CGameHandler.cpp 123 KB

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