CGameHandler.cpp 122 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/NewTurnProcessor.h"
  19. #include "processors/PlayerMessageProcessor.h"
  20. #include "processors/TurnOrderProcessor.h"
  21. #include "queries/QueriesProcessor.h"
  22. #include "queries/MapQueries.h"
  23. #include "queries/VisitQueries.h"
  24. #include "../lib/ArtifactUtils.h"
  25. #include "../lib/CArtHandler.h"
  26. #include "../lib/CConfigHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/texts/CGeneralTextHandler.h"
  30. #include "../lib/CHeroHandler.h"
  31. #include "../lib/CPlayerState.h"
  32. #include "../lib/CRandomGenerator.h"
  33. #include "../lib/CSoundBase.h"
  34. #include "../lib/CThreadHelper.h"
  35. #include "../lib/GameConstants.h"
  36. #include "../lib/UnlockGuard.h"
  37. #include "../lib/IGameSettings.h"
  38. #include "../lib/ScriptHandler.h"
  39. #include "../lib/StartInfo.h"
  40. #include "../lib/TerrainHandler.h"
  41. #include "../lib/VCMIDirs.h"
  42. #include "../lib/VCMI_Lib.h"
  43. #include "../lib/int3.h"
  44. #include "../lib/battle/BattleInfo.h"
  45. #include "../lib/entities/building/CBuilding.h"
  46. #include "../lib/entities/faction/CTownHandler.h"
  47. #include "../lib/filesystem/FileInfo.h"
  48. #include "../lib/filesystem/Filesystem.h"
  49. #include "../lib/gameState/CGameState.h"
  50. #include "../lib/mapping/CMap.h"
  51. #include "../lib/mapping/CMapService.h"
  52. #include "../lib/mapObjects/CGCreature.h"
  53. #include "../lib/mapObjects/CGMarket.h"
  54. #include "../lib/mapObjects/TownBuildingInstance.h"
  55. #include "../lib/mapObjects/CGTownInstance.h"
  56. #include "../lib/mapObjects/MiscObjects.h"
  57. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  58. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  59. #include "../lib/modding/ModIncompatibility.h"
  60. #include "../lib/networkPacks/StackLocation.h"
  61. #include "../lib/pathfinder/CPathfinder.h"
  62. #include "../lib/pathfinder/PathfinderOptions.h"
  63. #include "../lib/pathfinder/TurnInfo.h"
  64. #include "../lib/rmg/CMapGenOptions.h"
  65. #include "../lib/serializer/CSaveFile.h"
  66. #include "../lib/serializer/CLoadFile.h"
  67. #include "../lib/serializer/Connection.h"
  68. #include "../lib/spells/CSpellHandler.h"
  69. #include <vstd/RNG.h>
  70. #include <vstd/CLoggerBase.h>
  71. #include <vcmi/events/EventBus.h>
  72. #include <vcmi/events/GenericEvents.h>
  73. #include <vcmi/events/AdventureEvents.h>
  74. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  75. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  76. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  77. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  78. static inline double distance(int3 a, int3 b)
  79. {
  80. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  81. }
  82. template <typename T>
  83. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  84. {
  85. fun(args[which]);
  86. }
  87. const Services * CGameHandler::services() const
  88. {
  89. return VLC;
  90. }
  91. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  92. {
  93. return gs->getBattle(battleID);
  94. }
  95. const CGameHandler::GameCb * CGameHandler::game() const
  96. {
  97. return this;
  98. }
  99. vstd::CLoggerBase * CGameHandler::logger() const
  100. {
  101. return logGlobal;
  102. }
  103. events::EventBus * CGameHandler::eventBus() const
  104. {
  105. return serverEventBus.get();
  106. }
  107. CVCMIServer * CGameHandler::gameLobby() const
  108. {
  109. return lobby;
  110. }
  111. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  112. {
  113. changeSecSkill(hero, skill, 1, 0);
  114. expGiven(hero);
  115. }
  116. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  117. {
  118. // required exp for at least 1 lvl-up hasn't been reached
  119. if (!hero->gainsLevel())
  120. {
  121. return;
  122. }
  123. // give primary skill
  124. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  125. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  126. SetPrimSkill sps;
  127. sps.id = hero->id;
  128. sps.which = primarySkill;
  129. sps.abs = false;
  130. sps.val = 1;
  131. sendAndApply(&sps);
  132. HeroLevelUp hlu;
  133. hlu.player = hero->tempOwner;
  134. hlu.heroId = hero->id;
  135. hlu.primskill = primarySkill;
  136. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  137. if (hlu.skills.size() == 0)
  138. {
  139. sendAndApply(&hlu);
  140. levelUpHero(hero);
  141. }
  142. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  143. {
  144. sendAndApply(&hlu);
  145. levelUpHero(hero, hlu.skills.front());
  146. }
  147. else if (hlu.skills.size() > 1)
  148. {
  149. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  150. hlu.queryID = levelUpQuery->queryID;
  151. queries->addQuery(levelUpQuery);
  152. sendAndApply(&hlu);
  153. //level up will be called on query reply
  154. }
  155. }
  156. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  157. {
  158. SetCommanderProperty scp;
  159. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  160. if (hero)
  161. scp.heroid = hero->id;
  162. else
  163. {
  164. complain ("Commander is not led by hero!");
  165. return;
  166. }
  167. scp.accumulatedBonus.additionalInfo = 0;
  168. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  169. scp.accumulatedBonus.turnsRemain = 0;
  170. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  171. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  172. if (skill <= ECommander::SPELL_POWER)
  173. {
  174. scp.which = SetCommanderProperty::BONUS;
  175. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  176. {
  177. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  178. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  179. };
  180. switch (skill)
  181. {
  182. case ECommander::ATTACK:
  183. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  184. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  185. break;
  186. case ECommander::DEFENSE:
  187. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  188. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  189. break;
  190. case ECommander::HEALTH:
  191. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  192. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  193. break;
  194. case ECommander::DAMAGE:
  195. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  196. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  197. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  198. break;
  199. case ECommander::SPEED:
  200. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  201. break;
  202. case ECommander::SPELL_POWER:
  203. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  204. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  205. sendAndApply (&scp); //additional pack
  206. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  207. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  208. sendAndApply (&scp); //additional pack
  209. scp.accumulatedBonus.type = BonusType::CASTS;
  210. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  211. sendAndApply (&scp); //additional pack
  212. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  213. break;
  214. }
  215. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  216. sendAndApply (&scp);
  217. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  218. scp.additionalInfo = skill;
  219. scp.amount = c->secondarySkills.at(skill) + 1;
  220. sendAndApply (&scp);
  221. }
  222. else if (skill >= 100)
  223. {
  224. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  225. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  226. scp.additionalInfo = skill; //unnormalized
  227. sendAndApply (&scp);
  228. }
  229. expGiven(hero);
  230. }
  231. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  232. {
  233. if (!c->gainsLevel())
  234. {
  235. return;
  236. }
  237. CommanderLevelUp clu;
  238. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  239. if(hero)
  240. {
  241. clu.heroId = hero->id;
  242. clu.player = hero->tempOwner;
  243. }
  244. else
  245. {
  246. complain ("Commander is not led by hero!");
  247. return;
  248. }
  249. //picking sec. skills for choice
  250. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  251. {
  252. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  253. clu.skills.push_back(i);
  254. }
  255. int i = 100;
  256. for (auto specialSkill : VLC->creh->skillRequirements)
  257. {
  258. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  259. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  260. && !vstd::contains (c->specialSkills, i))
  261. clu.skills.push_back (i);
  262. ++i;
  263. }
  264. int skillAmount = static_cast<int>(clu.skills.size());
  265. if (!skillAmount)
  266. {
  267. sendAndApply(&clu);
  268. levelUpCommander(c);
  269. }
  270. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  271. {
  272. sendAndApply(&clu);
  273. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  274. }
  275. else if (skillAmount > 1) //apply and ask for secondary skill
  276. {
  277. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  278. clu.queryID = commanderLevelUp->queryID;
  279. queries->addQuery(commanderLevelUp);
  280. sendAndApply(&clu);
  281. }
  282. }
  283. void CGameHandler::expGiven(const CGHeroInstance *hero)
  284. {
  285. if (hero->gainsLevel())
  286. levelUpHero(hero);
  287. else if (hero->commander && hero->commander->gainsLevel())
  288. levelUpCommander(hero->commander);
  289. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  290. // levelUpCommander(hero->commander);
  291. // else
  292. // levelUpHero(hero);
  293. }
  294. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  295. {
  296. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  297. TExpType currExp = hero->exp;
  298. if (gs->map->levelLimit != 0)
  299. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  300. TExpType canGainExp = 0;
  301. if (maxExp > currExp)
  302. canGainExp = maxExp - currExp;
  303. if (amountToGain > canGainExp)
  304. {
  305. // set given experience to max possible, but don't decrease if hero already over top
  306. amountToGain = canGainExp;
  307. InfoWindow iw;
  308. iw.player = hero->tempOwner;
  309. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  310. iw.text.replaceTextID(hero->getNameTextID());
  311. sendAndApply(&iw);
  312. }
  313. SetPrimSkill sps;
  314. sps.id = hero->id;
  315. sps.which = PrimarySkill::EXPERIENCE;
  316. sps.abs = false;
  317. sps.val = amountToGain;
  318. sendAndApply(&sps);
  319. //hero may level up
  320. if (hero->commander && hero->commander->alive)
  321. {
  322. //FIXME: trim experience according to map limit?
  323. SetCommanderProperty scp;
  324. scp.heroid = hero->id;
  325. scp.which = SetCommanderProperty::EXPERIENCE;
  326. scp.amount = amountToGain;
  327. sendAndApply (&scp);
  328. CBonusSystemNode::treeHasChanged();
  329. }
  330. expGiven(hero);
  331. }
  332. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  333. {
  334. SetPrimSkill sps;
  335. sps.id = hero->id;
  336. sps.which = which;
  337. sps.abs = abs;
  338. sps.val = val;
  339. sendAndApply(&sps);
  340. }
  341. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  342. {
  343. if(!hero)
  344. {
  345. logGlobal->error("changeSecSkill provided no hero");
  346. return;
  347. }
  348. SetSecSkill sss;
  349. sss.id = hero->id;
  350. sss.which = which;
  351. sss.val = val;
  352. sss.abs = abs;
  353. sendAndApply(&sss);
  354. if (hero->visitedTown)
  355. giveSpells(hero->visitedTown, hero);
  356. // Our scouting range may have changed - update it
  357. if (hero->getOwner().isValidPlayer())
  358. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  359. }
  360. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  361. {
  362. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  363. {
  364. assert(0); // game should have shut down before reaching this point!
  365. return;
  366. }
  367. for(auto & playerConnections : connections)
  368. {
  369. PlayerColor playerId = playerConnections.first;
  370. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  371. if(!playerSettings)
  372. continue;
  373. auto playerConnection = vstd::find(playerConnections.second, c);
  374. if(playerConnection != playerConnections.second.end())
  375. {
  376. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  377. playerMessages->broadcastMessage(playerId, messageText);
  378. }
  379. }
  380. }
  381. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  382. {
  383. //prepare struct informing that action was applied
  384. auto sendPackageResponse = [&](bool successfullyApplied)
  385. {
  386. PackageApplied applied;
  387. applied.player = pack->player;
  388. applied.result = successfullyApplied;
  389. applied.packType = CTypeList::getInstance().getTypeID(pack);
  390. applied.requestID = pack->requestID;
  391. pack->c->sendPack(&applied);
  392. };
  393. if(isBlockedByQueries(pack, pack->player))
  394. {
  395. sendPackageResponse(false);
  396. }
  397. bool result;
  398. try
  399. {
  400. ApplyGhNetPackVisitor applier(*this);
  401. pack->visit(applier);
  402. result = applier.getResult();
  403. }
  404. catch(ExceptionNotAllowedAction &)
  405. {
  406. result = false;
  407. }
  408. if(result)
  409. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  410. else
  411. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  412. % typeid(*pack).name()).str());
  413. sendPackageResponse(true);
  414. vstd::clear_pointer(pack);
  415. }
  416. CGameHandler::CGameHandler(CVCMIServer * lobby)
  417. : lobby(lobby)
  418. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  419. , battles(std::make_unique<BattleProcessor>(this))
  420. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  421. , queries(std::make_unique<QueriesProcessor>())
  422. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  423. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  424. , complainNoCreatures("No creatures to split")
  425. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  426. , complainInvalidSlot("Invalid slot accessed!")
