CGameHandler.cpp 123 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235
  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "battles/BattleProcessor.h"
  16. #include "processors/HeroPoolProcessor.h"
  17. #include "processors/PlayerMessageProcessor.h"
  18. #include "processors/TurnOrderProcessor.h"
  19. #include "queries/QueriesProcessor.h"
  20. #include "queries/MapQueries.h"
  21. #include "../lib/ArtifactUtils.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CCreatureSet.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CHeroHandler.h"
  28. #include "../lib/CSoundBase.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/CTownHandler.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/UnlockGuard.h"
  33. #include "../lib/GameSettings.h"
  34. #include "../lib/ScriptHandler.h"
  35. #include "../lib/StartInfo.h"
  36. #include "../lib/TerrainHandler.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/VCMI_Lib.h"
  39. #include "../lib/int3.h"
  40. #include "../lib/battle/BattleInfo.h"
  41. #include "../lib/filesystem/FileInfo.h"
  42. #include "../lib/filesystem/Filesystem.h"
  43. #include "../lib/gameState/CGameState.h"
  44. #include "../lib/mapping/CMap.h"
  45. #include "../lib/mapping/CMapService.h"
  46. #include "../lib/modding/ModIncompatibility.h"
  47. #include "../lib/pathfinder/CPathfinder.h"
  48. #include "../lib/pathfinder/PathfinderOptions.h"
  49. #include "../lib/pathfinder/TurnInfo.h"
  50. #include "../lib/registerTypes/RegisterTypes.h"
  51. #include "../lib/rmg/CMapGenOptions.h"
  52. #include "../lib/serializer/CTypeList.h"
  53. #include "../lib/serializer/Cast.h"
  54. #include "../lib/serializer/Connection.h"
  55. #include "../lib/serializer/JsonSerializer.h"
  56. #include "../lib/spells/CSpellHandler.h"
  57. #include "vstd/CLoggerBase.h"
  58. #include <vcmi/events/EventBus.h>
  59. #include <vcmi/events/GenericEvents.h>
  60. #include <vcmi/events/AdventureEvents.h>
  61. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  62. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  63. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  64. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  65. template <typename T> class CApplyOnGH;
  66. class CBaseForGHApply
  67. {
  68. public:
  69. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  70. virtual ~CBaseForGHApply(){}
  71. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  72. {
  73. return new CApplyOnGH<U>();
  74. }
  75. };
  76. template <typename T> class CApplyOnGH : public CBaseForGHApply
  77. {
  78. public:
  79. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  80. {
  81. T *ptr = static_cast<T*>(pack);
  82. try
  83. {
  84. ApplyGhNetPackVisitor applier(*gh);
  85. ptr->visit(applier);
  86. return applier.getResult();
  87. }
  88. catch(ExceptionNotAllowedAction & e)
  89. {
  90. (void)e;
  91. return false;
  92. }
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  100. {
  101. logGlobal->error("Cannot apply on GH plain CPack!");
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static inline double distance(int3 a, int3 b)
  107. {
  108. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  109. }
  110. template <typename T>
  111. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  112. {
  113. fun(args[which]);
  114. }
  115. const Services * CGameHandler::services() const
  116. {
  117. return VLC;
  118. }
  119. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  120. {
  121. return gs->getBattle(battleID);
  122. }
  123. const CGameHandler::GameCb * CGameHandler::game() const
  124. {
  125. return this;
  126. }
  127. vstd::CLoggerBase * CGameHandler::logger() const
  128. {
  129. return logGlobal;
  130. }
  131. events::EventBus * CGameHandler::eventBus() const
  132. {
  133. return serverEventBus.get();
  134. }
  135. CVCMIServer * CGameHandler::gameLobby() const
  136. {
  137. return lobby;
  138. }
  139. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  140. {
  141. changeSecSkill(hero, skill, 1, 0);
  142. expGiven(hero);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  145. {
  146. // required exp for at least 1 lvl-up hasn't been reached
  147. if (!hero->gainsLevel())
  148. {
  149. return;
  150. }
  151. // give primary skill
  152. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  153. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  154. SetPrimSkill sps;
  155. sps.id = hero->id;
  156. sps.which = primarySkill;
  157. sps.abs = false;
  158. sps.val = 1;
  159. sendAndApply(&sps);
  160. PrepareHeroLevelUp pre;
  161. pre.heroId = hero->id;
  162. sendAndApply(&pre);
  163. HeroLevelUp hlu;
  164. hlu.player = hero->tempOwner;
  165. hlu.heroId = hero->id;
  166. hlu.primskill = primarySkill;
  167. hlu.skills = pre.skills;
  168. if (hlu.skills.size() == 0)
  169. {
  170. sendAndApply(&hlu);
  171. levelUpHero(hero);
  172. }
  173. else if (hlu.skills.size() == 1)
  174. {
  175. sendAndApply(&hlu);
  176. levelUpHero(hero, pre.skills.front());
  177. }
  178. else if (hlu.skills.size() > 1)
  179. {
  180. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  181. hlu.queryID = levelUpQuery->queryID;
  182. queries->addQuery(levelUpQuery);
  183. sendAndApply(&hlu);
  184. //level up will be called on query reply
  185. }
  186. }
  187. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  188. {
  189. SetCommanderProperty scp;
  190. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  191. if (hero)
  192. scp.heroid = hero->id;
  193. else
  194. {
  195. complain ("Commander is not led by hero!");
  196. return;
  197. }
  198. scp.accumulatedBonus.subtype = 0;
  199. scp.accumulatedBonus.additionalInfo = 0;
  200. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  201. scp.accumulatedBonus.turnsRemain = 0;
  202. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  203. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  204. if (skill <= ECommander::SPELL_POWER)
  205. {
  206. scp.which = SetCommanderProperty::BONUS;
  207. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  208. {
  209. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  210. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  211. };
  212. switch (skill)
  213. {
  214. case ECommander::ATTACK:
  215. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  216. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::ATTACK);
  217. break;
  218. case ECommander::DEFENSE:
  219. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  220. scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::DEFENSE);
  221. break;
  222. case ECommander::HEALTH:
  223. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  224. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  225. break;
  226. case ECommander::DAMAGE:
  227. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  230. break;
  231. case ECommander::SPEED:
  232. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  233. break;
  234. case ECommander::SPELL_POWER:
  235. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  236. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  237. sendAndApply (&scp); //additional pack
  238. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  239. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  240. sendAndApply (&scp); //additional pack
  241. scp.accumulatedBonus.type = BonusType::CASTS;
  242. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  243. sendAndApply (&scp); //additional pack
  244. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  245. break;
  246. }
  247. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  248. sendAndApply (&scp);
  249. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  250. scp.additionalInfo = skill;
  251. scp.amount = c->secondarySkills.at(skill) + 1;
  252. sendAndApply (&scp);
  253. }
  254. else if (skill >= 100)
  255. {
  256. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  257. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  258. scp.additionalInfo = skill; //unnormalized
  259. sendAndApply (&scp);
  260. }
  261. expGiven(hero);
  262. }
  263. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  264. {
  265. if (!c->gainsLevel())
  266. {
  267. return;
  268. }
  269. CommanderLevelUp clu;
  270. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  271. if(hero)
  272. {
  273. clu.heroId = hero->id;
  274. clu.player = hero->tempOwner;
  275. }
  276. else
  277. {
  278. complain ("Commander is not led by hero!");
  279. return;
  280. }
  281. //picking sec. skills for choice
  282. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  283. {
  284. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  285. clu.skills.push_back(i);
  286. }
  287. int i = 100;
  288. for (auto specialSkill : VLC->creh->skillRequirements)
  289. {
  290. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  291. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  292. && !vstd::contains (c->specialSkills, i))
  293. clu.skills.push_back (i);
  294. ++i;
  295. }
  296. int skillAmount = static_cast<int>(clu.skills.size());
  297. if (!skillAmount)
  298. {
  299. sendAndApply(&clu);
  300. levelUpCommander(c);
  301. }
  302. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  303. {
  304. sendAndApply(&clu);
  305. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  306. }
  307. else if (skillAmount > 1) //apply and ask for secondary skill
  308. {
  309. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  310. clu.queryID = commanderLevelUp->queryID;
  311. queries->addQuery(commanderLevelUp);
  312. sendAndApply(&clu);
  313. }
  314. }
  315. void CGameHandler::expGiven(const CGHeroInstance *hero)
  316. {
  317. if (hero->gainsLevel())
  318. levelUpHero(hero);
  319. else if (hero->commander && hero->commander->gainsLevel())
  320. levelUpCommander(hero->commander);
  321. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  322. // levelUpCommander(hero->commander);
  323. // else
  324. // levelUpHero(hero);
  325. }
  326. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  327. {
  328. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  329. {
  330. if (gs->map->levelLimit != 0)
  331. {
  332. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  333. TExpType resultingExp = abs ? val : hero->exp + val;
  334. if (resultingExp > expLimit)
  335. {
  336. // set given experience to max possible, but don't decrease if hero already over top
  337. abs = true;
  338. val = std::max(expLimit, hero->exp);
  339. InfoWindow iw;
  340. iw.player = hero->tempOwner;
  341. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  342. iw.text.replaceRawString(hero->getNameTranslated());
  343. sendAndApply(&iw);
  344. }
  345. }
  346. }
  347. SetPrimSkill sps;
  348. sps.id = hero->id;
  349. sps.which = which;
  350. sps.abs = abs;
  351. sps.val = val;
  352. sendAndApply(&sps);
  353. //only for exp - hero may level up
  354. if (which == PrimarySkill::EXPERIENCE)
  355. {
  356. if (hero->commander && hero->commander->alive)
  357. {
  358. //FIXME: trim experience according to map limit?
