::set<PlayerColor> playerColors;
  3070. //do not copy player state (CBonusSystemNode) by value
  3071. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3072. {
  3073. if (p.first != player)
  3074. playerColors.insert(p.first);
  3075. }
  3076. //notify all players
  3077. for (auto pc : playerColors)
  3078. {
  3079. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3080. {
  3081. InfoWindow iw;
  3082. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3083. iw.player = pc;
  3084. sendAndApply(&iw);
  3085. }
  3086. }
  3087. checkVictoryLossConditions(playerColors);
  3088. }
  3089. }
  3090. }
  3091. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3092. {
  3093. out.player = player;
  3094. out.text = victoryLossCheckResult.messageToSelf;
  3095. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  3096. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  3097. }
  3098. bool CGameHandler::dig(const CGHeroInstance *h)
  3099. {
  3100. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3101. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3102. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3103. //take MPs
  3104. SetMovePoints smp;
  3105. smp.hid = h->id;
  3106. smp.val = 0;
  3107. sendAndApply(&smp);
  3108. InfoWindow iw;
  3109. iw.type = EInfoWindowMode::AUTO;
  3110. iw.player = h->tempOwner;
  3111. if (gs->map->grailPos == h->visitablePos())
  3112. {
  3113. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3114. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  3115. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3116. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  3117. sendAndApply(&iw);
  3118. iw.soundID = soundBase::invalid;
  3119. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  3120. iw.text.clear();
  3121. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  3122. sendAndApply(&iw);
  3123. }
  3124. else
  3125. {
  3126. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3127. iw.soundID = soundBase::Dig;
  3128. sendAndApply(&iw);
  3129. }
  3130. return true;
  3131. }
  3132. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3133. {
  3134. if (!t.visitableObjects.empty())
  3135. {
  3136. //to prevent self-visiting heroes on space press
  3137. if (t.visitableObjects.back() != h)
  3138. objectVisited(t.visitableObjects.back(), h);
  3139. else if (t.visitableObjects.size() > 1)
  3140. objectVisited(*(t.visitableObjects.end()-2),h);
  3141. }
  3142. }
  3143. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3144. {
  3145. if (!hero)
  3146. COMPLAIN_RET("You need hero to sacrifice creature!");
  3147. int expSum = 0;
  3148. auto finish = [this, &hero, &expSum]()
  3149. {
  3150. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3151. };
  3152. for(int i = 0; i < slot.size(); ++i)
  3153. {
  3154. int oldCount = hero->getStackCount(slot[i]);
  3155. if(oldCount < (int)count[i])
  3156. {
  3157. finish();
  3158. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3159. }
  3160. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3161. {
  3162. finish();
  3163. COMPLAIN_RET("Cannot sacrifice last creature!");
  3164. }
  3165. int crid = hero->getStack(slot[i]).type->getId();
  3166. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3167. int dump, exp;
  3168. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3169. exp *= count[i];
  3170. expSum += exp;
  3171. }
  3172. finish();
  3173. return true;
  3174. }
  3175. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3176. {
  3177. if (!hero)
  3178. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3179. int expSum = 0;
  3180. auto finish = [this, &hero, &expSum]()
  3181. {
  3182. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3183. };
  3184. for(int i = 0; i < slot.size(); ++i)
  3185. {
  3186. ArtifactLocation al(hero, slot[i]);
  3187. const CArtifactInstance * a = al.getArt();
  3188. if(!a)
  3189. {
  3190. finish();
  3191. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3192. }
  3193. const CArtifactInstance * art = hero->getArt(slot[i]);
  3194. if(!art)
  3195. {
  3196. finish();
  3197. COMPLAIN_RET("No artifact at position to sacrifice!");
  3198. }
  3199. si32 typId = art->artType->getId();
  3200. int dmp, expToGive;
  3201. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3202. expSum += expToGive;
  3203. removeArtifact(al);
  3204. }
  3205. finish();
  3206. return true;
  3207. }
  3208. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3209. {
  3210. if (sl.army->hasStackAtSlot(sl.slot))
  3211. COMPLAIN_RET("Slot is already taken!");
  3212. if (!sl.slot.validSlot())
  3213. COMPLAIN_RET("Cannot insert stack to that slot!");
  3214. InsertNewStack ins;
  3215. ins.army = sl.army->id;
  3216. ins.slot = sl.slot;
  3217. ins.type = c->getId();
  3218. ins.count = count;
  3219. sendAndApply(&ins);
  3220. return true;
  3221. }
  3222. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3223. {
  3224. if (!sl.army->hasStackAtSlot(sl.slot))
  3225. COMPLAIN_RET("Cannot find a stack to erase");
  3226. if (sl.army->stacksCount() == 1 //from the last stack
  3227. && sl.army->needsLastStack() //that must be left
  3228. && !forceRemoval) //ignore above conditions if we are forcing removal
  3229. {
  3230. COMPLAIN_RET("Cannot erase the last stack!");
  3231. }
  3232. EraseStack es;
  3233. es.army = sl.army->id;
  3234. es.slot = sl.slot;
  3235. sendAndApply(&es);
  3236. return true;
  3237. }
  3238. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3239. {
  3240. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3241. if ((absoluteValue && count < 0)
  3242. || (!absoluteValue && -count > currentCount))
  3243. {
  3244. COMPLAIN_RET("Cannot take more stacks than present!");
  3245. }
  3246. if ((currentCount == -count && !absoluteValue)
  3247. || (!count && absoluteValue))
  3248. {
  3249. eraseStack(sl);
  3250. }
  3251. else
  3252. {
  3253. ChangeStackCount csc;
  3254. csc.army = sl.army->id;
  3255. csc.slot = sl.slot;
  3256. csc.count = count;
  3257. csc.absoluteValue = absoluteValue;
  3258. sendAndApply(&csc);
  3259. }
  3260. return true;
  3261. }
  3262. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3263. {
  3264. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3265. if (!slotC) //slot is empty
  3266. insertNewStack(sl, c, count);
  3267. else if (c == slotC)
  3268. changeStackCount(sl, count);
  3269. else
  3270. {
  3271. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3272. }
  3273. return true;
  3274. }
  3275. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3276. {
  3277. if (removeObjWhenFinished)
  3278. removeAfterVisit(src);
  3279. if (!src->canBeMergedWith(*dst, allowMerging))
  3280. {
  3281. if (allowMerging) //do that, add all matching creatures.