  427. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  428. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  429. {
  430. QID = 1;
  431. spellEnv = new ServerSpellCastEnvironment(this);
  432. }
  433. CGameHandler::~CGameHandler()
  434. {
  435. delete spellEnv;
  436. delete gs;
  437. gs = nullptr;
  438. }
  439. void CGameHandler::reinitScripting()
  440. {
  441. serverEventBus = std::make_unique<events::EventBus>();
  442. #if SCRIPTING_ENABLED
  443. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  444. #endif
  445. }
  446. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  447. {
  448. int requestedSeed = settings["server"]["seed"].Integer();
  449. if (requestedSeed != 0)
  450. randomNumberGenerator->setSeed(requestedSeed);
  451. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  452. CMapService mapService;
  453. gs = new CGameState();
  454. gs->preInit(VLC, this);
  455. logGlobal->info("Gamestate created!");
  456. gs->init(&mapService, si, progressTracking);
  457. logGlobal->info("Gamestate initialized!");
  458. for (auto & elem : gs->players)
  459. turnOrder->addPlayer(elem.first);
  460. for (auto & elem : gs->map->allHeroes)
  461. {
  462. if(elem)
  463. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  464. }
  465. reinitScripting();
  466. }
  467. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  468. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  469. const PlayerState * p = getPlayerState(town->tempOwner);
  470. if (!p)
  471. {
  472. assert(town->tempOwner == PlayerColor::NEUTRAL);
  473. return;
  474. }
  475. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  476. {
  477. SetAvailableCreatures ssi;
  478. ssi.tid = town->id;
  479. ssi.creatures = town->creatures;
  480. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  481. std::set<CreatureID> availableCreatures;
  482. for (const auto & dwelling : p->getOwnedObjects())
  483. {
  484. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  485. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  486. }
  487. if (availableCreatures.empty())
  488. return;
  489. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  490. if (clear)
  491. {
  492. ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
  493. }
  494. else
  495. {
  496. ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
  497. }
  498. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  499. sendAndApply(&ssi);
  500. }
  501. }
  502. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  503. {
  504. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  505. turnTimerHandler->onPlayerGetTurn(which);
  506. newTurnProcessor->onPlayerTurnStarted(which);
  507. }
  508. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  509. {
  510. newTurnProcessor->onPlayerTurnEnded(which);
  511. }
  512. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  513. {
  514. for (const auto & elem : gs->players)
  515. {
  516. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  517. continue;
  518. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  519. stat.add(data);
  520. }
  521. }
  522. void CGameHandler::onNewTurn()
  523. {
  524. logGlobal->trace("Turn %d", gs->day+1);
  525. bool firstTurn = !getDate(Date::DAY);
  526. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  527. if (firstTurn)
  528. {
  529. for (auto obj : gs->map->objects)
  530. {
  531. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  532. {
  533. giveExperience(getHero(obj->id), 0);
  534. }
  535. }
  536. for (auto & elem : gs->players)
  537. heroPool->onNewWeek(elem.first);
  538. }
  539. else
  540. {
  541. addStatistics(gameState()->statistic); // write at end of turn
  542. }
  543. for (CGTownInstance *t : gs->map->towns)
  544. {
  545. PlayerColor player = t->tempOwner;
  546. if(t->hasBuilt(BuildingID::GRAIL)
  547. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  548. {
  549. // Skyship, probably easier to handle same as Veil of darkness
  550. // do it every new day before veils
  551. if (player.isValidPlayer())
  552. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED);
  553. }
  554. }
  555. for (CGTownInstance *t : gs->map->towns)
  556. {
  557. if (t->hasBonusOfType (BonusType::DARKNESS))
  558. {
  559. for (auto & player : gs->players)
  560. {
  561. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  562. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  563. changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN);
  564. }
  565. }
  566. }
  567. if (newMonth)
  568. {
  569. SetAvailableArtifacts saa;
  570. saa.id = ObjectInstanceID::NONE;
  571. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  572. sendAndApply(&saa);
  573. }
  574. newTurnProcessor->onNewTurn();
  575. if (!firstTurn)
  576. checkVictoryLossConditionsForAll(); // check for map turn limit
  577. //call objects
  578. for (auto & elem : gs->map->objects)
  579. {
  580. if (elem)
  581. elem->newTurn(getRandomGenerator());
  582. }
  583. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  584. }
  585. void CGameHandler::start(bool resume)
  586. {
  587. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  588. for (auto cc : lobby->activeConnections)
  589. {
  590. auto players = lobby->getAllClientPlayers(cc->connectionID);
  591. std::stringstream sbuffer;
  592. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  593. for (PlayerColor color : players)
  594. {
  595. sbuffer << color << " ";
  596. connections[color].insert(cc);
  597. }
  598. logGlobal->info(sbuffer.str());
  599. }
  600. #if SCRIPTING_ENABLED
  601. services()->scripts()->run(serverScripts);
  602. #endif
  603. if (!resume)
  604. {
  605. onNewTurn();
  606. events::TurnStarted::defaultExecute(serverEventBus.get());
  607. for(auto & player : gs->players)
  608. turnTimerHandler->onGameplayStart(player.first);
  609. }
  610. else
  611. events::GameResumed::defaultExecute(serverEventBus.get());
  612. turnOrder->onGameStarted();
  613. }
  614. void CGameHandler::tick(int millisecondsPassed)
  615. {
  616. turnTimerHandler->update(millisecondsPassed);
  617. }
  618. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  619. {
  620. if (!h->hasSpellbook())
  621. return; //hero hasn't spellbook
  622. ChangeSpells cs;
  623. cs.hid = h->id;
  624. cs.learn = true;
  625. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  626. {
  627. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  628. for (int i = 0; i < h->maxSpellLevel(); i++)
  629. {
  630. std::vector<SpellID> spells;
  631. getAllowedSpells(spells, i+1);
  632. for (auto & spell : spells)
  633. cs.spells.insert(spell);
  634. }
  635. }
  636. else
  637. {
  638. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  639. {
  640. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  641. {
  642. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  643. cs.spells.insert(t->spells.at(i).at(j));
  644. }
  645. }
  646. }
  647. if (!cs.spells.empty())
  648. sendAndApply(&cs);
  649. }
  650. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  651. {
  652. if (!obj || !getObj(obj->id))
  653. {
  654. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  655. return false;
  656. }
  657. RemoveObject ro;
  658. ro.objectID = obj->id;
  659. ro.initiator = initiator;
  660. sendAndApply(&ro);
  661. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  662. return true;
  663. }
  664. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  665. {
  666. const CGHeroInstance *h = getHero(hid);
  667. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  668. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  669. {
  670. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  671. return true; //timer expired, no error
  672. logGlobal->error("Illegal call to move hero!");
  673. return false;
  674. }
  675. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  676. const int3 hmpos = h->convertToVisitablePos(dst);
  677. if (!gs->map->isInTheMap(hmpos))
  678. {
  679. logGlobal->error("Destination tile is outside the map!");
  680. return false;
  681. }
  682. const TerrainTile t = *getTile(hmpos);
  683. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  684. CGObjectInstance * objectToVisit = nullptr;
  685. CGObjectInstance * guardian = nullptr;
  686. if (!t.visitableObjects.empty())
  687. objectToVisit = t.visitableObjects.back();
  688. if (isInTheMap(guardPos))
  689. {
  690. for (auto const & object : getTile(guardPos)->visitableObjects)
  691. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  692. guardian = object;
  693. }
  694. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  695. const bool disembarking = h->boat
  696. && t.terType->isLand()
  697. && (dst == h->pos
  698. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  699. //result structure for start - movement failed, no move points used
  700. TryMoveHero tmh;
  701. tmh.id = hid;
  702. tmh.start = h->pos;
  703. tmh.end = dst;
  704. tmh.result = TryMoveHero::FAILED;
  705. tmh.movePoints = h->movementPointsRemaining();
  706. //check if destination tile is available
  707. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions(this));
  708. auto ti = pathfinderHelper->getTurnInfo();
  709. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  710. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  711. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  712. const bool movingOntoObstacle = t.blocked && !t.visitable;
  713. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  714. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  715. const auto complainRet = [&](const std::string & message)
  716. {
  717. //send info about movement failure
  718. complain(message);
  719. sendAndApply(&tmh);
  720. return false;
  721. };
  722. if (guardian && getVisitingHero(guardian) != nullptr)
  723. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  724. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  725. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  726. if (objectToVisit &&
  727. objectToVisit->getOwner().isValidPlayer() &&
  728. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  729. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  730. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  731. //it's a rock or blocked and not visitable tile
  732. //OR hero is on land and dest is water and (there is not present only one object - boat)
  733. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  734. return complainRet("Cannot move hero, destination tile is blocked!");
  735. //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)
  736. if(movingOntoWater && !canFly && !canWalkOnSea)
  737. return complainRet("Cannot move hero, destination tile is on water!");
  738. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  739. return complainRet("Cannot disembark hero, tile is blocked!");
  740. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  741. return complainRet("Tiles are not neighboring!");
  742. if(h->inTownGarrison)
  743. return complainRet("Can not move garrisoned hero!");
  744. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  745. return complainRet("Hero doesn't have any movement points left!");
  746. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  747. return complainRet("Hero cannot transit over this tile!");
  748. //several generic blocks of code
  749. // should be called if hero changes tile but before applying TryMoveHero package
  750. auto leaveTile = [&]()
  751. {
  752. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  753. {
  754. obj->onHeroLeave(h);
  755. }
  756. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  757. };
  758. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  759. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  760. {
  761. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  762. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  763. queries->addQuery(moveQuery);
  764. if (leavingTile == LEAVING_TILE)
  765. leaveTile();
  766. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  767. tmh.attackedFrom = std::make_optional(guardPos);
  768. tmh.result = result;
  769. sendAndApply(&tmh);
  770. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  771. { // Hero should be always able to visit any object he is staying on even if there are guards around
  772. visitObjectOnTile(t, h);
  773. }
  774. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  775. {
  776. objectVisited(guardian, h);
  777. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  778. }
  779. else if (visitDest == VISIT_DEST)
  780. {
  781. visitObjectOnTile(t, h);
  782. }
  783. queries->popIfTop(moveQuery);
  784. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  785. return result != TryMoveHero::FAILED;
  786. };
  787. //interaction with blocking object (like resources)
  788. auto blockingVisit = [&]() -> bool
  789. {
  790. for (CGObjectInstance *obj : t.visitableObjects)
  791. {
  792. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  793. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  794. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  795. {
  796. EVisitDest visitDest = VISIT_DEST;
  797. if(h->boat && !h->boat->onboardVisitAllowed)
  798. visitDest = DONT_VISIT_DEST;
  799. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  800. }
  801. }
  802. return false;
  803. };
  804. if (!transit && embarking)
  805. {
  806. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  807. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  808. // In H3 embark ignore guards
  809. }
  810. if (disembarking)
  811. {
  812. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  813. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  814. }
  815. if (movementMode != EMovementMode::STANDARD)
  816. {
  817. if (blockingVisit()) // e.g. hero on the other side of teleporter
  818. return true;
  819. EGuardLook guardsCheck = (getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  820. ? CHECK_FOR_GUARDS
  821. : IGNORE_GUARDS;
  822. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  823. // visit town for town portal \ castle gates
  824. // do not visit any other objects, e.g. monoliths to avoid double-teleporting
  825. if (objectToVisit)
  826. {
  827. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  828. objectVisited(town, h);
  829. }
  830. return true;
  831. }
  832. //still here? it is standard movement!