  359. SetCommanderProperty scp;
  360. scp.heroid = hero->id;
  361. scp.which = SetCommanderProperty::EXPERIENCE;
  362. scp.amount = val;
  363. sendAndApply (&scp);
  364. CBonusSystemNode::treeHasChanged();
  365. }
  366. expGiven(hero);
  367. }
  368. }
  369. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  370. {
  371. if(!hero)
  372. {
  373. logGlobal->error("changeSecSkill provided no hero");
  374. return;
  375. }
  376. SetSecSkill sss;
  377. sss.id = hero->id;
  378. sss.which = which;
  379. sss.val = val;
  380. sss.abs = abs;
  381. sendAndApply(&sss);
  382. if (hero->visitedTown)
  383. giveSpells(hero->visitedTown, hero);
  384. }
  385. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  386. {
  387. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  388. return;
  389. for(auto & playerConnections : connections)
  390. {
  391. PlayerColor playerId = playerConnections.first;
  392. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  393. if(!playerSettings)
  394. continue;
  395. auto playerConnection = vstd::find(playerConnections.second, c);
  396. if(playerConnection != playerConnections.second.end())
  397. {
  398. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  399. playerMessages->broadcastMessage(playerId, messageText);
  400. }
  401. }
  402. }
  403. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  404. {
  405. //prepare struct informing that action was applied
  406. auto sendPackageResponse = [&](bool succesfullyApplied)
  407. {
  408. PackageApplied applied;
  409. applied.player = pack->player;
  410. applied.result = succesfullyApplied;
  411. applied.packType = typeList.getTypeID(pack);
  412. applied.requestID = pack->requestID;
  413. pack->c->sendPack(&applied);
  414. };
  415. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  416. if(isBlockedByQueries(pack, pack->player))
  417. {
  418. sendPackageResponse(false);
  419. }
  420. else if(apply)
  421. {
  422. const bool result = apply->applyOnGH(this, this->gs, pack);
  423. if(result)
  424. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  425. else
  426. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  427. % typeid(*pack).name()).str());
  428. sendPackageResponse(true);
  429. }
  430. else
  431. {
  432. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  433. sendPackageResponse(false);
  434. }
  435. vstd::clear_pointer(pack);
  436. }
  437. CGameHandler::CGameHandler()
  438. : turnTimerHandler(*this)
  439. {}
  440. CGameHandler::CGameHandler(CVCMIServer * lobby)
  441. : lobby(lobby)
  442. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  443. , battles(std::make_unique<BattleProcessor>(this))
  444. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  445. , queries(std::make_unique<QueriesProcessor>())
  446. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  447. , complainNoCreatures("No creatures to split")
  448. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  449. , complainInvalidSlot("Invalid slot accessed!")
  450. , turnTimerHandler(*this)
  451. {
  452. QID = 1;
  453. IObjectInterface::cb = this;
  454. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  455. registerTypesServerPacks(*applier);
  456. spellEnv = new ServerSpellCastEnvironment(this);
  457. }
  458. CGameHandler::~CGameHandler()
  459. {
  460. delete spellEnv;
  461. delete gs;
  462. }
  463. void CGameHandler::reinitScripting()
  464. {
  465. serverEventBus = std::make_unique<events::EventBus>();
  466. #if SCRIPTING_ENABLED
  467. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  468. #endif
  469. }
  470. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  471. {
  472. if (si->seedToBeUsed == 0)
  473. {
  474. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  475. }
  476. CMapService mapService;
  477. gs = new CGameState();
  478. gs->preInit(VLC);
  479. logGlobal->info("Gamestate created!");
  480. gs->init(&mapService, si, progressTracking);
  481. logGlobal->info("Gamestate initialized!");
  482. // reset seed, so that clients can't predict any following random values
  483. getRandomGenerator().resetSeed();
  484. for (auto & elem : gs->players)
  485. turnOrder->addPlayer(elem.first);
  486. reinitScripting();
  487. }
  488. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  489. {
  490. return a.earlierThan(b);
  491. }
  492. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  493. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  494. const PlayerState * p = getPlayerState(town->tempOwner);
  495. if (!p)
  496. {
  497. assert(town->tempOwner == PlayerColor::NEUTRAL);
  498. return;
  499. }
  500. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  501. {
  502. SetAvailableCreatures ssi;
  503. ssi.tid = town->id;
  504. ssi.creatures = town->creatures;
  505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  506. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  507. if (dwellings.empty())//no dwellings - just remove
  508. {
  509. sendAndApply(&ssi);
  510. return;
  511. }
  512. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  513. // for multi-creature dwellings like Golem Factory
  514. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  515. if (clear)
  516. {
  517. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  518. }
  519. else
  520. {
  521. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  522. }
  523. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  524. sendAndApply(&ssi);
  525. }
  526. }
  527. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  528. {
  529. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  530. turnTimerHandler.onPlayerGetTurn(which);
  531. }
  532. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  533. {
  534. const auto * playerState = gs->getPlayerState(which);
  535. assert(playerState->status == EPlayerStatus::INGAME);
  536. if (playerState->towns.empty())
  537. {
  538. DaysWithoutTown pack;
  539. pack.player = which;
  540. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  541. sendAndApply(&pack);
  542. }
  543. else
  544. {
  545. if (playerState->daysWithoutCastle.has_value())
  546. {
  547. DaysWithoutTown pack;
  548. pack.player = which;
  549. pack.daysWithoutCastle = std::nullopt;
  550. sendAndApply(&pack);
  551. }
  552. }
  553. // check for 7 days without castle
  554. checkVictoryLossConditionsForPlayer(which);
  555. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  556. if (newWeek) //new heroes in tavern
  557. heroPool->onNewWeek(which);
  558. }
  559. void CGameHandler::onNewTurn()
  560. {
  561. logGlobal->trace("Turn %d", gs->day+1);
  562. NewTurn n;
  563. n.specialWeek = NewTurn::NO_ACTION;
  564. n.creatureid = CreatureID::NONE;
  565. n.day = gs->day + 1;
  566. bool firstTurn = !getDate(Date::DAY);
  567. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  568. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  569. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  570. if (firstTurn)
  571. {
  572. for (auto obj : gs->map->objects)
  573. {
  574. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  575. {
  576. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  577. }
  578. }
  579. }
  580. if (newWeek && !firstTurn)
  581. {
  582. n.specialWeek = NewTurn::NORMAL;
  583. bool deityOfFireBuilt = false;
  584. for (const CGTownInstance *t : gs->map->towns)
  585. {
  586. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  587. {
  588. deityOfFireBuilt = true;
  589. break;
  590. }
  591. }
  592. if (deityOfFireBuilt)
  593. {
  594. n.specialWeek = NewTurn::DEITYOFFIRE;
  595. n.creatureid = CreatureID::IMP;
  596. }
  597. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  598. {
  599. int monthType = getRandomGenerator().nextInt(99);
  600. if (newMonth) //new month
  601. {
  602. if (monthType < 40) //double growth
  603. {
  604. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  605. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  606. {
  607. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  608. }
  609. else if (VLC->creh->doubledCreatures.size())
  610. {
  611. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  612. }
  613. else
  614. {
  615. complain("Cannot find creature that can be spawned!");
  616. n.specialWeek = NewTurn::NORMAL;
  617. }
  618. }
  619. else if (monthType < 50)
  620. n.specialWeek = NewTurn::PLAGUE;
  621. }
  622. else //it's a week, but not full month
  623. {
  624. if (monthType < 25)
  625. {
  626. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  627. std::pair<int, CreatureID> newMonster(54, CreatureID());
  628. do
  629. {
  630. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  631. } while (VLC->creh->objects[newMonster.second] &&
  632. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  633. n.creatureid = newMonster.second;
  634. }
  635. }
  636. }
  637. }
  638. for (auto & elem : gs->players)
  639. {
  640. if (elem.first == PlayerColor::NEUTRAL)
  641. continue;
  642. assert(elem.first.isValidPlayer());//illegal player number!