  3282. {
  3283. bool cont = true;
  3284. while (cont)
  3285. {
  3286. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3287. {
  3288. SlotID pos = dst->getSlotFor(i->second->type);
  3289. if (pos.validSlot())
  3290. {
  3291. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3292. cont = true;
  3293. break; //or iterator crashes
  3294. }
  3295. cont = false;
  3296. }
  3297. }
  3298. }
  3299. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3300. }
  3301. else //merge
  3302. {
  3303. moveArmy(src, dst, allowMerging);
  3304. }
  3305. }
  3306. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3307. {
  3308. if (!src.army->hasStackAtSlot(src.slot))
  3309. COMPLAIN_RET("No stack to move!");
  3310. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3311. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3312. if (!dst.slot.validSlot())
  3313. COMPLAIN_RET("Cannot move stack to that slot!");
  3314. if (count == -1)
  3315. {
  3316. count = src.army->getStackCount(src.slot);
  3317. }
  3318. if (src.army != dst.army //moving away
  3319. && count == src.army->getStackCount(src.slot) //all creatures
  3320. && src.army->stacksCount() == 1 //from the last stack
  3321. && src.army->needsLastStack()) //that must be left
  3322. {
  3323. COMPLAIN_RET("Cannot move away the last creature!");
  3324. }
  3325. RebalanceStacks rs;
  3326. rs.srcArmy = src.army->id;
  3327. rs.dstArmy = dst.army->id;
  3328. rs.srcSlot = src.slot;
  3329. rs.dstSlot = dst.slot;
  3330. rs.count = count;
  3331. sendAndApply(&rs);
  3332. return true;
  3333. }
  3334. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3335. {
  3336. const CSpell * s = spellID.toSpell();
  3337. if(!s)
  3338. return;
  3339. AdventureSpellCastParameters p;
  3340. p.caster = caster;
  3341. p.pos = pos;
  3342. s->adventureCast(spellEnv, p);
  3343. }
  3344. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3345. {
  3346. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3347. {
  3348. return moveStack(sl2, sl1);
  3349. }
  3350. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3351. {
  3352. return moveStack(sl1, sl2);
  3353. }
  3354. else
  3355. {
  3356. SwapStacks ss;
  3357. ss.srcArmy = sl1.army->id;
  3358. ss.dstArmy = sl2.army->id;
  3359. ss.srcSlot = sl1.slot;
  3360. ss.dstSlot = sl2.slot;
  3361. sendAndApply(&ss);
  3362. return true;
  3363. }
  3364. }
  3365. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  3366. {
  3367. assert(a->artType);
  3368. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  3369. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3370. {
  3371. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  3372. }
  3373. else if(ArtifactUtils::isSlotBackpack(pos))
  3374. {
  3375. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  3376. }
  3377. else
  3378. {
  3379. al.slot = pos;
  3380. }
  3381. if(a->canBePutAt(al))
  3382. putArtifact(al, a);
  3383. else
  3384. return false;
  3385. return true;
  3386. }
  3387. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  3388. {
  3389. PutArtifact pa;
  3390. pa.art = a;
  3391. pa.al = al;
  3392. sendAndApply(&pa);
  3393. }
  3394. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3395. {
  3396. assert(artType);
  3397. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3398. {
  3399. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3400. COMPLAIN_RET("Cannot put artifact in that slot!");
  3401. }
  3402. else if(ArtifactUtils::isSlotBackpack(pos))
  3403. {
  3404. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3405. COMPLAIN_RET("Cannot put artifact in that slot!");
  3406. }
  3407. else
  3408. {
  3409. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3410. }
  3411. auto * newArtInst = new CArtifactInstance();
  3412. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3413. NewArtifact na;
  3414. na.art = newArtInst;
  3415. sendAndApply(&na); // -> updates newArtInst!!!