  833. {
  834. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  835. ? h->movementPointsRemaining() - cost
  836. : 0;
  837. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  838. EVisitDest visitDest = VISIT_DEST;
  839. if (transit)
  840. {
  841. if (CGTeleport::isTeleport(objectToVisit))
  842. visitDest = DONT_VISIT_DEST;
  843. if (canFly || (canWalkOnSea && t.terType->isWater()))
  844. {
  845. lookForGuards = IGNORE_GUARDS;
  846. visitDest = DONT_VISIT_DEST;
  847. }
  848. }
  849. else if (blockingVisit())
  850. return true;
  851. if(h->boat && !h->boat->onboardAssaultAllowed)
  852. lookForGuards = IGNORE_GUARDS;
  853. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  854. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  855. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  856. return true;
  857. }
  858. }
  859. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  860. {
  861. const CGHeroInstance *h = getHero(hid);
  862. const CGTownInstance *t = getTown(dstid);
  863. if (!h || !t)
  864. COMPLAIN_RET("Invalid call to teleportHero!");
  865. const CGTownInstance *from = h->visitedTown;
  866. if (((h->getOwner() != t->getOwner())
  867. && complain("Cannot teleport hero to another player"))
  868. || (from->town->faction->getId() != t->town->faction->getId()
  869. && complain("Source town and destination town should belong to the same faction"))
  870. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  871. && complain("Hero must be in town with Castle gate for teleporting"))
  872. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  873. && complain("Cannot teleport hero to town without Castle gate in it")))
  874. return false;
  875. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  876. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  877. return true;
  878. }
  879. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  880. {
  881. PlayerColor oldOwner = getOwner(obj->id);
  882. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  883. std::set<PlayerColor> playerColors = {owner, oldOwner};
  884. checkVictoryLossConditions(playerColors);
  885. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  886. if (town) //town captured
  887. {
  888. gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
  889. if (owner.isValidPlayer()) //new owner is real player
  890. {
  891. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  892. setPortalDwelling(town, true, false);
  893. }
  894. }
  895. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))
  896. {
  897. if (owner.isValidPlayer())
  898. {
  899. for (const CGTownInstance * t : getPlayerState(owner)->getTowns())
  900. {
  901. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  902. setPortalDwelling(t);//set initial creatures for all portals of summoning
  903. }
  904. }
  905. }
  906. }
  907. void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
  908. {
  909. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *iw);
  910. queries->addQuery(dialogQuery);
  911. iw->queryID = dialogQuery->queryID;
  912. sendToAllClients(iw);
  913. }
  914. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  915. {
  916. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  917. queries->addQuery(dialogQuery);
  918. iw->queryID = dialogQuery->queryID;
  919. sendToAllClients(iw);
  920. }
  921. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  922. {
  923. if (!val) return; //don't waste time on empty call
  924. TResources resources;
  925. resources[which] = val;
  926. giveResources(player, resources);
  927. }
  928. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  929. {
  930. SetResources sr;
  931. sr.abs = false;
  932. sr.player = player;
  933. sr.res = resources;
  934. sendAndApply(&sr);
  935. }
  936. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  937. {
  938. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  939. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  940. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  941. //first we move creatures to give to make them army of object-source
  942. for (auto & elem : creatures.Slots())
  943. {
  944. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  945. }
  946. tryJoiningArmy(obj, h, remove, true);
  947. }
  948. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  949. {
  950. std::vector<CStackBasicDescriptor> cres = creatures;
  951. if (cres.size() <= 0)
  952. return;
  953. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  954. for (CStackBasicDescriptor &sbd : cres)
  955. {
  956. TQuantity collected = 0;
  957. while(collected < sbd.count)
  958. {
  959. bool foundSth = false;
  960. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  961. {
  962. if (i->second->type == sbd.type)
  963. {
  964. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  965. changeStackCount(StackLocation(obj, i->first), -take, false);
  966. collected += take;
  967. foundSth = true;
  968. break;
  969. }
  970. }
  971. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  972. {
  973. complain("Unexpected failure during taking creatures!");
  974. return;
  975. }
  976. }
  977. }
  978. }
  979. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  980. {
  981. if (obj->visitingHero != hero && obj->garrisonHero != hero)
  982. {
  983. HeroVisitCastle vc;
  984. vc.hid = hero->id;
  985. vc.tid = obj->id;
  986. vc.flags |= 1;
  987. sendAndApply(&vc);
  988. }
  989. visitCastleObjects(obj, hero);
  990. if (obj->visitingHero && obj->garrisonHero)
  991. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  992. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  993. }
  994. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  995. {
  996. std::vector<const CGHeroInstance * > visitors;
  997. visitors.push_back(h);
  998. visitCastleObjects(t, visitors);
  999. }
  1000. void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vector<const CGHeroInstance * > visitors)
  1001. {
  1002. std::vector<BuildingID> buildingsToVisit;
  1003. for (auto const & hero : visitors)
  1004. giveSpells (t, hero);
  1005. for (auto & building : t->rewardableBuildings)
  1006. {
  1007. if (!t->town->buildings.at(building.first)->manualHeroVisit)
  1008. buildingsToVisit.push_back(building.first);
  1009. }
  1010. if (!buildingsToVisit.empty())
  1011. {
  1012. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1013. queries->addQuery(visitQuery);
  1014. }
  1015. }
  1016. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1017. {
  1018. HeroVisitCastle vc;
  1019. vc.hid = hero->id;
  1020. vc.tid = obj->id;
  1021. sendAndApply(&vc);
  1022. }
  1023. void CGameHandler::removeArtifact(const ArtifactLocation & al)
  1024. {
  1025. removeArtifact(al.artHolder, {al.slot});
  1026. }
  1027. void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
  1028. {
  1029. BulkEraseArtifacts ea;
  1030. ea.artHolder = srcId;
  1031. ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
  1032. sendAndApply(&ea);
  1033. }
  1034. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1035. {
  1036. ChangeSpells cs;
  1037. cs.hid = hero->id;
  1038. cs.spells = spells;
  1039. cs.learn = give;
  1040. sendAndApply(&cs);
  1041. }
  1042. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1043. {
  1044. sendAndApply(bonus);
  1045. }
  1046. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1047. {
  1048. sendAndApply(smp);
  1049. }
  1050. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1051. {
  1052. SetMovePoints smp;
  1053. smp.hid = hid;
  1054. smp.val = val;
  1055. smp.absolute = absolute;
  1056. sendAndApply(&smp);
  1057. }
  1058. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1059. {
  1060. SetMana sm;
  1061. sm.hid = hid;
  1062. sm.val = val;
  1063. sm.absolute = true;
  1064. sendAndApply(&sm);
  1065. }
  1066. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1067. {
  1068. GiveHero gh;
  1069. gh.id = id;
  1070. gh.player = player;
  1071. gh.boatId = boatId;
  1072. sendAndApply(&gh);
  1073. //Reveal fow around new hero, especially released from Prison
  1074. auto h = getHero(id);
  1075. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1076. }
  1077. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1078. {
  1079. ChangeObjPos cop;
  1080. cop.objid = objid;
  1081. cop.nPos = newPos;
  1082. cop.initiator = initiator;
  1083. sendAndApply(&cop);
  1084. }
  1085. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1086. {
  1087. const CGHeroInstance * h1 = getHero(fromHero);
  1088. const CGHeroInstance * h2 = getHero(toHero);
  1089. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1090. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1091. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1092. {
  1093. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1094. std::swap(fromHero, toHero);
  1095. }
  1096. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1097. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1098. return;//no scholar skill or no spellbook
  1099. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1100. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1101. ChangeSpells cs1;
  1102. cs1.learn = true;
  1103. cs1.hid = toHero;//giving spells to first hero
  1104. for (auto it : h1->getSpellsInSpellbook())
  1105. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1106. cs1.spells.insert(it);//spell to learn
  1107. ChangeSpells cs2;
  1108. cs2.learn = true;
  1109. cs2.hid = fromHero;
  1110. for (auto it : h2->getSpellsInSpellbook())
  1111. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1112. cs2.spells.insert(it);
  1113. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1114. {
  1115. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1116. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1117. InfoWindow iw;
  1118. iw.player = h1->tempOwner;
  1119. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1120. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1121. iw.text.replaceTextID(h1->getNameTextID());
  1122. if (!cs2.spells.empty())//if found new spell - apply
  1123. {
  1124. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1125. int size = static_cast<int>(cs2.spells.size());
  1126. for (auto it : cs2.spells)
  1127. {
  1128. iw.components.emplace_back(ComponentType::SPELL, it);
  1129. iw.text.appendName(it);
  1130. switch (size--)
  1131. {
  1132. case 2:
  1133. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1134. case 1:
  1135. break;
  1136. default:
  1137. iw.text.appendRawString(", ");
  1138. }
  1139. }
  1140. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1141. iw.text.replaceTextID(h2->getNameTextID());
  1142. sendAndApply(&cs2);
  1143. }
  1144. if (!cs1.spells.empty() && !cs2.spells.empty())
  1145. {
  1146. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1147. }
  1148. if (!cs1.spells.empty())
  1149. {
  1150. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1151. int size = static_cast<int>(cs1.spells.size());
  1152. for (auto it : cs1.spells)
  1153. {
  1154. iw.components.emplace_back(ComponentType::SPELL, it);
  1155. iw.text.appendName(it);
  1156. switch (size--)
  1157. {
  1158. case 2:
  1159. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1160. case 1:
  1161. break;
  1162. default:
  1163. iw.text.appendRawString(", ");
  1164. }
  1165. }
  1166. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1167. iw.text.replaceTextID(h2->getNameTextID());
  1168. sendAndApply(&cs1);
  1169. }
  1170. sendAndApply(&iw);
  1171. }
  1172. }
  1173. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1174. {
  1175. auto h1 = getHero(hero1);
  1176. auto h2 = getHero(hero2);
  1177. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1178. {
  1179. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1180. ExchangeDialog hex;
  1181. hex.queryID = exchange->queryID;
  1182. hex.player = h1->getOwner();
  1183. hex.hero1 = hero1;
  1184. hex.hero2 = hero2;
  1185. sendAndApply(&hex);
  1186. useScholarSkill(hero1,hero2);
  1187. queries->addQuery(exchange);
  1188. }
  1189. }
  1190. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1191. {
  1192. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1193. for (auto c : lobby->activeConnections)
  1194. c->sendPack(pack);
  1195. }
  1196. void CGameHandler::sendAndApply(CPackForClient * pack)
  1197. {
  1198. sendToAllClients(pack);
  1199. gs->apply(pack);
  1200. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1201. }
  1202. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1203. {
  1204. sendAndApply(static_cast<CPackForClient *>(pack));
  1205. checkVictoryLossConditionsForAll();
  1206. }
  1207. void CGameHandler::sendAndApply(SetResources * pack)
  1208. {
  1209. sendAndApply(static_cast<CPackForClient *>(pack));
  1210. checkVictoryLossConditionsForPlayer(pack->player);
  1211. }
  1212. void CGameHandler::sendAndApply(NewStructures * pack)
  1213. {
  1214. sendAndApply(static_cast<CPackForClient *>(pack));
  1215. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1216. }
  1217. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1218. {
  1219. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1220. }
  1221. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1222. {
  1223. if(pack->c)
  1224. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1225. logNetwork->error("Player is not allowed to perform this action!");
  1226. throw ExceptionNotAllowedAction();
  1227. }
  1228. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1229. {
  1230. std::ostringstream oss;
  1231. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1232. logNetwork->error(oss.str());
  1233. if(pack->c)
  1234. playerMessages->sendSystemMessage(pack->c, oss.str());
  1235. }
  1236. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1237. {
  1238. if(!isPlayerOwns(pack, id))
  1239. {
  1240. wrongPlayerMessage(pack, getOwner(id));
  1241. throwNotAllowedAction(pack);
  1242. }
  1243. }
  1244. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1245. {
  1246. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1247. throwNotAllowedAction(pack);
  1248. }
  1249. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1250. {
  1251. throwIfWrongPlayer(pack, pack->player);
  1252. }
  1253. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1254. {
  1255. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1256. {
  1257. wrongPlayerMessage(pack, player);
  1258. throwNotAllowedAction(pack);
  1259. }
  1260. }
  1261. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1262. {
  1263. complain(txt);
  1264. throwNotAllowedAction(pack);
  1265. }
  1266. void CGameHandler::save(const std::string & filename)
  1267. {
  1268. logGlobal->info("Saving to %s", filename);
  1269. const auto stem = FileInfo::GetPathStem(filename);
  1270. const auto savefname = stem.to_string() + ".vsgm1";
  1271. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1272. CResourceHandler::get("local")->createResource(savefname);
  1273. try
  1274. {
  1275. {
  1276. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1277. saveCommonState(save);
  1278. logGlobal->info("Saving server state");
  1279. save << *this;
  1280. }
  1281. logGlobal->info("Game has been successfully saved!");
  1282. }
  1283. catch(std::exception &e)
  1284. {
  1285. logGlobal->error("Failed to save game: %s", e.what());
  1286. }
  1287. }
  1288. bool CGameHandler::load(const std::string & filename)
  1289. {
  1290. logGlobal->info("Loading from %s", filename);
  1291. const auto stem = FileInfo::GetPathStem(filename);
  1292. reinitScripting();
  1293. try
  1294. {
  1295. {
  1296. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1297. lf.serializer.cb = this;
  1298. loadCommonState(lf);
  1299. logGlobal->info("Loading server state");
  1300. lf >> *this;
  1301. }
  1302. logGlobal->info("Game has been successfully loaded!");
  1303. }
  1304. catch(const ModIncompatibility & e)
  1305. {
  1306. logGlobal->error("Failed to load game: %s", e.what());
  1307. std::string errorMsg;
  1308. if(!e.whatMissing().empty())
  1309. {
  1310. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1311. errorMsg += e.whatMissing();
  1312. }
  1313. if(!e.whatExcessive().empty())
  1314. {
  1315. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1316. errorMsg += e.whatExcessive();
  1317. }
  1318. lobby->announceMessage(errorMsg);
  1319. return false;
  1320. }
  1321. catch(const IdentifierResolutionException & e)
  1322. {
  1323. logGlobal->error("Failed to load game: %s", e.what());
  1324. MetaString errorMsg;
  1325. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1326. errorMsg.replaceRawString(e.identifierName);
  1327. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1328. return false;
  1329. }
  1330. catch(const std::exception & e)
  1331. {
  1332. logGlobal->error("Failed to load game: %s", e.what());
  1333. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1334. return false;
  1335. }
  1336. gs->preInit(VLC, this);
  1337. gs->updateOnLoad(lobby->si.get());
  1338. return true;
  1339. }
  1340. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1341. {
  1342. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1343. return false;
  1344. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1345. const CCreatureSet & creatureSet = *army;
  1346. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1347. || (howMany < 1 && complain("Invalid split parameter!")))