  643. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  644. hadGold.insert(playerGold);
  645. if (firstTurn)
  646. heroPool->onNewWeek(elem.first);
  647. n.res[elem.first] = elem.second.resources;
  648. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  649. {
  650. bool hasCrystalGenCreature = false;
  651. for(CGHeroInstance * hero : elem.second.heroes)
  652. {
  653. for(auto stack : hero->stacks)
  654. {
  655. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  656. {
  657. hasCrystalGenCreature = true;
  658. break;
  659. }
  660. }
  661. }
  662. if(!hasCrystalGenCreature) //not found in armies, check towns
  663. {
  664. for(CGTownInstance * town : elem.second.towns)
  665. {
  666. for(auto stack : town->stacks)
  667. {
  668. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  669. {
  670. hasCrystalGenCreature = true;
  671. break;
  672. }
  673. }
  674. }
  675. }
  676. if(hasCrystalGenCreature)
  677. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  678. }
  679. for (CGHeroInstance *h : (elem).second.heroes)
  680. {
  681. if (h->visitedTown)
  682. giveSpells(h->visitedTown, h);
  683. NewTurn::Hero hth;
  684. hth.id = h->id;
  685. auto ti = std::make_unique<TurnInfo>(h, 1);
  686. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  687. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  688. hth.mana = h->getManaNewTurn();
  689. n.heroes.insert(hth);
  690. if (!firstTurn) //not first day
  691. {
  692. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  693. {
  694. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  695. }
  696. }
  697. }
  698. }
  699. for (CGTownInstance *t : gs->map->towns)
  700. {
  701. PlayerColor player = t->tempOwner;
  702. handleTownEvents(t, n);
  703. if (newWeek) //first day of week
  704. {
  705. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  706. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  707. if (!firstTurn)
  708. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  709. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  710. if (!vstd::contains(n.cres, t->id))
  711. {
  712. n.cres[t->id].tid = t->id;
  713. n.cres[t->id].creatures = t->creatures;
  714. }
  715. auto & sac = n.cres.at(t->id);
  716. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  717. {
  718. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  719. {
  720. ui32 &availableCount = sac.creatures.at(k).first;
  721. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  722. if (n.specialWeek == NewTurn::PLAGUE)
  723. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  724. else
  725. {
  726. if (firstTurn) //first day of game: use only basic growths
  727. availableCount = cre->getGrowth();
  728. else
  729. availableCount += t->creatureGrowth(k);
  730. //Deity of fire week - upgrade both imps and upgrades
  731. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  732. availableCount += 15;
  733. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  734. {
  735. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  736. availableCount *= 2;
  737. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  738. availableCount += 5;
  739. }
  740. }
  741. }
  742. }
  743. }
  744. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  745. {
  746. n.res[player] = n.res[player] + t->dailyIncome();
  747. }
  748. if(t->hasBuilt(BuildingID::GRAIL)
  749. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  750. {
  751. // Skyship, probably easier to handle same as Veil of darkness
  752. //do it every new day after veils apply
  753. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  754. {
  755. FoWChange fw;
  756. fw.mode = ETileVisibility::REVEALED;
  757. fw.player = player;
  758. // find all hidden tiles
  759. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  760. auto shape = fow->shape();
  761. for(size_t z = 0; z < shape[0]; z++)
  762. for(size_t x = 0; x < shape[1]; x++)
  763. for(size_t y = 0; y < shape[2]; y++)
  764. if (!(*fow)[z][x][y])
  765. fw.tiles.insert(int3(x, y, z));
  766. sendAndApply (&fw);
  767. }
  768. }
  769. if (t->hasBonusOfType (BonusType::DARKNESS))
  770. {
  771. for (auto & player : gs->players)
  772. {
  773. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  774. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  775. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  776. }
  777. }
  778. }
  779. if (newMonth)
  780. {
  781. SetAvailableArtifacts saa;
  782. saa.id = -1;
  783. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  784. sendAndApply(&saa);
  785. }
  786. sendAndApply(&n);
  787. if (newWeek)
  788. {
  789. //spawn wandering monsters
  790. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  791. {
  792. spawnWanderingMonsters(n.creatureid);
  793. }
  794. //new week info popup
  795. if (!firstTurn)
  796. {
  797. InfoWindow iw;
  798. switch (n.specialWeek)
  799. {
  800. case NewTurn::DOUBLE_GROWTH:
  801. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  802. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  803. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  804. break;
  805. case NewTurn::PLAGUE:
  806. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  807. break;
  808. case NewTurn::BONUS_GROWTH:
  809. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  810. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  811. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  812. break;
  813. case NewTurn::DEITYOFFIRE:
  814. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  815. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  816. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  817. iw.text.replacePositiveNumber(15); //%+d 15
  818. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  819. iw.text.replacePositiveNumber(15); //%+d 15
  820. break;
  821. default:
  822. if (newMonth)
  823. {
  824. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  825. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  826. }
  827. else
  828. {
  829. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  830. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  831. }
  832. }
  833. for (auto & elem : gs->players)
  834. {
  835. iw.player = elem.first;
  836. sendAndApply(&iw);
  837. }
  838. }
  839. }
  840. if (!firstTurn)
  841. checkVictoryLossConditionsForAll(); // check for map turn limit
  842. logGlobal->trace("Info about turn %d has been sent!", n.day);
  843. handleTimeEvents();
  844. //call objects
  845. for (auto & elem : gs->map->objects)
  846. {
  847. if (elem)
  848. elem->newTurn(getRandomGenerator());
  849. }
  850. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  851. }
  852. void CGameHandler::run(bool resume)
  853. {
  854. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  855. for (auto cc : lobby->connections)
  856. {
  857. auto players = lobby->getAllClientPlayers(cc->connectionID);
  858. std::stringstream sbuffer;
  859. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  860. for (PlayerColor color : players)
  861. {
  862. sbuffer << color << " ";
  863. {
  864. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  865. connections[color].insert(cc);
  866. }
  867. }
  868. logGlobal->info(sbuffer.str());
  869. }
  870. #if SCRIPTING_ENABLED
  871. services()->scripts()->run(serverScripts);
  872. #endif
  873. if (!resume)
  874. {
  875. onNewTurn();
  876. events::TurnStarted::defaultExecute(serverEventBus.get());
  877. for(auto & player : gs->players)
  878. turnTimerHandler.onGameplayStart(player.first);
  879. }
  880. else
  881. events::GameResumed::defaultExecute(serverEventBus.get());
  882. turnOrder->onGameStarted();
  883. //wait till game is done
  884. auto clockLast = std::chrono::steady_clock::now();
  885. while(lobby->getState() == EServerState::GAMEPLAY)
  886. {
  887. const auto clockDuration = std::chrono::steady_clock::now() - clockLast;
  888. const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
  889. clockLast += clockDuration;
  890. turnTimerHandler.update(timePassed);
  891. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  892. }