  3416. if(giveHeroArtifact(h, newArtInst, pos))
  3417. return true;
  3418. else
  3419. return false;
  3420. }
  3421. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3422. {
  3423. std::vector<int3>::iterator tile;
  3424. std::vector<int3> tiles;
  3425. getFreeTiles(tiles);
  3426. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3427. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3428. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3429. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3430. for (int i = 0; i < (int)amount; ++i)
  3431. {
  3432. tile = tiles.begin();
  3433. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3434. {
  3435. auto count = cre->getRandomAmount(std::rand);
  3436. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3437. auto monsterId = getTopObj(*tile)->id;
  3438. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  3439. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3440. }
  3441. tiles.erase(tile); //not use it again
  3442. }
  3443. }
  3444. void CGameHandler::synchronizeArtifactHandlerLists()
  3445. {
  3446. UpdateArtHandlerLists uahl;
  3447. uahl.treasures = VLC->arth->treasures;
  3448. uahl.minors = VLC->arth->minors;
  3449. uahl.majors = VLC->arth->majors;
  3450. uahl.relics = VLC->arth->relics;
  3451. sendAndApply(&uahl);
  3452. }
  3453. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3454. {
  3455. return vstd::contains(gs->map->objects, obj);
  3456. }
  3457. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3458. {
  3459. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3460. return false;
  3461. auto query = queries->topQuery(player);
  3462. if (query && query->blocksPack(pack))
  3463. {
  3464. complain(boost::str(boost::format(
  3465. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3466. % boost::to_upper_copy<std::string>(player.toString())
  3467. % query->toString()
  3468. ));
  3469. return true;
  3470. }
  3471. return false;
  3472. }
  3473. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3474. {
  3475. //If the object is being visited, there must be a matching query
  3476. for (const auto &query : queries->allQueries())
  3477. {
  3478. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3479. {
  3480. if (someVistQuery->visitedObject == object)
  3481. {
  3482. someVistQuery->removeObjectAfterVisit = true;
  3483. return;
  3484. }
  3485. }
  3486. }
  3487. //If we haven't returned so far, there is no query and no visit, call was wrong
  3488. assert("This function needs to be called during the object visit!");
  3489. }
  3490. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  3491. {
  3492. std::unordered_set<int3> tiles;
  3493. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  3494. if (hide)
  3495. {
  3496. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3497. auto p = getPlayerState(player);
  3498. for (auto h : p->heroes)
  3499. {
  3500. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  3501. }
  3502. for (auto t : p->towns)
  3503. {
  3504. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  3505. }
  3506. for (auto tile : observedTiles)
  3507. vstd::erase_if_present (tiles, tile);
  3508. }
  3509. changeFogOfWar(tiles, player, hide);
  3510. }
  3511. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  3512. {
  3513. FoWChange fow;
  3514. fow.tiles = tiles;
  3515. fow.player = player;
  3516. fow.mode = hide? 0 : 1;
  3517. sendAndApply(&fow);
  3518. }
  3519. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3520. {
  3521. assert(obj);
  3522. for (auto const & query : queries->allQueries())
  3523. {
  3524. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3525. if (visit && visit->visitedObject == obj)
  3526. return visit->visitingHero;
  3527. }
  3528. return nullptr;
  3529. }
  3530. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3531. {
  3532. assert(obj);
  3533. assert(hero);
  3534. assert(getVisitingHero(obj) == hero);
  3535. // Check top query of targeted player:
  3536. // If top query is NOT visit to targeted object then we assume that
  3537. // visitation query is covered by other query that must be answered first
  3538. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3539. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3540. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3541. return true;
  3542. }
  3543. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  3544. {
  3545. SetObjectProperty sob;
  3546. sob.id = objid;
  3547. sob.what = prop;
  3548. sob.val = static_cast<ui32>(val);
  3549. sendAndApply(&sob);
  3550. }
  3551. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3552. {
  3553. sendAndApply(iw);
  3554. }
  3555. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3556. {
  3557. InfoWindow iw;
  3558. iw.player = player;
  3559. iw.text.appendRawString(msg);
  3560. showInfoDialog(&iw);
  3561. }
  3562. CRandomGenerator & CGameHandler::getRandomGenerator()
  3563. {
  3564. return CRandomGenerator::getDefault();
  3565. }
  3566. #if SCRIPTING_ENABLED
  3567. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3568. {
  3569. return serverScripts.get();
  3570. }
  3571. //scripting::Pool * CGameHandler::getContextPool() const
  3572. //{
  3573. // return serverScripts.get();
  3574. //}
  3575. #endif
  3576. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, Obj type, int32_t subtype)
  3577. {
  3578. NewObject no;
  3579. no.ID = type;
  3580. no.subID = subtype;
  3581. no.initiator = initiator;
  3582. no.targetPos = visitablePosition;
  3583. sendAndApply(&no);
  3584. }
  3585. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3586. {
  3587. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3588. }
  3589. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3590. {
  3591. battles->startBattleI(army1, army2, tile, creatureBank);
  3592. }
  3593. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3594. {
  3595. battles->startBattleI(army1, army2, creatureBank);
  3596. }