  1348. {
  1349. return false;
  1350. }
  1351. auto actualAmount = army->getStackCount(slotSrc);
  1352. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1353. return false;
  1354. auto freeSlots = creatureSet.getFreeSlots();
  1355. if(freeSlots.empty() && complain("No empty stacks"))
  1356. return false;
  1357. BulkRebalanceStacks bulkRS;
  1358. for(auto slot : freeSlots)
  1359. {
  1360. RebalanceStacks rs;
  1361. rs.srcArmy = army->id;
  1362. rs.dstArmy = army->id;
  1363. rs.srcSlot = slotSrc;
  1364. rs.dstSlot = slot;
  1365. rs.count = howMany;
  1366. bulkRS.moves.push_back(rs);
  1367. actualAmount -= howMany;
  1368. if(actualAmount <= howMany)
  1369. break;
  1370. }
  1371. sendAndApply(&bulkRS);
  1372. return true;
  1373. }
  1374. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1375. {
  1376. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1377. return false;
  1378. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1379. const CCreatureSet & creatureSet = *army;
  1380. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1381. return false;
  1382. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1383. if(actualAmount < 1 && complain(complainNoCreatures))
  1384. return false;
  1385. auto currentCreature = creatureSet.getCreature(slotSrc);
  1386. if(!currentCreature && complain(complainNoCreatures))
  1387. return false;
  1388. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1389. if(!creatureSlots.size())
  1390. return false;
  1391. BulkRebalanceStacks bulkRS;
  1392. for(auto slot : creatureSlots)
  1393. {
  1394. RebalanceStacks rs;
  1395. rs.srcArmy = army->id;
  1396. rs.dstArmy = army->id;
  1397. rs.srcSlot = slot;
  1398. rs.dstSlot = slotSrc;
  1399. rs.count = creatureSet.getStackCount(slot);
  1400. bulkRS.moves.push_back(rs);
  1401. }
  1402. sendAndApply(&bulkRS);
  1403. return true;
  1404. }
  1405. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1406. {
  1407. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1408. return false;
  1409. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1410. const CCreatureSet & setSrc = *armySrc;
  1411. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1412. return false;
  1413. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1414. const CCreatureSet & setDest = *armyDest;
  1415. auto freeSlots = setDest.getFreeSlotsQueue();
  1416. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1417. TRebalanceMap moves;
  1418. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1419. auto slotsLeft = setSrc.stacksCount();
  1420. auto destMap = setDest.getCreatureMap();
  1421. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1422. while(!srcQueue.empty())
  1423. {
  1424. auto pair = srcQueue.top();
  1425. srcQueue.pop();
  1426. auto currCreature = pair.first;
  1427. auto currSlot = pair.second;
  1428. const auto quantity = setSrc.getStackCount(currSlot);
  1429. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1430. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1431. if(!alreadyExists)
  1432. {
  1433. if(freeSlots.empty())
  1434. continue;
  1435. auto currFreeSlot = freeSlots.front();
  1436. freeSlots.pop();
  1437. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1438. }
  1439. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1440. slotsLeft--;
  1441. }
  1442. if(slotsLeft == 1)
  1443. {
  1444. auto lastCreature = setSrc.getCreature(srcSlot);
  1445. auto slotToMove = SlotID();
  1446. // Try to find a slot for last creature
  1447. if(destMap.find(lastCreature) == destMap.end())
  1448. {
  1449. if(!freeSlots.empty())
  1450. slotToMove = freeSlots.front();
  1451. }
  1452. else
  1453. {
  1454. slotToMove = destMap[lastCreature];
  1455. }
  1456. if(slotToMove != SlotID())
  1457. {
  1458. const bool needsLastStack = armySrc->needsLastStack();
  1459. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1460. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1461. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1462. }
  1463. }
  1464. BulkRebalanceStacks bulkRS;
  1465. for(auto & move : moves)
  1466. {
  1467. RebalanceStacks rs;
  1468. rs.srcArmy = armySrc->id;
  1469. rs.dstArmy = armyDest->id;
  1470. rs.srcSlot = move.first;
  1471. rs.dstSlot = move.second.first;
  1472. rs.count = move.second.second;
  1473. bulkRS.moves.push_back(rs);
  1474. }
  1475. sendAndApply(&bulkRS);
  1476. return true;
  1477. }
  1478. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1479. {
  1480. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1481. return false;
  1482. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1483. const CCreatureSet & creatureSet = *army;
  1484. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1485. return false;
  1486. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1487. if(actualAmount <= 1 && complain(complainNoCreatures))
  1488. return false;
  1489. auto freeSlot = creatureSet.getFreeSlot();
  1490. auto currentCreature = creatureSet.getCreature(slotSrc);
  1491. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1492. return true;
  1493. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1494. TQuantity totalCreatures = 0;
  1495. for(auto slot : creatureSlots)
  1496. totalCreatures += creatureSet.getStackCount(slot);
  1497. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1498. return false;
  1499. if(freeSlot != SlotID())
  1500. creatureSlots.push_back(freeSlot);
  1501. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1502. return false;
  1503. const auto totalCreatureSlots = creatureSlots.size();
  1504. const auto rem = totalCreatures % totalCreatureSlots;
  1505. const auto quotient = totalCreatures / totalCreatureSlots;
  1506. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1507. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1508. BulkSmartRebalanceStacks bulkSRS;
  1509. if(freeSlot != SlotID())
  1510. {
  1511. RebalanceStacks rs;
  1512. rs.srcArmy = rs.dstArmy = army->id;
  1513. rs.srcSlot = slotSrc;
  1514. rs.dstSlot = freeSlot;
  1515. rs.count = 1;
  1516. bulkSRS.moves.push_back(rs);
  1517. }
  1518. auto currSlot = 0;
  1519. auto check = 0;
  1520. for(auto slot : creatureSlots)
  1521. {
  1522. ChangeStackCount csc;
  1523. csc.army = army->id;
  1524. csc.slot = slot;
  1525. csc.count = (currSlot < rem)
  1526. ? quotient + 1
  1527. : quotient;
  1528. csc.absoluteValue = true;
  1529. bulkSRS.changes.push_back(csc);
  1530. currSlot++;
  1531. check += csc.count;
  1532. }
  1533. if(check != totalCreatures)
  1534. {
  1535. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1536. return false;
  1537. }
  1538. sendAndApply(&bulkSRS);
  1539. return true;
  1540. }
  1541. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1542. {
  1543. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1544. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1545. const CCreatureSet & S1 = *s1;
  1546. const CCreatureSet & S2 = *s2;
  1547. StackLocation sl1(s1, p1);
  1548. StackLocation sl2(s2, p2);
  1549. if (s1 == nullptr || s2 == nullptr)
  1550. {
  1551. complain("Cannot exchange stacks between non-existing objects!!\n");
  1552. return false;
  1553. }
  1554. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1555. {
  1556. complain(complainInvalidSlot);
  1557. return false;
  1558. }
  1559. if (!isAllowedExchange(id1,id2))
  1560. {
  1561. complain("Cannot exchange stacks between these two objects!\n");
  1562. return false;
  1563. }
  1564. // We can always put stacks into locked garrison, but not take them out of it
  1565. auto notRemovable = [&](const CArmedInstance * army)
  1566. {
  1567. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1568. {
  1569. auto g = dynamic_cast<const CGGarrison *>(army);
  1570. if (g && !g->removableUnits)
  1571. {
  1572. complain("Stacks in this garrison are not removable!\n");
  1573. return true;
  1574. }
  1575. }
  1576. return false;
  1577. };
  1578. if (what==1) //swap
  1579. {
  1580. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1581. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1582. {
  1583. complain("Can't take troops from another player!");
  1584. return false;
  1585. }
  1586. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1587. {
  1588. complain("Cannot swap stacks - slots are the same!");
  1589. return false;
  1590. }
  1591. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1592. {
  1593. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1594. return false;
  1595. }
  1596. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1597. return false;
  1598. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1599. return false;
  1600. swapStacks(sl1, sl2);
  1601. }
  1602. else if (what==2)//merge
  1603. {
  1604. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1605. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1606. return false;
  1607. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1608. {
  1609. complain("Cannot merge empty stack!");
  1610. return false;
  1611. }
  1612. else if (notRemovable(sl1.army))
  1613. return false;
  1614. moveStack(sl1, sl2);
  1615. }
  1616. else if (what==3) //split
  1617. {
  1618. const int countToMove = val - s2->getStackCount(p2);
  1619. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1620. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1621. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1622. {
  1623. complain("Can't move troops of another player!");
  1624. return false;
  1625. }
  1626. //general conditions checking
  1627. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1628. || (val<1 && complain(complainNoCreatures)) )
  1629. {
  1630. return false;
  1631. }
  1632. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1633. {
  1634. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1635. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1636. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1637. )
  1638. {
  1639. return false;
  1640. }
  1641. if (notRemovable(sl1.army))
  1642. {
  1643. if (s1->getStackCount(p1) > countLeftOnSrc)
  1644. return false;
  1645. }
  1646. else if (notRemovable(sl2.army))
  1647. {
  1648. if (s2->getStackCount(p1) < countLeftOnSrc)
  1649. return false;
  1650. }
  1651. moveStack(sl1, sl2, countToMove);
  1652. //S2.slots[p2]->count = val;
  1653. //S1.slots[p1]->count = total - val;
  1654. }
  1655. else //split one stack to the two
  1656. {
  1657. if (s1->getStackCount(p1) < val)//not enough creatures
  1658. {
  1659. complain(complainNotEnoughCreatures);
  1660. return false;
  1661. }
  1662. if (notRemovable(sl1.army))
  1663. return false;
  1664. moveStack(sl1, sl2, val);
  1665. }
  1666. }
  1667. return true;
  1668. }
  1669. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1670. {
  1671. return connections.count(player) && connections.at(player).count(c);
  1672. }
  1673. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1674. {
  1675. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1676. }
  1677. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1678. {
  1679. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1680. if (!vstd::contains(s1->stacks,pos))
  1681. {
  1682. complain("Illegal call to disbandCreature - no such stack in army!");
  1683. return false;
  1684. }
  1685. eraseStack(StackLocation(s1, pos));
  1686. return true;
  1687. }
  1688. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1689. {
  1690. const CGTownInstance * t = getTown(tid);
  1691. if(!t)
  1692. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1693. if(!t->town->buildings.count(requestedID))
  1694. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1695. if(t->hasBuilt(requestedID))
  1696. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1697. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1698. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1699. std::vector<const CBuilding*> remainingAutoBuildings;
  1700. std::set<BuildingID> buildingsThatWillBe;
  1701. //Check validity of request
  1702. if(!force)
  1703. {
  1704. switch(requestedBuilding->mode)
  1705. {
  1706. case CBuilding::BUILD_NORMAL :
  1707. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1708. COMPLAIN_RET("Cannot build that building!");
  1709. break;
  1710. case CBuilding::BUILD_AUTO :
  1711. case CBuilding::BUILD_SPECIAL:
  1712. COMPLAIN_RET("This building can not be constructed normally!");
  1713. case CBuilding::BUILD_GRAIL :
  1714. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1715. {
  1716. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1717. COMPLAIN_RET("Cannot build this without grail!")
  1718. else
  1719. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1720. }
  1721. break;
  1722. }
  1723. }
  1724. //Performs stuff that has to be done before new building is built
  1725. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1726. {
  1727. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1728. {
  1729. int level = BuildingID::getLevelFromDwelling(buildingID);
  1730. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  1731. if(upgradeNumber >= t->town->creatures.at(level).size())
  1732. {
  1733. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1734. "no creature found (upgrade number %d, level %d!")