  893. }
  894. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  895. {
  896. if (!h->hasSpellbook())
  897. return; //hero hasn't spellbook
  898. ChangeSpells cs;
  899. cs.hid = h->id;
  900. cs.learn = true;
  901. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  902. {
  903. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  904. for (int i = 0; i < h->maxSpellLevel(); i++)
  905. {
  906. std::vector<SpellID> spells;
  907. getAllowedSpells(spells, i+1);
  908. for (auto & spell : spells)
  909. cs.spells.insert(spell);
  910. }
  911. }
  912. else
  913. {
  914. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  915. {
  916. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  917. {
  918. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  919. cs.spells.insert(t->spells.at(i).at(j));
  920. }
  921. }
  922. }
  923. if (!cs.spells.empty())
  924. sendAndApply(&cs);
  925. }
  926. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  927. {
  928. if (!obj || !getObj(obj->id))
  929. {
  930. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  931. return false;
  932. }
  933. RemoveObject ro;
  934. ro.objectID = obj->id;
  935. ro.initiator = initiator;
  936. sendAndApply(&ro);
  937. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  938. return true;
  939. }
  940. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  941. {
  942. const CGHeroInstance *h = getHero(hid);
  943. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  944. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  945. {
  946. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  947. return true; //timer expired, no error
  948. logGlobal->error("Illegal call to move hero!");
  949. return false;
  950. }
  951. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  952. const int3 hmpos = h->convertToVisitablePos(dst);
  953. if (!gs->map->isInTheMap(hmpos))
  954. {
  955. logGlobal->error("Destination tile is outside the map!");
  956. return false;
  957. }
  958. const TerrainTile t = *getTile(hmpos);
  959. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  960. CGObjectInstance * objectToVisit = nullptr;
  961. CGObjectInstance * guardian = nullptr;
  962. if (!t.visitableObjects.empty())
  963. objectToVisit = t.visitableObjects.back();
  964. if (isInTheMap(guardPos))
  965. guardian = getTile(guardPos)->visitableObjects.back();
  966. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  967. const bool disembarking = h->boat
  968. && t.terType->isLand()
  969. && (dst == h->pos
  970. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  971. //result structure for start - movement failed, no move points used
  972. TryMoveHero tmh;
  973. tmh.id = hid;
  974. tmh.start = h->pos;
  975. tmh.end = dst;
  976. tmh.result = TryMoveHero::FAILED;
  977. tmh.movePoints = h->movementPointsRemaining();
  978. //check if destination tile is available
  979. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  980. auto ti = pathfinderHelper->getTurnInfo();
  981. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  982. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  983. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  984. const bool movingOntoObstacle = t.blocked && !t.visitable;
  985. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  986. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  987. const auto complainRet = [&](const std::string & message)
  988. {
  989. //send info about movement failure
  990. complain(message);
  991. sendAndApply(&tmh);
  992. return false;
  993. };
  994. if (guardian && getVisitingHero(guardian) != nullptr)
  995. return complainRet("Cannot move hero, destination monster is busy!");
  996. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr)
  997. return complainRet("Cannot move hero, destination object is busy!");
  998. if (objectToVisit &&
  999. objectToVisit->getOwner().isValidPlayer() &&
  1000. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1001. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1002. return complainRet("Cannot move hero, destination player is busy!");
  1003. //it's a rock or blocked and not visitable tile
  1004. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1005. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1006. return complainRet("Cannot move hero, destination tile is blocked!");
  1007. //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)
  1008. if(movingOntoWater && !canFly && !canWalkOnSea)
  1009. return complainRet("Cannot move hero, destination tile is on water!");
  1010. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1011. return complainRet("Cannot disembark hero, tile is blocked!");
  1012. if(distance(h->pos, dst) >= 1.5 && !teleporting)
  1013. return complainRet("Tiles are not neighboring!");
  1014. if(h->inTownGarrison)
  1015. return complainRet("Can not move garrisoned hero!");
  1016. if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1017. return complainRet("Hero doesn't have any movement points left!");
  1018. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1019. return complainRet("Hero cannot transit over this tile!");
  1020. //several generic blocks of code
  1021. // should be called if hero changes tile but before applying TryMoveHero package
  1022. auto leaveTile = [&]()
  1023. {
  1024. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1025. {
  1026. obj->onHeroLeave(h);
  1027. }
  1028. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1029. };
  1030. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1031. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1032. {
  1033. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1034. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1035. queries->addQuery(moveQuery);
  1036. if (leavingTile == LEAVING_TILE)
  1037. leaveTile();
  1038. if (isInTheMap(guardPos))
  1039. tmh.attackedFrom = std::make_optional(guardPos);
  1040. tmh.result = result;
  1041. sendAndApply(&tmh);
  1042. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1043. { // Hero should be always able to visit any object he staying on even if there guards around
  1044. visitObjectOnTile(t, h);
  1045. }
  1046. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1047. {
  1048. objectVisited(guardian, h);
  1049. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1050. }
  1051. else if (visitDest == VISIT_DEST)
  1052. {
  1053. visitObjectOnTile(t, h);
  1054. }
  1055. queries->popIfTop(moveQuery);
  1056. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1057. return result != TryMoveHero::FAILED;
  1058. };
  1059. //interaction with blocking object (like resources)
  1060. auto blockingVisit = [&]() -> bool
  1061. {
  1062. for (CGObjectInstance *obj : t.visitableObjects)
  1063. {
  1064. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1065. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1066. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1067. {
  1068. EVisitDest visitDest = VISIT_DEST;
  1069. if(h->boat && !h->boat->onboardVisitAllowed)
  1070. visitDest = DONT_VISIT_DEST;
  1071. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1072. }
  1073. }
  1074. return false;
  1075. };
  1076. if (!transit && embarking)
  1077. {
  1078. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1079. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1080. // In H3 embark ignore guards
  1081. }
  1082. if (disembarking)
  1083. {
  1084. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1085. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1086. }
  1087. if (teleporting)
  1088. {
  1089. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1090. return true;
  1091. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1092. // visit town for town portal \ castle gates
  1093. // do not use generic visitObjectOnTile to avoid double-teleporting
  1094. // if this moveHero call was triggered by teleporter
  1095. if (objectToVisit)
  1096. {
  1097. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1098. town->onHeroVisit(h);
  1099. }
  1100. return true;
  1101. }
  1102. //still here? it is standard movement!