  1735. % buildingID % upgradeNumber % level));
  1736. return;
  1737. }
  1738. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  1739. SetAvailableCreatures ssi;
  1740. ssi.tid = t->id;
  1741. ssi.creatures = t->creatures;
  1742. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1743. ssi.creatures[level].first = crea->getGrowth();
  1744. ssi.creatures[level].second.push_back(crea->getId());
  1745. sendAndApply(&ssi);
  1746. }
  1747. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1748. {
  1749. setPortalDwelling(t);
  1750. }
  1751. };
  1752. //Performs stuff that has to be done after new building is built
  1753. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1754. {
  1755. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1756. auto isLibrary = isMageGuild ? false
  1757. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1758. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1759. {
  1760. if(t->visitingHero)
  1761. giveSpells(t,t->visitingHero);
  1762. if(t->garrisonHero)
  1763. giveSpells(t,t->garrisonHero);
  1764. }
  1765. };
  1766. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1767. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  1768. {
  1769. return buildingsThatWillBe.count(buildID);
  1770. };
  1771. //Init the vectors
  1772. for(auto & build : t->town->buildings)
  1773. {
  1774. if(t->hasBuilt(build.first))
  1775. {
  1776. buildingsThatWillBe.insert(build.first);
  1777. }
  1778. else
  1779. {
  1780. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1781. remainingAutoBuildings.push_back(build.second);
  1782. }
  1783. }
  1784. //Prepare structure (list of building ids will be filled later)
  1785. NewStructures ns;
  1786. ns.tid = tid;
  1787. ns.built = force ? t->built : (t->built+1);
  1788. std::queue<const CBuilding*> buildingsToAdd;
  1789. buildingsToAdd.push(requestedBuilding);
  1790. while(!buildingsToAdd.empty())
  1791. {
  1792. auto b = buildingsToAdd.front();
  1793. buildingsToAdd.pop();
  1794. ns.bid.insert(b->bid);
  1795. buildingsThatWillBe.insert(b->bid);
  1796. remainingAutoBuildings -= b;
  1797. for(auto autoBuilding : remainingAutoBuildings)
  1798. {
  1799. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1800. if(actualRequirements.test(areRequirementsFulfilled))
  1801. buildingsToAdd.push(autoBuilding);
  1802. }
  1803. }
  1804. // 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.
  1805. for(auto builtID : ns.bid)
  1806. processBeforeBuiltStructure(builtID);
  1807. //Take cost
  1808. if(!force)
  1809. {
  1810. giveResources(t->tempOwner, -requestedBuilding->resources);
  1811. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1812. }
  1813. //We know what has been built, apply changes. Do this as final step to properly update town window
  1814. sendAndApply(&ns);
  1815. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1816. for(auto builtID : ns.bid)
  1817. processAfterBuiltStructure(builtID);
  1818. // now when everything is built - reveal tiles for lookout tower
  1819. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1820. if (!force)
  1821. {
  1822. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1823. std::vector<const CGHeroInstance *> visitors;
  1824. if (t->garrisonHero)
  1825. visitors.push_back(t->garrisonHero);
  1826. if (t->visitingHero)
  1827. visitors.push_back(t->visitingHero);
  1828. if (!visitors.empty())
  1829. visitCastleObjects(t, visitors);
  1830. }
  1831. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1832. return true;
  1833. }
  1834. bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
  1835. {
  1836. const CGTownInstance * t = getTown(tid);
  1837. if(!t->hasBuilt(bid))
  1838. return false;
  1839. auto subID = t->town->buildings.at(bid)->subId;
  1840. if(subID == BuildingSubID::EBuildingSubID::BANK)
  1841. {
  1842. TResources res;
  1843. res[EGameResID::GOLD] = 2500;
  1844. giveResources(t->getOwner(), res);
  1845. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1846. return true;
  1847. }
  1848. if (t->rewardableBuildings.count(bid) && t->visitingHero && t->town->buildings.at(bid)->manualHeroVisit)
  1849. {
  1850. std::vector<BuildingID> buildingsToVisit;
  1851. std::vector<const CGHeroInstance*> visitors;
  1852. buildingsToVisit.push_back(bid);
  1853. visitors.push_back(t->visitingHero);
  1854. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1855. queries->addQuery(visitQuery);
  1856. return true;
  1857. }
  1858. return true;
  1859. }
  1860. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1861. {
  1862. ///incomplete, simply erases target building
  1863. const CGTownInstance * t = getTown(tid);
  1864. if(!t->hasBuilt(bid))
  1865. return false;
  1866. RazeStructures rs;
  1867. rs.tid = tid;
  1868. rs.bid.insert(bid);
  1869. rs.destroyed = t->destroyed + 1;
  1870. sendAndApply(&rs);
  1871. //TODO: Remove dwellers
  1872. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  1873. // {
  1874. // RemoveBonus rb(RemoveBonus::TOWN);
  1875. // rb.whoID = t->id;
  1876. // rb.source = BonusSource::TOWN_STRUCTURE;
  1877. // rb.id = 17;
  1878. // sendAndApply(&rb);
  1879. // }
  1880. return true;
  1881. }
  1882. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  1883. {
  1884. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  1885. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  1886. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  1887. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  1888. const CCreature * c = crid.toCreature();
  1889. const bool warMachine = c->warMachine != ArtifactID::NONE;
  1890. //TODO: check if hero is actually visiting object
  1891. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  1892. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  1893. if (town)
  1894. {
  1895. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  1896. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  1897. }
  1898. else
  1899. {
  1900. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  1901. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  1902. }
  1903. //verify
  1904. bool found = false;
  1905. int level = 0;
  1906. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  1907. {
  1908. if ((fromLvl != -1) && (level !=fromLvl))
  1909. continue;
  1910. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  1911. int i = 0;
  1912. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1913. if (cur.second.at(i) == crid)
  1914. break;
  1915. if (i < cur.second.size())
  1916. {
  1917. found = true;
  1918. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  1919. break;
  1920. }
  1921. }
  1922. SlotID slot = army->getSlotFor(crid);
  1923. if ((!found && complain("Cannot recruit: no such creatures!"))
  1924. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  1925. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  1926. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  1927. {
  1928. return false;
  1929. }
  1930. //recruit
  1931. TResources cost = (c->getFullRecruitCost() * cram);
  1932. giveResources(army->tempOwner, -cost);
  1933. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  1934. SetAvailableCreatures sac;
  1935. sac.tid = objid;
  1936. sac.creatures = dwelling->creatures;
  1937. sac.creatures[level].first -= cram;
  1938. sendAndApply(&sac);
  1939. if (warMachine)
  1940. {
  1941. ArtifactID artId = c->warMachine;
  1942. const CArtifact * art = artId.toArtifact();
  1943. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  1944. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  1945. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  1946. return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
  1947. }
  1948. else
  1949. {
  1950. addToSlot(StackLocation(army, slot), c, cram);
  1951. }
  1952. return true;
  1953. }
  1954. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  1955. {
  1956. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  1957. if (!obj->hasStackAtSlot(pos))
  1958. {
  1959. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  1960. }
  1961. UpgradeInfo ui;
  1962. fillUpgradeInfo(obj, pos, ui);
  1963. PlayerColor player = obj->tempOwner;
  1964. const PlayerState *p = getPlayerState(player);
  1965. int crQuantity = obj->stacks.at(pos)->count;
  1966. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  1967. //check if upgrade is possible
  1968. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  1969. {
  1970. return false;
  1971. }
  1972. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  1973. //check if player has enough resources
  1974. if (!p->resources.canAfford(totalCost))
  1975. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  1976. //take resources
  1977. giveResources(player, -totalCost);
  1978. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  1979. //upgrade creature
  1980. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  1981. return true;
  1982. }
  1983. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  1984. {
  1985. if (!sl.army->hasStackAtSlot(sl.slot))
  1986. COMPLAIN_RET("Cannot find a stack to change type");
  1987. SetStackType sst;
  1988. sst.army = sl.army->id;
  1989. sst.slot = sl.slot;
  1990. sst.type = c->getId();
  1991. sendAndApply(&sst);
  1992. return true;
  1993. }
  1994. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  1995. {
  1996. assert(src->canBeMergedWith(*dst, allowMerging));
  1997. while(src->stacksCount())//while there are unmoved creatures
  1998. {
  1999. auto i = src->Slots().begin(); //iterator to stack to move
  2000. StackLocation sl(src, i->first); //location of stack to move
  2001. SlotID pos = dst->getSlotFor(i->second->type);
  2002. if (!pos.validSlot())
  2003. {
  2004. //try to merge two other stacks to make place
  2005. std::pair<SlotID, SlotID> toMerge;
  2006. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2007. {
  2008. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2009. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2010. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2011. }
  2012. else
  2013. {
  2014. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2015. return;
  2016. }
  2017. }
  2018. else
  2019. {
  2020. moveStack(sl, StackLocation(dst, pos));
  2021. }
  2022. }
  2023. }
  2024. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2025. {
  2026. const CGTownInstance * town = getTown(tid);
  2027. if(!town->garrisonHero == !town->visitingHero)
  2028. return false;
  2029. SetHeroesInTown intown;
  2030. intown.tid = tid;
  2031. if(town->garrisonHero) //garrison -> vising
  2032. {
  2033. intown.garrison = ObjectInstanceID();
  2034. intown.visiting = town->garrisonHero->id;
  2035. }
  2036. else //visiting -> garrison
  2037. {
  2038. if(town->armedGarrison())
  2039. town->mergeGarrisonOnSiege();
  2040. intown.visiting = ObjectInstanceID();
  2041. intown.garrison = town->visitingHero->id;
  2042. }
  2043. sendAndApply(&intown);
  2044. return true;
  2045. }
  2046. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2047. {
  2048. const CGTownInstance * town = getTown(tid);
  2049. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2050. {
  2051. if (!town->visitingHero->canBeMergedWith(*town))
  2052. {
  2053. complain("Cannot make garrison swap, not enough free slots!");
  2054. return false;
  2055. }
  2056. moveArmy(town, town->visitingHero, true);
  2057. SetHeroesInTown intown;
  2058. intown.tid = tid;
  2059. intown.visiting = ObjectInstanceID();
  2060. intown.garrison = town->visitingHero->id;
  2061. sendAndApply(&intown);
  2062. return true;
  2063. }
  2064. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2065. {
  2066. int mapCap = getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2067. //check if moving hero out of town will break wandering heroes limit
  2068. if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
  2069. {
  2070. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2071. return false;
  2072. }
  2073. SetHeroesInTown intown;
  2074. intown.tid = tid;
  2075. intown.garrison = ObjectInstanceID();
  2076. intown.visiting = town->garrisonHero->id;
  2077. sendAndApply(&intown);
  2078. return true;
  2079. }
  2080. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2081. {
  2082. SetHeroesInTown intown;
  2083. intown.tid = tid;
  2084. intown.garrison = town->visitingHero->id;
  2085. intown.visiting = town->garrisonHero->id;
  2086. sendAndApply(&intown);
  2087. return true;
  2088. }
  2089. else
  2090. {
  2091. complain("Cannot swap garrison hero!");
  2092. return false;
  2093. }
  2094. }
  2095. // With the amount of changes done to the function, it's more like transferArtifacts.
  2096. // 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.
  2097. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2098. {
  2099. const auto srcArtSet = getArtSet(src);
  2100. const auto dstArtSet = getArtSet(dst);
  2101. assert(srcArtSet);
  2102. assert(dstArtSet);
  2103. // Make sure exchange is even possible between the two heroes.
  2104. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2105. COMPLAIN_RET("That heroes cannot make any exchange!");
  2106. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2107. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2108. auto dstSlot = dst.slot;
  2109. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2110. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2111. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2112. return true;
  2113. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2114. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2115. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2116. if(srcArtifact == nullptr)
  2117. COMPLAIN_RET("No artifact to move!");
  2118. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2119. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2120. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2121. // Moving to the backpack is always allowed.
  2122. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2123. COMPLAIN_RET("Cannot move artifact!");
  2124. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2125. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2126. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2127. COMPLAIN_RET("Cannot move artifact locks.");
  2128. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2129. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2130. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2131. COMPLAIN_RET("Cannot move catapult!");
  2132. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2133. COMPLAIN_RET("Backpack is full!");
  2134. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2135. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2136. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2137. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2138. ma.srcCreature = src.creature;
  2139. ma.dstCreature = dst.creature;
  2140. // Check if dst slot is occupied
  2141. if(!isDstSlotBackpack && isDstSlotOccupied)
  2142. {
  2143. // Previous artifact must be swapped
  2144. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2145. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2146. }
  2147. auto hero = getHero(dst.artHolder);
  2148. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2149. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2150. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2151. if(src.artHolder != dst.artHolder)
  2152. ma.artsPack0.back().askAssemble = true;
  2153. sendAndApply(&ma);
  2154. return true;
  2155. }
  2156. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2157. {
  2158. // Make sure exchange is even possible between the two heroes.
  2159. if(!isAllowedExchange(srcId, dstId))
  2160. COMPLAIN_RET("That heroes cannot make any exchange!");
  2161. auto psrcSet = getArtSet(srcId);
  2162. auto pdstSet = getArtSet(dstId);
  2163. if((!psrcSet) || (!pdstSet))
  2164. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2165. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2166. auto & slotsSrcDst = ma.artsPack0;
  2167. auto & slotsDstSrc = ma.artsPack1;
  2168. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2169. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2170. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2171. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2172. {
  2173. assert(artifact);
  2174. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2175. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2176. {
  2177. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2178. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2179. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2180. if(auto dstHero = getHero(dstId))
  2181. {
  2182. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2183. giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2184. }
  2185. }
  2186. };
  2187. if(swap)
  2188. {
  2189. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2190. {
  2191. for(auto & artifact : srcArtSet->artifactsWorn)
  2192. {
  2193. if(ArtifactUtils::isArtRemovable(artifact))
  2194. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2195. }
  2196. };
  2197. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2198. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2199. {
  2200. for(auto & slotInfo : artSet->artifactsInBackpack)
  2201. {
  2202. auto slot = artSet->getArtPos(slotInfo.artifact);
  2203. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2204. }
  2205. };
  2206. if(equipped)
  2207. {
  2208. // Move over artifacts that are worn srcHero -> dstHero
  2209. moveArtsWorn(psrcSet, slotsSrcDst);
  2210. artFittingSet.artifactsWorn.clear();
  2211. // Move over artifacts that are worn dstHero -> srcHero
  2212. moveArtsWorn(pdstSet, slotsDstSrc);
  2213. }
  2214. if(backpack)
  2215. {
  2216. // Move over artifacts that are in backpack srcHero -> dstHero
  2217. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2218. // Move over artifacts that are in backpack dstHero -> srcHero
  2219. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2220. }
  2221. }
  2222. else
  2223. {
  2224. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2225. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2226. if(equipped)
  2227. {
  2228. // Move over artifacts that are worn
  2229. for(auto & artInfo : psrcSet->artifactsWorn)
  2230. {
  2231. if(ArtifactUtils::isArtRemovable(artInfo))
  2232. {
  2233. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2234. }
  2235. }
  2236. }
  2237. if(backpack)
  2238. {
  2239. // Move over artifacts that are in backpack
  2240. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2241. {
  2242. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2243. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2244. }
  2245. }
  2246. }
  2247. sendAndApply(&ma);
  2248. return true;
  2249. }
  2250. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2251. {
  2252. const auto artSet = getArtSet(heroID);
  2253. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2254. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2255. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2256. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2257. {
  2258. if(left)
  2259. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2260. else
  2261. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2262. sendAndApply(&bma);
  2263. }
  2264. return true;
  2265. }
  2266. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2267. {
  2268. auto artSet = getArtSet(heroID);
  2269. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2270. ChangeArtifactsCostume costume(player, costumeIdx);
  2271. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2272. {
  2273. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2274. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2275. }
  2276. sendAndApply(&costume);
  2277. return true;
  2278. }
  2279. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2280. {
  2281. const auto artSet = getArtSet(heroID);
  2282. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2283. const auto playerState = getPlayerState(player);
  2284. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2285. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2286. {
  2287. CArtifactFittingSet artFittingSet(*artSet);
  2288. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2289. auto costumeArtMap = costume->second;
  2290. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2291. // First, find those artifacts that are already in place
  2292. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2293. {
  2294. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2295. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2296. {
  2297. costumeArtMap.erase(artPos);
  2298. artFittingSet.removeArtifact(slot);
  2299. }
  2300. }
  2301. // Second, find the necessary artifacts for the costume
  2302. for(const auto & artPos : costumeArtMap)
  2303. {
  2304. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2305. {
  2306. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2307. {
  2308. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2309. artPos.first
  2310. });
  2311. artFittingSet.removeArtifact(availableArts.front());
  2312. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2313. estimateBackpackSize--;
  2314. }
  2315. }
  2316. // Third, put unnecessary artifacts into backpack
  2317. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2318. if(artFittingSet.getArt(slot))
  2319. {
  2320. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2321. estimateBackpackSize++;
  2322. }
  2323. const auto backpackCap = getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2324. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2325. sendAndApply(&bma);
  2326. }
  2327. return true;
  2328. }
  2329. /**
  2330. * Assembles or disassembles a combination artifact.
  2331. * @param heroID ID of hero holding the artifact(s).
  2332. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2333. * @param assemble True for assembly operation, false for disassembly.
  2334. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2335. * artifact to assemble to. Otherwise it's not used.
  2336. */
  2337. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2338. {
  2339. const CGHeroInstance * hero = getHero(heroID);
  2340. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2341. if(!destArtifact)
  2342. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2343. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2344. if(assemble)
  2345. {
  2346. const CArtifact * combinedArt = assembleTo.toArtifact();
  2347. if(!combinedArt->isCombined())
  2348. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2349. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2350. {
  2351. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2352. }
  2353. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2354. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2355. {
  2356. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2357. }
  2358. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2359. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2360. AssembledArtifact aa;
  2361. aa.al = dstLoc;
  2362. aa.builtArt = combinedArt;
  2363. sendAndApply(&aa);
  2364. }
  2365. else
  2366. {
  2367. if(!destArtifact->isCombined())
  2368. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2369. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2370. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2371. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2372. DisassembledArtifact da;
  2373. da.al = dstLoc;
  2374. sendAndApply(&da);
  2375. }
  2376. return true;
  2377. }
  2378. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2379. {
  2380. const auto * hero = getHero(al.artHolder);
  2381. if(hero == nullptr)
  2382. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2383. const auto * art = hero->getArt(al.slot);
  2384. if(art == nullptr)
  2385. COMPLAIN_RET("Cannot remove artifact!");
  2386. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2387. COMPLAIN_RET("Illegal artifact removal request");
  2388. removeArtifact(al);
  2389. return true;
  2390. }
  2391. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2392. {
  2393. const CGHeroInstance * hero = getHero(hid);
  2394. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2395. const CGTownInstance * town = hero->visitedTown;
  2396. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2397. if (aid==ArtifactID::SPELLBOOK)
  2398. {
  2399. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2400. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2401. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2402. )
  2403. return false;
  2404. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2405. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2406. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2407. giveSpells(town,hero);
  2408. return true;
  2409. }
  2410. else
  2411. {
  2412. const CArtifact * art = aid.toArtifact();
  2413. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2414. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2415. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2416. const int price = art->getPrice();
  2417. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2418. if(town->isWarMachineAvailable(aid))
  2419. {
  2420. bool hasFreeSlot = false;
  2421. for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
  2422. if (hero->getArt(slot) == nullptr)
  2423. hasFreeSlot = true;
  2424. if (!hasFreeSlot)
  2425. {
  2426. auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2427. removeArtifact(ArtifactLocation(hero->id, slot));
  2428. }
  2429. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2430. return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
  2431. }
  2432. else
  2433. COMPLAIN_RET("This machine is unavailable here!");
  2434. }
  2435. }
  2436. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2437. {
  2438. if(!h)
  2439. COMPLAIN_RET("Only hero can buy artifacts!");
  2440. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2441. COMPLAIN_RET("That artifact is unavailable!");
  2442. int b1;
  2443. int b2;
  2444. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2445. if (getResource(h->tempOwner, rid) < b1)
  2446. COMPLAIN_RET("You can't afford to buy this artifact!");
  2447. giveResource(h->tempOwner, rid, -b1);
  2448. SetAvailableArtifacts saa;
  2449. if(dynamic_cast<const CGTownInstance *>(m))
  2450. {
  2451. saa.id = ObjectInstanceID::NONE;
  2452. saa.arts = gs->map->townMerchantArtifacts;
  2453. }
  2454. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2455. {
  2456. saa.id = bm->id;
  2457. saa.arts = bm->artifacts;
  2458. }
  2459. else
  2460. COMPLAIN_RET("Wrong marktet...");
  2461. bool found = false;
  2462. for (const CArtifact *&art : saa.arts)
  2463. {
  2464. if (art && art->getId() == aid)
  2465. {
  2466. art = nullptr;
  2467. found = true;
  2468. break;
  2469. }
  2470. }
  2471. if (!found)
  2472. COMPLAIN_RET("Cannot find selected artifact on the list");
  2473. sendAndApply(&saa);
  2474. giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
  2475. return true;
  2476. }
  2477. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2478. {
  2479. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2480. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2481. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2482. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2483. int resVal = 0;
  2484. int dump = 1;
  2485. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2486. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2487. giveResource(h->tempOwner, rid, resVal);
  2488. return true;
  2489. }
  2490. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2491. {
  2492. if (!h)
  2493. COMPLAIN_RET("You need hero to buy a skill!");
  2494. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2495. COMPLAIN_RET("Hero already know this skill");
  2496. if (!h->canLearnSkill())
  2497. COMPLAIN_RET("Hero can't learn any more skills");
  2498. if (!h->canLearnSkill(skill))
  2499. COMPLAIN_RET("The hero can't learn this skill!");
  2500. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2501. COMPLAIN_RET("That skill is unavailable!");
  2502. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2503. COMPLAIN_RET("You can't afford to buy this skill");
  2504. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2505. changeSecSkill(h, skill, 1, true);
  2506. return true;
  2507. }
  2508. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2509. {
  2510. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2511. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2512. int b1; //base quantities for trade
  2513. int b2;
  2514. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2515. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2516. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2517. {
  2518. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2519. }
  2520. giveResource(player, toSell, -b1 * amountToBoy);
  2521. giveResource(player, toBuy, b2 * amountToBoy);
  2522. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2523. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2524. return true;
  2525. }
  2526. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2527. {
  2528. if(!hero)
  2529. COMPLAIN_RET("Only hero can sell creatures!");
  2530. if (!vstd::contains(hero->Slots(), slot))
  2531. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2532. const CStackInstance &s = hero->getStack(slot);
  2533. if (s.count < (TQuantity)count //can't sell more creatures than have
  2534. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2535. {
  2536. COMPLAIN_RET("Not enough creatures in army!");
  2537. }
  2538. int b1; //base quantities for trade
  2539. int b2;
  2540. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2541. int units = count / b1; //how many base quantities we trade
  2542. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2543. {
  2544. //TODO: complain?