  1103. {
  1104. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1105. ? h->movementPointsRemaining() - cost
  1106. : 0;
  1107. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1108. EVisitDest visitDest = VISIT_DEST;
  1109. if (transit)
  1110. {
  1111. if (CGTeleport::isTeleport(objectToVisit))
  1112. visitDest = DONT_VISIT_DEST;
  1113. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1114. {
  1115. lookForGuards = IGNORE_GUARDS;
  1116. visitDest = DONT_VISIT_DEST;
  1117. }
  1118. }
  1119. else if (blockingVisit())
  1120. return true;
  1121. if(h->boat && !h->boat->onboardAssaultAllowed)
  1122. lookForGuards = IGNORE_GUARDS;
  1123. turnTimerHandler.setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1124. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1125. return true;
  1126. }
  1127. }
  1128. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1129. {
  1130. const CGHeroInstance *h = getHero(hid);
  1131. const CGTownInstance *t = getTown(dstid);
  1132. if (!h || !t)
  1133. COMPLAIN_RET("Invalid call to teleportHero!");
  1134. const CGTownInstance *from = h->visitedTown;
  1135. if (((h->getOwner() != t->getOwner())
  1136. && complain("Cannot teleport hero to another player"))
  1137. || (from->town->faction->getId() != t->town->faction->getId()
  1138. && complain("Source town and destination town should belong to the same faction"))
  1139. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1140. && complain("Hero must be in town with Castle gate for teleporting"))
  1141. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1142. && complain("Cannot teleport hero to town without Castle gate in it")))
  1143. return false;
  1144. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1145. moveHero(hid,pos,1);
  1146. return true;
  1147. }
  1148. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1149. {
  1150. PlayerColor oldOwner = getOwner(obj->id);
  1151. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1152. sendAndApply(&sop);
  1153. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1154. checkVictoryLossConditions(playerColors);
  1155. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1156. if (town) //town captured
  1157. {
  1158. if (owner.isValidPlayer()) //new owner is real player
  1159. {
  1160. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1161. setPortalDwelling(town, true, false);
  1162. }
  1163. if (oldOwner.isValidPlayer()) //old owner is real player
  1164. {
  1165. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1166. {
  1167. InfoWindow iw;
  1168. iw.player = oldOwner;
  1169. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1170. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  1171. sendAndApply(&iw);
  1172. }
  1173. }
  1174. }
  1175. const PlayerState * p = getPlayerState(owner);
  1176. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1177. {
  1178. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1179. {
  1180. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1181. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1182. }
  1183. }
  1184. }
  1185. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1186. {
  1187. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1188. queries->addQuery(dialogQuery);
  1189. iw->queryID = dialogQuery->queryID;
  1190. sendToAllClients(iw);
  1191. }
  1192. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1193. {
  1194. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1195. queries->addQuery(dialogQuery);
  1196. iw->queryID = dialogQuery->queryID;
  1197. sendToAllClients(iw);
  1198. }
  1199. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1200. {
  1201. if (!val) return; //don't waste time on empty call
  1202. TResources resources;
  1203. resources[which] = val;
  1204. giveResources(player, resources);
  1205. }
  1206. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1207. {
  1208. SetResources sr;
  1209. sr.abs = false;
  1210. sr.player = player;
  1211. sr.res = resources;
  1212. sendAndApply(&sr);
  1213. }
  1214. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1215. {
  1216. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1217. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1218. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1219. //first we move creatures to give to make them army of object-source
  1220. for (auto & elem : creatures.Slots())
  1221. {
  1222. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1223. }
  1224. tryJoiningArmy(obj, h, remove, true);
  1225. }
  1226. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1227. {
  1228. std::vector<CStackBasicDescriptor> cres = creatures;
  1229. if (cres.size() <= 0)
  1230. return;
  1231. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1232. for (CStackBasicDescriptor &sbd : cres)
  1233. {
  1234. TQuantity collected = 0;
  1235. while(collected < sbd.count)
  1236. {
  1237. bool foundSth = false;
  1238. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1239. {
  1240. if (i->second->type == sbd.type)
  1241. {
  1242. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1243. changeStackCount(StackLocation(obj, i->first), -take, false);
  1244. collected += take;
  1245. foundSth = true;
  1246. break;
  1247. }
  1248. }
  1249. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1250. {
  1251. complain("Unexpected failure during taking creatures!");
  1252. return;
  1253. }
  1254. }
  1255. }
  1256. }
  1257. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1258. {
  1259. HeroVisitCastle vc;
  1260. vc.hid = hero->id;
  1261. vc.tid = obj->id;
  1262. vc.flags |= 1;
  1263. sendAndApply(&vc);
  1264. visitCastleObjects(obj, hero);
  1265. giveSpells (obj, hero);
  1266. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1267. }
  1268. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1269. {
  1270. for (auto building : t->bonusingBuildings)
  1271. building->onHeroVisit(h);
  1272. }
  1273. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1274. {
  1275. HeroVisitCastle vc;
  1276. vc.hid = hero->id;
  1277. vc.tid = obj->id;
  1278. sendAndApply(&vc);
  1279. }
  1280. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1281. {
  1282. EraseArtifact ea;
  1283. ea.al = al;
  1284. sendAndApply(&ea);
  1285. }
  1286. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1287. {
  1288. ChangeSpells cs;
  1289. cs.hid = hero->id;
  1290. cs.spells = spells;
  1291. cs.learn = give;
  1292. sendAndApply(&cs);
  1293. }
  1294. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1295. {
  1296. sendAndApply(bonus);
  1297. }
  1298. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1299. {
  1300. sendAndApply(smp);
  1301. }
  1302. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1303. {
  1304. SetMana sm;
  1305. sm.hid = hid;
  1306. sm.val = val;
  1307. sm.absolute = true;
  1308. sendAndApply(&sm);
  1309. }
  1310. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1311. {
  1312. GiveHero gh;
  1313. gh.id = id;
  1314. gh.player = player;
  1315. gh.boatId = boatId;
  1316. sendAndApply(&gh);
  1317. //Reveal fow around new hero, especially released from Prison
  1318. auto h = getHero(id);
  1319. changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
  1320. }
  1321. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1322. {
  1323. ChangeObjPos cop;
  1324. cop.objid = objid;
  1325. cop.nPos = newPos;
  1326. cop.initiator = initiator;
  1327. sendAndApply(&cop);
  1328. }
  1329. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1330. {
  1331. const CGHeroInstance * h1 = getHero(fromHero);
  1332. const CGHeroInstance * h2 = getHero(toHero);
  1333. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1334. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1335. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1336. {
  1337. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1338. std::swap(fromHero, toHero);
  1339. }
  1340. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1341. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1342. return;//no scholar skill or no spellbook
  1343. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  1344. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  1345. ChangeSpells cs1;
  1346. cs1.learn = true;
  1347. cs1.hid = toHero;//giving spells to first hero
  1348. for (auto it : h1->getSpellsInSpellbook())
  1349. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1350. cs1.spells.insert(it);//spell to learn
  1351. ChangeSpells cs2;
  1352. cs2.learn = true;
  1353. cs2.hid = fromHero;
  1354. for (auto it : h2->getSpellsInSpellbook())
  1355. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1356. cs2.spells.insert(it);
  1357. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1358. {
  1359. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  1360. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  1361. InfoWindow iw;
  1362. iw.player = h1->tempOwner;
  1363. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  1364. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1365. iw.text.replaceRawString(h1->getNameTranslated());
  1366. if (!cs2.spells.empty())//if found new spell - apply
  1367. {
  1368. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1369. int size = static_cast<int>(cs2.spells.size());
  1370. for (auto it : cs2.spells)
  1371. {
  1372. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1373. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1374. switch (size--)
  1375. {
  1376. case 2:
  1377. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1378. case 1:
  1379. break;
  1380. default:
  1381. iw.text.appendRawString(", ");
  1382. }
  1383. }
  1384. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1385. iw.text.replaceRawString(h2->getNameTranslated());
  1386. sendAndApply(&cs2);
  1387. }
  1388. if (!cs1.spells.empty() && !cs2.spells.empty())
  1389. {
  1390. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1391. }
  1392. if (!cs1.spells.empty())
  1393. {
  1394. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1395. int size = static_cast<int>(cs1.spells.size());
  1396. for (auto it : cs1.spells)
  1397. {
  1398. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1399. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1400. switch (size--)
  1401. {
  1402. case 2:
  1403. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1404. case 1:
  1405. break;
  1406. default:
  1407. iw.text.appendRawString(", ");
  1408. }
  1409. }
  1410. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1411. iw.text.replaceRawString(h2->getNameTranslated());
  1412. sendAndApply(&cs1);
  1413. }
  1414. sendAndApply(&iw);
  1415. }
  1416. }
  1417. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1418. {
  1419. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1420. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1421. {
  1422. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1423. ExchangeDialog hex;
  1424. hex.queryID = exchange->queryID;
  1425. hex.player = h1->getOwner();
  1426. hex.hero1 = hero1;
  1427. hex.hero2 = hero2;
  1428. sendAndApply(&hex);
  1429. useScholarSkill(hero1,hero2);
  1430. queries->addQuery(exchange);
  1431. }
  1432. }
  1433. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1434. {
  1435. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1436. for (auto c : lobby->connections)
  1437. {
  1438. if(!c->isOpen())
  1439. continue;
  1440. c->sendPack(pack);
  1441. }
  1442. }
  1443. void CGameHandler::sendAndApply(CPackForClient * pack)
  1444. {
  1445. sendToAllClients(pack);
  1446. gs->apply(pack);
  1447. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1448. }
  1449. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1450. {
  1451. sendAndApply(static_cast<CPackForClient *>(pack));
  1452. checkVictoryLossConditionsForAll();
  1453. }
  1454. void CGameHandler::sendAndApply(SetResources * pack)
  1455. {
  1456. sendAndApply(static_cast<CPackForClient *>(pack));
  1457. checkVictoryLossConditionsForPlayer(pack->player);
  1458. }
  1459. void CGameHandler::sendAndApply(NewStructures * pack)
  1460. {
  1461. sendAndApply(static_cast<CPackForClient *>(pack));
  1462. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1463. }
  1464. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1465. {
  1466. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1467. }
  1468. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1469. {
  1470. if(pack->c)
  1471. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1472. logNetwork->error("Player is not allowed to perform this action!");
  1473. throw ExceptionNotAllowedAction();
  1474. }
  1475. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1476. {
  1477. std::ostringstream oss;
  1478. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1479. logNetwork->error(oss.str());
  1480. if(pack->c)
  1481. playerMessages->sendSystemMessage(pack->c, oss.str());
  1482. }
  1483. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1484. {
  1485. if(!isPlayerOwns(pack, id))
  1486. {
  1487. wrongPlayerMessage(pack, getOwner(id));
  1488. throwNotAllowedAction(pack);
  1489. }
  1490. }
  1491. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1492. {
  1493. throwIfWrongPlayer(pack, pack->player);
  1494. }
  1495. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1496. {
  1497. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1498. {
  1499. wrongPlayerMessage(pack, player);
  1500. throwNotAllowedAction(pack);
  1501. }
  1502. }
  1503. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1504. {
  1505. complain(txt);
  1506. throwNotAllowedAction(pack);
  1507. }
  1508. void CGameHandler::save(const std::string & filename)
  1509. {
  1510. logGlobal->info("Saving to %s", filename);
  1511. const auto stem = FileInfo::GetPathStem(filename);
  1512. const auto savefname = stem.to_string() + ".vsgm1";
  1513. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1514. CResourceHandler::get("local")->createResource(savefname);
  1515. try
  1516. {
  1517. {
  1518. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1519. saveCommonState(save);
  1520. logGlobal->info("Saving server state");
  1521. save << *this;
  1522. }
  1523. logGlobal->info("Game has been successfully saved!");
  1524. }
  1525. catch(std::exception &e)
  1526. {
  1527. logGlobal->error("Failed to save game: %s", e.what());
  1528. }
  1529. }
  1530. bool CGameHandler::load(const std::string & filename)
  1531. {
  1532. logGlobal->info("Loading from %s", filename);
  1533. const auto stem = FileInfo::GetPathStem(filename);
  1534. reinitScripting();
  1535. try
  1536. {
  1537. {
  1538. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1539. loadCommonState(lf);
  1540. logGlobal->info("Loading server state");
  1541. lf >> *this;
  1542. }
  1543. logGlobal->info("Game has been successfully loaded!");
  1544. }
  1545. catch(const ModIncompatibility & e)
  1546. {
  1547. logGlobal->error("Failed to load game: %s", e.what());
  1548. std::string errorMsg;
  1549. if(!e.whatMissing().empty())
  1550. {
  1551. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1552. errorMsg += e.whatMissing();
  1553. }
  1554. if(!e.whatExcessive().empty())
  1555. {
  1556. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1557. errorMsg += e.whatExcessive();
  1558. }
  1559. lobby->announceMessage(errorMsg);
  1560. return false;
  1561. }
  1562. catch(const std::exception & e)
  1563. {
  1564. logGlobal->error("Failed to load game: %s", e.what());
  1565. return false;
  1566. }
  1567. gs->preInit(VLC);
  1568. gs->updateOnLoad(lobby->si.get());
  1569. return true;
  1570. }
  1571. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1572. {
  1573. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1574. return false;
  1575. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1576. const CCreatureSet & creatureSet = *army;
  1577. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1578. || (howMany < 1 && complain("Invalid split parameter!")))
  1579. {
  1580. return false;
  1581. }
  1582. auto actualAmount = army->getStackCount(slotSrc);
  1583. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1584. return false;
  1585. auto freeSlots = creatureSet.getFreeSlots();
  1586. if(freeSlots.empty() && complain("No empty stacks"))
  1587. return false;
  1588. BulkRebalanceStacks bulkRS;
  1589. for(auto slot : freeSlots)
  1590. {
  1591. RebalanceStacks rs;
  1592. rs.srcArmy = army->id;
  1593. rs.dstArmy = army->id;
  1594. rs.srcSlot = slotSrc;
  1595. rs.dstSlot = slot;
  1596. rs.count = howMany;
  1597. bulkRS.moves.push_back(rs);
  1598. actualAmount -= howMany;
  1599. if(actualAmount <= howMany)
  1600. break;
  1601. }
  1602. sendAndApply(&bulkRS);
  1603. return true;
  1604. }
  1605. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1606. {
  1607. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1608. return false;
  1609. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1610. const CCreatureSet & creatureSet = *army;
  1611. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1612. return false;
  1613. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1614. if(actualAmount < 1 && complain(complainNoCreatures))
  1615. return false;
  1616. auto currentCreature = creatureSet.getCreature(slotSrc);
  1617. if(!currentCreature && complain(complainNoCreatures))
  1618. return false;
  1619. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1620. if(!creatureSlots.size())
  1621. return false;
  1622. BulkRebalanceStacks bulkRS;
  1623. for(auto slot : creatureSlots)
  1624. {
  1625. RebalanceStacks rs;
  1626. rs.srcArmy = army->id;
  1627. rs.dstArmy = army->id;
  1628. rs.srcSlot = slot;
  1629. rs.dstSlot = slotSrc;
  1630. rs.count = creatureSet.getStackCount(slot);
  1631. bulkRS.moves.push_back(rs);
  1632. }
  1633. sendAndApply(&bulkRS);
  1634. return true;
  1635. }
  1636. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1637. {
  1638. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1639. return false;
  1640. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1641. const CCreatureSet & setSrc = *armySrc;
  1642. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1643. return false;
  1644. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1645. const CCreatureSet & setDest = *armyDest;
  1646. auto freeSlots = setDest.getFreeSlotsQueue();
  1647. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1648. TRebalanceMap moves;
  1649. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1650. auto slotsLeft = setSrc.stacksCount();
  1651. auto destMap = setDest.getCreatureMap();
  1652. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1653. while(!srcQueue.empty())
  1654. {
  1655. auto pair = srcQueue.top();
  1656. srcQueue.pop();
  1657. auto currCreature = pair.first;
  1658. auto currSlot = pair.second;
  1659. const auto quantity = setSrc.getStackCount(currSlot);
  1660. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1661. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1662. if(!alreadyExists)
  1663. {
  1664. if(freeSlots.empty())
  1665. continue;
  1666. auto currFreeSlot = freeSlots.front();
  1667. freeSlots.pop();
  1668. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1669. }
  1670. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1671. slotsLeft--;
  1672. }
  1673. if(slotsLeft == 1)
  1674. {
  1675. auto lastCreature = setSrc.getCreature(srcSlot);
  1676. auto slotToMove = SlotID();
  1677. // Try to find a slot for last creature
  1678. if(destMap.find(lastCreature) == destMap.end())
  1679. {
  1680. if(!freeSlots.empty())
  1681. slotToMove = freeSlots.front();
  1682. }
  1683. else
  1684. {
  1685. slotToMove = destMap[lastCreature];
  1686. }
  1687. if(slotToMove != SlotID())
  1688. {
  1689. const bool needsLastStack = armySrc->needsLastStack();
  1690. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1691. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1692. }
  1693. }
  1694. BulkRebalanceStacks bulkRS;
  1695. for(auto & move : moves)
  1696. {
  1697. RebalanceStacks rs;
  1698. rs.srcArmy = armySrc->id;
  1699. rs.dstArmy = armyDest->id;
  1700. rs.srcSlot = move.first;
  1701. rs.dstSlot = move.second.first;
  1702. rs.count = move.second.second;
  1703. bulkRS.moves.push_back(rs);
  1704. }
  1705. sendAndApply(&bulkRS);
  1706. return true;
  1707. }
  1708. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1709. {
  1710. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1711. return false;
  1712. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1713. const CCreatureSet & creatureSet = *army;
  1714. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1715. return false;
  1716. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1717. if(actualAmount <= 1 && complain(complainNoCreatures))
  1718. return false;
  1719. auto freeSlot = creatureSet.getFreeSlot();
  1720. auto currentCreature = creatureSet.getCreature(slotSrc);
  1721. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1722. return true;