  2545. assert(0);
  2546. }
  2547. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2548. giveResource(hero->tempOwner, resourceID, b2 * units);
  2549. return true;
  2550. }
  2551. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2552. {
  2553. const CArmedInstance *army = nullptr;
  2554. if (hero)
  2555. army = hero;
  2556. else
  2557. army = dynamic_cast<const CGTownInstance *>(market);
  2558. if (!army)
  2559. COMPLAIN_RET("Incorrect call to transform in undead!");
  2560. if (!army->hasStackAtSlot(slot))
  2561. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2562. const CStackInstance &s = army->getStack(slot);
  2563. //resulting creature - bone dragons or skeletons
  2564. CreatureID resCreature = CreatureID::SKELETON;
  2565. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2566. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2567. || (s.getCreatureID() == CreatureID::HYDRA)
  2568. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2569. resCreature = CreatureID::BONE_DRAGON;
  2570. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2571. return true;
  2572. }
  2573. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2574. {
  2575. const PlayerState *p2 = getPlayerState(r2, false);
  2576. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2577. {
  2578. complain("Dest player must be in game!");
  2579. return false;
  2580. }
  2581. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2582. vstd::amin(val, curRes1);
  2583. giveResource(player, r1, -(int)val);
  2584. giveResource(r2, r1, val);
  2585. return true;
  2586. }
  2587. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2588. {
  2589. const CGHeroInstance *h = getHero(hid);
  2590. if (!h)
  2591. {
  2592. logGlobal->error("Hero doesn't exist!");
  2593. return false;
  2594. }
  2595. ChangeFormation cf;
  2596. cf.hid = hid;
  2597. cf.formation = formation;
  2598. sendAndApply(&cf);
  2599. return true;
  2600. }
  2601. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2602. {
  2603. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2604. if (answer)
  2605. logGlobal->trace("%d", *answer);
  2606. auto topQuery = queries->topQuery(player);
  2607. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2608. if(topQuery->queryID != qid)
  2609. {
  2610. auto currentQuery = queries->getQuery(qid);
  2611. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2612. currentQuery->setReply(answer);
  2613. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2614. }
  2615. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2616. topQuery->setReply(answer);
  2617. queries->popQuery(topQuery);
  2618. return true;
  2619. }
  2620. bool CGameHandler::complain(const std::string &problem)
  2621. {
  2622. #ifndef ENABLE_GOLDMASTER
  2623. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2624. #endif
  2625. logGlobal->error(problem);
  2626. return true;
  2627. }
  2628. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2629. {
  2630. //PlayerColor player = getOwner(hid);
  2631. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2632. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2633. assert(lowerArmy);
  2634. assert(upperArmy);
  2635. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2636. queries->addQuery(garrisonQuery);
  2637. GarrisonDialog gd;
  2638. gd.hid = hid;
  2639. gd.objid = upobj;
  2640. gd.removableUnits = removableUnits;
  2641. gd.queryID = garrisonQuery->queryID;
  2642. sendAndApply(&gd);
  2643. }
  2644. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2645. {
  2646. OpenWindow pack;
  2647. pack.window = window;
  2648. pack.object = object->id;
  2649. pack.visitor = visitor->id;
  2650. if (addQuery)
  2651. {
  2652. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2653. pack.queryID = windowQuery->queryID;
  2654. queries->addQuery(windowQuery);
  2655. }
  2656. sendAndApply(&pack);
  2657. }
  2658. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2659. {
  2660. if (id1 == id2)
  2661. return true;
  2662. const CGObjectInstance *o1 = getObj(id1);
  2663. const CGObjectInstance *o2 = getObj(id2);
  2664. if (!o1 || !o2)
  2665. return true; //arranging stacks within an object should be always allowed
  2666. if (o1 && o2)
  2667. {
  2668. if (o1->ID == Obj::TOWN)
  2669. {
  2670. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2671. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2672. return true;
  2673. }
  2674. if (o2->ID == Obj::TOWN)
  2675. {
  2676. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2677. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2678. return true;
  2679. }
  2680. auto market = getMarket(id1);
  2681. if(market == nullptr)
  2682. market = getMarket(id2);
  2683. if(market)
  2684. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2685. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2686. {
  2687. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2688. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2689. // two heroes in same town (garrisoned and visiting)
  2690. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2691. return true;
  2692. }
  2693. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2694. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2695. if (!dialog)
  2696. {
  2697. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2698. }
  2699. if (dialog)
  2700. {
  2701. auto topArmy = dialog->exchangingArmies.at(0);
  2702. auto bottomArmy = dialog->exchangingArmies.at(1);
  2703. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2704. return true;
  2705. }
  2706. }
  2707. return false;
  2708. }
  2709. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2710. {
  2711. using events::ObjectVisitStarted;
  2712. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2713. if (getVisitingHero(obj) != nullptr)
  2714. {
  2715. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2716. throw std::runtime_error("Can not visit object that is being visited");
  2717. }
  2718. std::shared_ptr<MapObjectVisitQuery> visitQuery;
  2719. auto startVisit = [&](ObjectVisitStarted & event)
  2720. {
  2721. auto visitedObject = obj;
  2722. if(obj->ID == Obj::HERO)
  2723. {
  2724. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2725. const auto visitedTown = visitedHero->visitedTown;
  2726. if(visitedTown)
  2727. {
  2728. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2729. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2730. visitedObject = visitedTown;
  2731. }
  2732. }
  2733. visitQuery = std::make_shared<MapObjectVisitQuery>(this, visitedObject, h);
  2734. queries->addQuery(visitQuery); //TODO real visit pos
  2735. HeroVisit hv;
  2736. hv.objId = obj->id;
  2737. hv.heroId = h->id;
  2738. hv.player = h->tempOwner;
  2739. hv.starting = true;
  2740. sendAndApply(&hv);
  2741. obj->onHeroVisit(h);
  2742. };
  2743. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2744. if(visitQuery)
  2745. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2746. }
  2747. void CGameHandler::objectVisitEnded(const CGHeroInstance *h, PlayerColor player)
  2748. {
  2749. using events::ObjectVisitEnded;
  2750. logGlobal->debug("%s visit ends.\n", h->nodeName());
  2751. auto endVisit = [&](ObjectVisitEnded & event)
  2752. {
  2753. HeroVisit hv;
  2754. hv.player = event.getPlayer();
  2755. hv.heroId = event.getHero();
  2756. hv.starting = false;
  2757. sendAndApply(&hv);
  2758. };
  2759. //TODO: ObjectVisitEnded should also have id of visited object,
  2760. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2761. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, h->id);
  2762. }
  2763. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2764. {
  2765. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  2766. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2767. {
  2768. complain("Cannot build boat in this shipyard!");
  2769. return false;
  2770. }
  2771. TResources boatCost;
  2772. obj->getBoatCost(boatCost);
  2773. TResources available = getPlayerState(playerID)->resources;
  2774. if (!available.canAfford(boatCost))
  2775. {
  2776. complain("Not enough resources to build a boat!");
  2777. return false;
  2778. }
  2779. int3 tile = obj->bestLocation();
  2780. if (!gs->map->isInTheMap(tile))
  2781. {
  2782. complain("Cannot find appropriate tile for a boat!");
  2783. return false;
  2784. }
  2785. giveResources(playerID, -boatCost);
  2786. createBoat(tile, obj->getBoatType(), playerID);
  2787. return true;
  2788. }
  2789. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2790. {
  2791. for (auto playerColor : playerColors)
  2792. {
  2793. if (getPlayerState(playerColor, false))
  2794. checkVictoryLossConditionsForPlayer(playerColor);
  2795. }
  2796. }
  2797. void CGameHandler::checkVictoryLossConditionsForAll()
  2798. {
  2799. std::set<PlayerColor> playerColors;
  2800. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2801. {
  2802. playerColors.insert(PlayerColor(i));
  2803. }
  2804. checkVictoryLossConditions(playerColors);
  2805. }
  2806. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2807. {
  2808. const PlayerState * p = getPlayerState(player);
  2809. if(!p || p->status != EPlayerStatus::INGAME) return;
  2810. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  2811. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2812. {
  2813. InfoWindow iw;
  2814. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2815. sendAndApply(&iw);
  2816. PlayerEndsGame peg;
  2817. peg.player = player;
  2818. peg.victoryLossCheckResult = victoryLossCheckResult;
  2819. peg.statistic = StatisticDataSet(gameState()->statistic);
  2820. addStatistics(peg.statistic); // add last turn befor win / loss
  2821. sendAndApply(&peg);
  2822. turnOrder->onPlayerEndsGame(player);
  2823. if (victoryLossCheckResult.victory())
  2824. {
  2825. //one player won -> all enemies lost
  2826. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  2827. {
  2828. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  2829. {
  2830. peg.player = i->first;
  2831. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  2832. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2833. InfoWindow iw;
  2834. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  2835. iw.player = i->first;
  2836. sendAndApply(&iw);
  2837. sendAndApply(&peg);
  2838. }
  2839. }
  2840. if(p->human)
  2841. {
  2842. lobby->setState(EServerState::SHUTDOWN);
  2843. }
  2844. }
  2845. else
  2846. {
  2847. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2848. auto hlp = p->getHeroes();
  2849. for (auto h : hlp) //eliminate heroes
  2850. {
  2851. if (h)
  2852. removeObject(h, player);
  2853. }
  2854. //player lost -> all his objects become unflagged (neutral)
  2855. for (auto obj : gs->map->objects) //unflag objs
  2856. {
  2857. if (obj.get() && obj->tempOwner == player)
  2858. setOwner(obj, PlayerColor::NEUTRAL);
  2859. }
  2860. //eliminating one player may cause victory of another:
  2861. std::set<PlayerColor> playerColors;
  2862. //do not copy player state (CBonusSystemNode) by value
  2863. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  2864. {
  2865. if (p.first != player)
  2866. playerColors.insert(p.first);
  2867. }
  2868. //notify all players
  2869. for (auto pc : playerColors)
  2870. {
  2871. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  2872. {
  2873. InfoWindow iw;
  2874. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  2875. iw.player = pc;
  2876. sendAndApply(&iw);
  2877. }
  2878. }
  2879. checkVictoryLossConditions(playerColors);
  2880. }
  2881. }
  2882. }
  2883. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  2884. {
  2885. out.player = player;
  2886. out.text = victoryLossCheckResult.messageToSelf;
  2887. out.text.replaceName(player);
  2888. out.components.emplace_back(ComponentType::FLAG, player);
  2889. }
  2890. bool CGameHandler::dig(const CGHeroInstance *h)
  2891. {
  2892. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  2893. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  2894. createHole(h->visitablePos(), h->getOwner());
  2895. //take MPs
  2896. SetMovePoints smp;
  2897. smp.hid = h->id;
  2898. smp.val = 0;
  2899. sendAndApply(&smp);
  2900. InfoWindow iw;
  2901. iw.type = EInfoWindowMode::AUTO;
  2902. iw.player = h->tempOwner;
  2903. if (gs->map->grailPos == h->visitablePos())
  2904. {
  2905. ArtifactID grail = ArtifactID::GRAIL;
  2906. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  2907. iw.text.appendName(grail); // ... " The Grail"
  2908. iw.soundID = soundBase::ULTIMATEARTIFACT;
  2909. giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
  2910. sendAndApply(&iw);
  2911. iw.soundID = soundBase::invalid;
  2912. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  2913. iw.text.clear();
  2914. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  2915. sendAndApply(&iw);
  2916. }
  2917. else
  2918. {
  2919. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  2920. iw.soundID = soundBase::Dig;
  2921. sendAndApply(&iw);
  2922. }
  2923. return true;
  2924. }
  2925. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  2926. {
  2927. if (!t.visitableObjects.empty())
  2928. {
  2929. //to prevent self-visiting heroes on space press
  2930. if (t.visitableObjects.back() != h)
  2931. objectVisited(t.visitableObjects.back(), h);
  2932. else if (t.visitableObjects.size() > 1)
  2933. objectVisited(*(t.visitableObjects.end()-2),h);
  2934. }
  2935. }
  2936. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  2937. {
  2938. if (!hero)
  2939. COMPLAIN_RET("You need hero to sacrifice creature!");
  2940. int expSum = 0;
  2941. auto finish = [this, &hero, &expSum]()
  2942. {
  2943. giveExperience(hero, hero->calculateXp(expSum));
  2944. };
  2945. for(int i = 0; i < slot.size(); ++i)
  2946. {
  2947. int oldCount = hero->getStackCount(slot[i]);
  2948. if(oldCount < (int)count[i])
  2949. {
  2950. finish();
  2951. COMPLAIN_RET("Not enough creatures to sacrifice!")
  2952. }
  2953. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  2954. {
  2955. finish();
  2956. COMPLAIN_RET("Cannot sacrifice last creature!");
  2957. }
  2958. int crid = hero->getStack(slot[i]).type->getId();
  2959. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  2960. int dump;
  2961. int exp;
  2962. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  2963. exp *= count[i];
  2964. expSum += exp;
  2965. }
  2966. finish();
  2967. return true;
  2968. }
  2969. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  2970. {
  2971. if (!hero)
  2972. COMPLAIN_RET("You need hero to sacrifice artifact!");
  2973. if(hero->getAlignment() == EAlignment::EVIL)
  2974. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  2975. assert(market);
  2976. const auto artSet = market->getArtifactsStorage();
  2977. int expSum = 0;
  2978. std::vector<ArtifactPosition> artPack;
  2979. auto finish = [this, &hero, &expSum, &artPack, market]()
  2980. {
  2981. removeArtifact(market->getObjInstanceID(), artPack);
  2982. giveExperience(hero, hero->calculateXp(expSum));
  2983. };
  2984. for(const auto & artInstId : arts)
  2985. {
  2986. if(auto art = artSet->getArtByInstanceId(artInstId))
  2987. {
  2988. if(art->artType->isTradable())
  2989. {
  2990. int dmp;
  2991. int expToGive;
  2992. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  2993. expSum += expToGive;
  2994. artPack.push_back(artSet->getArtPos(art));
  2995. }
  2996. else
  2997. {
  2998. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  2999. }
  3000. }
  3001. else
  3002. {
  3003. finish();
  3004. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3005. }
  3006. }
  3007. finish();
  3008. return true;
  3009. }
  3010. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3011. {
  3012. if (sl.army->hasStackAtSlot(sl.slot))
  3013. COMPLAIN_RET("Slot is already taken!");
  3014. if (!sl.slot.validSlot())
  3015. COMPLAIN_RET("Cannot insert stack to that slot!");
  3016. InsertNewStack ins;
  3017. ins.army = sl.army->id;
  3018. ins.slot = sl.slot;
  3019. ins.type = c->getId();
  3020. ins.count = count;
  3021. sendAndApply(&ins);
  3022. return true;
  3023. }
  3024. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3025. {
  3026. if (!sl.army->hasStackAtSlot(sl.slot))
  3027. COMPLAIN_RET("Cannot find a stack to erase");
  3028. if (sl.army->stacksCount() == 1 //from the last stack
  3029. && sl.army->needsLastStack() //that must be left
  3030. && !forceRemoval) //ignore above conditions if we are forcing removal
  3031. {
  3032. COMPLAIN_RET("Cannot erase the last stack!");
  3033. }
  3034. EraseStack es;
  3035. es.army = sl.army->id;
  3036. es.slot = sl.slot;
  3037. sendAndApply(&es);
  3038. return true;
  3039. }
  3040. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3041. {
  3042. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3043. if ((absoluteValue && count < 0)
  3044. || (!absoluteValue && -count > currentCount))
  3045. {
  3046. COMPLAIN_RET("Cannot take more stacks than present!");
  3047. }
  3048. if ((currentCount == -count && !absoluteValue)
  3049. || (!count && absoluteValue))
  3050. {
  3051. eraseStack(sl);
  3052. }
  3053. else
  3054. {
  3055. ChangeStackCount csc;
  3056. csc.army = sl.army->id;
  3057. csc.slot = sl.slot;
  3058. csc.count = count;
  3059. csc.absoluteValue = absoluteValue;
  3060. sendAndApply(&csc);
  3061. }
  3062. return true;
  3063. }
  3064. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3065. {
  3066. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3067. if (!slotC) //slot is empty
  3068. insertNewStack(sl, c, count);
  3069. else if (c == slotC)
  3070. changeStackCount(sl, count);
  3071. else
  3072. {
  3073. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3074. }
  3075. return true;
  3076. }
  3077. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3078. {
  3079. if (removeObjWhenFinished)
  3080. removeAfterVisit(src);
  3081. if (!src->canBeMergedWith(*dst, allowMerging))
  3082. {
  3083. if (allowMerging) //do that, add all matching creatures.