  1723. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1724. TQuantity totalCreatures = 0;
  1725. for(auto slot : creatureSlots)
  1726. totalCreatures += creatureSet.getStackCount(slot);
  1727. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1728. return false;
  1729. if(freeSlot != SlotID())
  1730. creatureSlots.push_back(freeSlot);
  1731. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1732. return false;
  1733. const auto totalCreatureSlots = creatureSlots.size();
  1734. const auto rem = totalCreatures % totalCreatureSlots;
  1735. const auto quotient = totalCreatures / totalCreatureSlots;
  1736. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1737. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1738. BulkSmartRebalanceStacks bulkSRS;
  1739. if(freeSlot != SlotID())
  1740. {
  1741. RebalanceStacks rs;
  1742. rs.srcArmy = rs.dstArmy = army->id;
  1743. rs.srcSlot = slotSrc;
  1744. rs.dstSlot = freeSlot;
  1745. rs.count = 1;
  1746. bulkSRS.moves.push_back(rs);
  1747. }
  1748. auto currSlot = 0;
  1749. auto check = 0;
  1750. for(auto slot : creatureSlots)
  1751. {
  1752. ChangeStackCount csc;
  1753. csc.army = army->id;
  1754. csc.slot = slot;
  1755. csc.count = (currSlot < rem)
  1756. ? quotient + 1
  1757. : quotient;
  1758. csc.absoluteValue = true;
  1759. bulkSRS.changes.push_back(csc);
  1760. currSlot++;
  1761. check += csc.count;
  1762. }
  1763. if(check != totalCreatures)
  1764. {
  1765. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1766. return false;
  1767. }
  1768. sendAndApply(&bulkSRS);
  1769. return true;
  1770. }
  1771. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1772. {
  1773. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1774. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1775. const CCreatureSet & S1 = *s1;
  1776. const CCreatureSet & S2 = *s2;
  1777. StackLocation sl1(s1, p1), sl2(s2, p2);
  1778. if (s1 == nullptr || s2 == nullptr)
  1779. {
  1780. complain("Cannot exchange stacks between non-existing objects!!\n");
  1781. return false;
  1782. }
  1783. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1784. {
  1785. complain(complainInvalidSlot);
  1786. return false;
  1787. }
  1788. if (!isAllowedExchange(id1,id2))
  1789. {
  1790. complain("Cannot exchange stacks between these two objects!\n");
  1791. return false;
  1792. }
  1793. // We can always put stacks into locked garrison, but not take them out of it
  1794. auto notRemovable = [&](const CArmedInstance * army)
  1795. {
  1796. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1797. {
  1798. auto g = dynamic_cast<const CGGarrison *>(army);
  1799. if (g && !g->removableUnits)
  1800. {
  1801. complain("Stacks in this garrison are not removable!\n");
  1802. return true;
  1803. }
  1804. }
  1805. return false;
  1806. };
  1807. if (what==1) //swap
  1808. {
  1809. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1810. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1811. {
  1812. complain("Can't take troops from another player!");
  1813. return false;
  1814. }
  1815. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1816. {
  1817. complain("Cannot swap stacks - slots are the same!");
  1818. return false;
  1819. }
  1820. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1821. {
  1822. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1823. return false;
  1824. }
  1825. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1826. return false;
  1827. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1828. return false;
  1829. swapStacks(sl1, sl2);
  1830. }
  1831. else if (what==2)//merge
  1832. {
  1833. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1834. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1835. return false;
  1836. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1837. {
  1838. complain("Cannot merge empty stack!");
  1839. return false;
  1840. }
  1841. else if (notRemovable(sl1.army))
  1842. return false;
  1843. moveStack(sl1, sl2);
  1844. }
  1845. else if (what==3) //split
  1846. {
  1847. const int countToMove = val - s2->getStackCount(p2);
  1848. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1849. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1850. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1851. {
  1852. complain("Can't move troops of another player!");
  1853. return false;
  1854. }
  1855. //general conditions checking
  1856. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1857. || (val<1 && complain(complainNoCreatures)) )
  1858. {
  1859. return false;
  1860. }
  1861. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1862. {
  1863. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1864. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1865. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1866. )
  1867. {
  1868. return false;
  1869. }
  1870. if (notRemovable(sl1.army))
  1871. {
  1872. if (s1->getStackCount(p1) > countLeftOnSrc)
  1873. return false;
  1874. }
  1875. else if (notRemovable(sl2.army))
  1876. {
  1877. if (s2->getStackCount(p1) < countLeftOnSrc)
  1878. return false;
  1879. }
  1880. moveStack(sl1, sl2, countToMove);
  1881. //S2.slots[p2]->count = val;
  1882. //S1.slots[p1]->count = total - val;
  1883. }
  1884. else //split one stack to the two
  1885. {
  1886. if (s1->getStackCount(p1) < val)//not enough creatures
  1887. {
  1888. complain(complainNotEnoughCreatures);
  1889. return false;
  1890. }
  1891. if (notRemovable(sl1.army))
  1892. return false;
  1893. moveStack(sl1, sl2, val);
  1894. }
  1895. }
  1896. return true;
  1897. }
  1898. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1899. {
  1900. return connections.at(player).count(c);
  1901. }
  1902. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1903. {
  1904. return connections.at(left) == connections.at(right);
  1905. }
  1906. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1907. {
  1908. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1909. if (!vstd::contains(s1->stacks,pos))
  1910. {
  1911. complain("Illegal call to disbandCreature - no such stack in army!");
  1912. return false;
  1913. }
  1914. eraseStack(StackLocation(s1, pos));
  1915. return true;
  1916. }
  1917. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1918. {
  1919. const CGTownInstance * t = getTown(tid);
  1920. if(!t)
  1921. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1922. if(!t->town->buildings.count(requestedID))
  1923. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1924. if(t->hasBuilt(requestedID))
  1925. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1926. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1927. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1928. std::vector<const CBuilding*> remainingAutoBuildings;
  1929. std::set<BuildingID> buildingsThatWillBe;
  1930. //Check validity of request
  1931. if(!force)
  1932. {
  1933. switch(requestedBuilding->mode)
  1934. {
  1935. case CBuilding::BUILD_NORMAL :
  1936. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1937. COMPLAIN_RET("Cannot build that building!");
  1938. break;
  1939. case CBuilding::BUILD_AUTO :
  1940. case CBuilding::BUILD_SPECIAL:
  1941. COMPLAIN_RET("This building can not be constructed normally!");
  1942. case CBuilding::BUILD_GRAIL :
  1943. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1944. {
  1945. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1946. COMPLAIN_RET("Cannot build this without grail!")
  1947. else
  1948. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1949. }
  1950. break;
  1951. }
  1952. }
  1953. //Performs stuff that has to be done before new building is built
  1954. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1955. {
  1956. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1957. {
  1958. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1959. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1960. if(upgradeNumber >= t->town->creatures.at(level).size())
  1961. {
  1962. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1963. "no creature found (upgrade number %d, level %d!")
  1964. % buildingID % upgradeNumber % level));
  1965. return;
  1966. }
  1967. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  1968. SetAvailableCreatures ssi;
  1969. ssi.tid = t->id;
  1970. ssi.creatures = t->creatures;
  1971. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1972. ssi.creatures[level].first = crea->getGrowth();
  1973. ssi.creatures[level].second.push_back(crea->getId());
  1974. sendAndApply(&ssi);
  1975. }
  1976. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1977. {
  1978. setPortalDwelling(t);
  1979. }
  1980. };
  1981. //Performs stuff that has to be done after new building is built
  1982. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1983. {
  1984. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1985. auto isLibrary = isMageGuild ? false
  1986. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1987. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1988. {
  1989. if(t->visitingHero)
  1990. giveSpells(t,t->visitingHero);
  1991. if(t->garrisonHero)
  1992. giveSpells(t,t->garrisonHero);
  1993. }
  1994. };
  1995. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1996. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  1997. {
  1998. return buildingsThatWillBe.count(buildID);
  1999. };
  2000. //Init the vectors
  2001. for(auto & build : t->town->buildings)
  2002. {
  2003. if(t->hasBuilt(build.first))
  2004. {
  2005. buildingsThatWillBe.insert(build.first);
  2006. }
  2007. else
  2008. {
  2009. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2010. remainingAutoBuildings.push_back(build.second);
  2011. }
  2012. }
  2013. //Prepare structure (list of building ids will be filled later)
  2014. NewStructures ns;
  2015. ns.tid = tid;
  2016. ns.builded = force ? t->builded : (t->builded+1);
  2017. std::queue<const CBuilding*> buildingsToAdd;
  2018. buildingsToAdd.push(requestedBuilding);
  2019. while(!buildingsToAdd.empty())
  2020. {
  2021. auto b = buildingsToAdd.front();
  2022. buildingsToAdd.pop();
  2023. ns.bid.insert(b->bid);
  2024. buildingsThatWillBe.insert(b->bid);
  2025. remainingAutoBuildings -= b;
  2026. for(auto autoBuilding : remainingAutoBuildings)
  2027. {
  2028. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2029. if(actualRequirements.test(areRequirementsFullfilled))
  2030. buildingsToAdd.push(autoBuilding);
  2031. }
  2032. }
  2033. // 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.