  3084. {
  3085. bool cont = true;
  3086. while (cont)
  3087. {
  3088. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3089. {
  3090. SlotID pos = dst->getSlotFor(i->second->type);
  3091. if (pos.validSlot())
  3092. {
  3093. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3094. cont = true;
  3095. break; //or iterator crashes
  3096. }
  3097. cont = false;
  3098. }
  3099. }
  3100. }
  3101. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3102. }
  3103. else //merge
  3104. {
  3105. moveArmy(src, dst, allowMerging);
  3106. }
  3107. }
  3108. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3109. {
  3110. if (!src.army->hasStackAtSlot(src.slot))
  3111. COMPLAIN_RET("No stack to move!");
  3112. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3113. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3114. if (!dst.slot.validSlot())
  3115. COMPLAIN_RET("Cannot move stack to that slot!");
  3116. if (count == -1)
  3117. {
  3118. count = src.army->getStackCount(src.slot);
  3119. }
  3120. if (src.army != dst.army //moving away
  3121. && count == src.army->getStackCount(src.slot) //all creatures
  3122. && src.army->stacksCount() == 1 //from the last stack
  3123. && src.army->needsLastStack()) //that must be left
  3124. {
  3125. COMPLAIN_RET("Cannot move away the last creature!");
  3126. }
  3127. RebalanceStacks rs;
  3128. rs.srcArmy = src.army->id;
  3129. rs.dstArmy = dst.army->id;
  3130. rs.srcSlot = src.slot;
  3131. rs.dstSlot = dst.slot;
  3132. rs.count = count;
  3133. sendAndApply(&rs);
  3134. return true;
  3135. }
  3136. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3137. {
  3138. if (!spellID.hasValue())
  3139. return;
  3140. AdventureSpellCastParameters p;
  3141. p.caster = caster;
  3142. p.pos = pos;
  3143. const CSpell * s = spellID.toSpell();
  3144. s->adventureCast(spellEnv, p);
  3145. }
  3146. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3147. {
  3148. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3149. {
  3150. return moveStack(sl2, sl1);
  3151. }
  3152. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3153. {
  3154. return moveStack(sl1, sl2);
  3155. }
  3156. else
  3157. {
  3158. SwapStacks ss;
  3159. ss.srcArmy = sl1.army->id;
  3160. ss.dstArmy = sl2.army->id;
  3161. ss.srcSlot = sl1.slot;
  3162. ss.dstSlot = sl2.slot;
  3163. sendAndApply(&ss);
  3164. return true;
  3165. }
  3166. }
  3167. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3168. {
  3169. assert(art && art->artType);
  3170. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3171. dst.creature = al.creature;
  3172. auto putTo = getArtSet(al);
  3173. assert(putTo);
  3174. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3175. {
  3176. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3177. }
  3178. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3179. {
  3180. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3181. }
  3182. else
  3183. {
  3184. dst.slot = al.slot;
  3185. }
  3186. if(!askAssemble.has_value())
  3187. {
  3188. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3189. askAssemble = true;
  3190. else
  3191. askAssemble = false;
  3192. }
  3193. if(art->canBePutAt(putTo, dst.slot))
  3194. {
  3195. PutArtifact pa(dst, askAssemble.value());
  3196. pa.art = art;
  3197. sendAndApply(&pa);
  3198. return true;
  3199. }
  3200. else
  3201. {
  3202. return false;
  3203. }
  3204. }
  3205. bool CGameHandler::giveHeroNewArtifact(
  3206. const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
  3207. {
  3208. assert(artType);
  3209. NewArtifact na;
  3210. na.artHolder = h->id;
  3211. na.artId = artType->getId();
  3212. na.spellId = spellId;
  3213. na.pos = pos;
  3214. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3215. {
  3216. na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
  3217. if(!artType->canBePutAt(h, na.pos))
  3218. COMPLAIN_RET("Cannot put artifact in that slot!");
  3219. }
  3220. else if(ArtifactUtils::isSlotBackpack(pos))
  3221. {
  3222. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3223. COMPLAIN_RET("Cannot put artifact in that slot!");
  3224. }
  3225. else
  3226. {
  3227. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3228. }
  3229. sendAndApply(&na);
  3230. return true;
  3231. }
  3232. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
  3233. {
  3234. return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
  3235. }
  3236. bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
  3237. {
  3238. return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
  3239. }
  3240. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3241. {
  3242. std::vector<int3>::iterator tile;
  3243. std::vector<int3> tiles;
  3244. getFreeTiles(tiles);
  3245. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3246. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3247. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3248. const CCreature *cre = creatureID.toCreature();
  3249. for (int i = 0; i < (int)amount; ++i)
  3250. {
  3251. tile = tiles.begin();
  3252. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3253. {
  3254. auto count = cre->getRandomAmount(std::rand);
  3255. createWanderingMonster(*tile, creatureID);
  3256. auto monsterId = getTopObj(*tile)->id;
  3257. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3258. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3259. }
  3260. tiles.erase(tile); //not use it again
  3261. }
  3262. }
  3263. void CGameHandler::synchronizeArtifactHandlerLists()
  3264. {
  3265. UpdateArtHandlerLists uahl;
  3266. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3267. sendAndApply(&uahl);
  3268. }
  3269. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3270. {
  3271. return vstd::contains(gs->map->objects, obj);
  3272. }
  3273. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3274. {
  3275. if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
  3276. return false;
  3277. auto query = queries->topQuery(player);
  3278. if (query && query->blocksPack(pack))
  3279. {
  3280. complain(boost::str(boost::format(
  3281. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3282. % boost::to_upper_copy<std::string>(player.toString())
  3283. % query->toString()
  3284. ));
  3285. return true;
  3286. }
  3287. return false;
  3288. }
  3289. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3290. {
  3291. //If the object is being visited, there must be a matching query
  3292. for (const auto &query : queries->allQueries())
  3293. {
  3294. if (auto someVistQuery = std::dynamic_pointer_cast<MapObjectVisitQuery>(query))
  3295. {
  3296. if (someVistQuery->visitedObject == object)
  3297. {
  3298. someVistQuery->removeObjectAfterVisit = true;
  3299. return;
  3300. }
  3301. }
  3302. }
  3303. //If we haven't returned so far, there is no query and no visit, call was wrong
  3304. assert("This function needs to be called during the object visit!");
  3305. }
  3306. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3307. {
  3308. std::unordered_set<int3> tiles;
  3309. if (mode == ETileVisibility::HIDDEN)
  3310. {
  3311. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3312. }
  3313. else
  3314. {
  3315. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3316. }
  3317. changeFogOfWar(tiles, player, mode);
  3318. }
  3319. void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3320. {
  3321. if (tiles.empty())
  3322. return;
  3323. FoWChange fow;
  3324. fow.tiles = tiles;
  3325. fow.player = player;
  3326. fow.mode = mode;
  3327. if (mode == ETileVisibility::HIDDEN)
  3328. {
  3329. // do not hide tiles observed by owned objects. May lead to disastrous AI problems
  3330. // FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower
  3331. std::unordered_set<int3> observedTiles;
  3332. auto p = getPlayerState(player);
  3333. for (auto obj : p->getOwnedObjects())
  3334. getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
  3335. for (auto tile : observedTiles)
  3336. vstd::erase_if_present (fow.tiles, tile);
  3337. if (fow.tiles.empty())
  3338. return;
  3339. }
  3340. sendAndApply(&fow);
  3341. }
  3342. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3343. {
  3344. assert(obj);
  3345. for(const auto & query : queries->allQueries())
  3346. {
  3347. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3348. if (visit && visit->visitedObject == obj)
  3349. return visit->visitingHero;
  3350. }
  3351. return nullptr;
  3352. }
  3353. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3354. {
  3355. assert(hero);
  3356. for(const auto & query : queries->allQueries())
  3357. {
  3358. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3359. if (visit && visit->visitingHero == hero)
  3360. return visit->visitedObject;
  3361. }
  3362. return nullptr;
  3363. }
  3364. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3365. {
  3366. assert(obj);
  3367. assert(hero);
  3368. assert(getVisitingHero(obj) == hero);
  3369. // Check top query of targeted player:
  3370. // If top query is NOT visit to targeted object then we assume that
  3371. // visitation query is covered by other query that must be answered first
  3372. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3373. if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
  3374. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3375. return true;
  3376. }
  3377. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3378. {
  3379. SetObjectProperty sob;
  3380. sob.id = objid;
  3381. sob.what = prop;
  3382. sob.identifier = NumericID(value);
  3383. sendAndApply(&sob);
  3384. }
  3385. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3386. {
  3387. SetObjectProperty sob;
  3388. sob.id = objid;
  3389. sob.what = prop;
  3390. sob.identifier = identifier;
  3391. sendAndApply(&sob);
  3392. }
  3393. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3394. {
  3395. SetBankConfiguration srb;
  3396. srb.objectID = objid;
  3397. srb.configuration = configuration;
  3398. sendAndApply(&srb);
  3399. }
  3400. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3401. {
  3402. SetRewardableConfiguration srb;
  3403. srb.objectID = objid;
  3404. srb.configuration = configuration;
  3405. sendAndApply(&srb);
  3406. }
  3407. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3408. {
  3409. SetRewardableConfiguration srb;
  3410. srb.objectID = townInstanceID;
  3411. srb.buildingID = buildingID;
  3412. srb.configuration = configuration;
  3413. sendAndApply(&srb);
  3414. }
  3415. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3416. {
  3417. sendAndApply(iw);
  3418. }
  3419. vstd::RNG & CGameHandler::getRandomGenerator()
  3420. {
  3421. return *randomNumberGenerator;
  3422. }
  3423. #if SCRIPTING_ENABLED
  3424. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3425. {
  3426. return serverScripts.get();
  3427. }
  3428. //scripting::Pool * CGameHandler::getContextPool() const
  3429. //{
  3430. // return serverScripts.get();
  3431. //}
  3432. #endif
  3433. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3434. {
  3435. TerrainId terrainType = ETerrainId::NONE;
  3436. if (!gs->isInTheMap(visitablePosition))
  3437. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3438. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3439. terrainType = t.terType->getId();
  3440. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3441. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3442. handler->configureObject(o, getRandomGenerator());
  3443. assert(o->ID == objectID);
  3444. assert(!handler->getTemplates(terrainType).empty());
  3445. if (handler->getTemplates().empty())
  3446. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3447. if (!handler->getTemplates(terrainType).empty())
  3448. o->appearance = handler->getTemplates(terrainType).front();
  3449. else
  3450. o->appearance = handler->getTemplates().front();
  3451. o->pos = visitablePosition + o->getVisitableOffset();
  3452. return o;
  3453. }
  3454. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3455. {
  3456. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3457. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3458. assert(cre);
  3459. cre->notGrowingTeam = cre->neverFlees = false;
  3460. cre->character = 2;
  3461. cre->gainedArtifact = ArtifactID::NONE;
  3462. cre->identifier = -1;
  3463. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3464. newObject(createdObject, PlayerColor::NEUTRAL);
  3465. }
  3466. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3467. {
  3468. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3469. newObject(createdObject, initiator);
  3470. }
  3471. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3472. {
  3473. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3474. newObject(createdObject, initiator);
  3475. }
  3476. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3477. {
  3478. object->initObj(gs->getRandomGenerator());
  3479. NewObject no;
  3480. no.newObject = object;
  3481. no.initiator = initiator;
  3482. sendAndApply(&no);
  3483. }
  3484. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  3485. {
  3486. battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
  3487. }
  3488. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
  3489. {
  3490. battles->startBattle(army1, army2);
  3491. }