  2034. for(auto builtID : ns.bid)
  2035. processBeforeBuiltStructure(builtID);
  2036. //Take cost
  2037. if(!force)
  2038. giveResources(t->tempOwner, -requestedBuilding->resources);
  2039. //We know what has been built, apply changes. Do this as final step to properly update town window
  2040. sendAndApply(&ns);
  2041. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2042. for(auto builtID : ns.bid)
  2043. processAfterBuiltStructure(builtID);
  2044. // now when everything is built - reveal tiles for lookout tower
  2045. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2046. if(t->visitingHero)
  2047. visitCastleObjects(t, t->visitingHero);
  2048. if(t->garrisonHero)
  2049. visitCastleObjects(t, t->garrisonHero);
  2050. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2051. return true;
  2052. }
  2053. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2054. {
  2055. ///incomplete, simply erases target building
  2056. const CGTownInstance * t = getTown(tid);
  2057. if (!vstd::contains(t->builtBuildings, bid))
  2058. return false;
  2059. RazeStructures rs;
  2060. rs.tid = tid;
  2061. rs.bid.insert(bid);
  2062. rs.destroyed = t->destroyed + 1;
  2063. sendAndApply(&rs);
  2064. //TODO: Remove dwellers
  2065. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2066. // {
  2067. // RemoveBonus rb(RemoveBonus::TOWN);
  2068. // rb.whoID = t->id;
  2069. // rb.source = BonusSource::TOWN_STRUCTURE;
  2070. // rb.id = 17;
  2071. // sendAndApply(&rb);
  2072. // }
  2073. return true;
  2074. }
  2075. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2076. {
  2077. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2078. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2079. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2080. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2081. const CCreature * c = VLC->creh->objects.at(crid);
  2082. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2083. //TODO: check if hero is actually visiting object
  2084. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2085. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2086. if (town)
  2087. {
  2088. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2089. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2090. }
  2091. else
  2092. {
  2093. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2094. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2095. }
  2096. //verify
  2097. bool found = false;
  2098. int level = 0;
  2099. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2100. {
  2101. if ((fromLvl != -1) && (level !=fromLvl))
  2102. continue;
  2103. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2104. int i = 0;
  2105. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2106. if (cur.second.at(i) == crid)
  2107. break;
  2108. if (i < cur.second.size())
  2109. {
  2110. found = true;
  2111. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2112. break;
  2113. }
  2114. }
  2115. SlotID slot = army->getSlotFor(crid);
  2116. if ((!found && complain("Cannot recruit: no such creatures!"))
  2117. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2118. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2119. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2120. {
  2121. return false;
  2122. }
  2123. //recruit
  2124. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2125. SetAvailableCreatures sac;
  2126. sac.tid = objid;
  2127. sac.creatures = dwelling->creatures;
  2128. sac.creatures[level].first -= cram;
  2129. sendAndApply(&sac);
  2130. if (warMachine)
  2131. {
  2132. ArtifactID artId = c->warMachine;
  2133. const CArtifact * art = artId.toArtifact();
  2134. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2135. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2136. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2137. return giveHeroNewArtifact(hero, art);
  2138. }
  2139. else
  2140. {
  2141. addToSlot(StackLocation(army, slot), c, cram);
  2142. }
  2143. return true;
  2144. }
  2145. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2146. {
  2147. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2148. if (!obj->hasStackAtSlot(pos))
  2149. {
  2150. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2151. }
  2152. UpgradeInfo ui;
  2153. fillUpgradeInfo(obj, pos, ui);
  2154. PlayerColor player = obj->tempOwner;
  2155. const PlayerState *p = getPlayerState(player);
  2156. int crQuantity = obj->stacks.at(pos)->count;
  2157. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2158. //check if upgrade is possible
  2159. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2160. {
  2161. return false;
  2162. }
  2163. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2164. //check if player has enough resources
  2165. if (!p->resources.canAfford(totalCost))
  2166. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2167. //take resources
  2168. giveResources(player, -totalCost);
  2169. //upgrade creature
  2170. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2171. return true;
  2172. }
  2173. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2174. {
  2175. if (!sl.army->hasStackAtSlot(sl.slot))
  2176. COMPLAIN_RET("Cannot find a stack to change type");
  2177. SetStackType sst;
  2178. sst.army = sl.army->id;
  2179. sst.slot = sl.slot;
  2180. sst.type = c->getId();
  2181. sendAndApply(&sst);
  2182. return true;
  2183. }
  2184. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2185. {
  2186. assert(src->canBeMergedWith(*dst, allowMerging));
  2187. while(src->stacksCount())//while there are unmoved creatures
  2188. {
  2189. auto i = src->Slots().begin(); //iterator to stack to move
  2190. StackLocation sl(src, i->first); //location of stack to move
  2191. SlotID pos = dst->getSlotFor(i->second->type);
  2192. if (!pos.validSlot())
  2193. {
  2194. //try to merge two other stacks to make place
  2195. std::pair<SlotID, SlotID> toMerge;
  2196. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2197. {
  2198. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2199. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2200. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2201. }
  2202. else
  2203. {
  2204. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2205. return;
  2206. }
  2207. }
  2208. else
  2209. {
  2210. moveStack(sl, StackLocation(dst, pos));
  2211. }
  2212. }
  2213. }
  2214. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2215. {
  2216. const CGTownInstance * town = getTown(tid);
  2217. if(!town->garrisonHero == !town->visitingHero)
  2218. return false;
  2219. SetHeroesInTown intown;
  2220. intown.tid = tid;
  2221. if(town->garrisonHero) //garrison -> vising
  2222. {
  2223. intown.garrison = ObjectInstanceID();
  2224. intown.visiting = town->garrisonHero->id;
  2225. }
  2226. else //visiting -> garrison
  2227. {
  2228. if(town->armedGarrison())
  2229. town->mergeGarrisonOnSiege();
  2230. intown.visiting = ObjectInstanceID();
  2231. intown.garrison = town->visitingHero->id;
  2232. }
  2233. sendAndApply(&intown);
  2234. return true;
  2235. }
  2236. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2237. {
  2238. const CGTownInstance * town = getTown(tid);
  2239. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2240. {
  2241. if (!town->visitingHero->canBeMergedWith(*town))
  2242. {
  2243. complain("Cannot make garrison swap, not enough free slots!");
  2244. return false;
  2245. }
  2246. moveArmy(town, town->visitingHero, true);
  2247. SetHeroesInTown intown;
  2248. intown.tid = tid;
  2249. intown.visiting = ObjectInstanceID();
  2250. intown.garrison = town->visitingHero->id;
  2251. sendAndApply(&intown);
  2252. return true;
  2253. }
  2254. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2255. {
  2256. //check if moving hero out of town will break 8 wandering heroes limit
  2257. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2258. {
  2259. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2260. return false;
  2261. }
  2262. SetHeroesInTown intown;
  2263. intown.tid = tid;
  2264. intown.garrison = ObjectInstanceID();
  2265. intown.visiting = town->garrisonHero->id;
  2266. sendAndApply(&intown);
  2267. return true;
  2268. }
  2269. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2270. {
  2271. SetHeroesInTown intown;
  2272. intown.tid = tid;
  2273. intown.garrison = town->visitingHero->id;
  2274. intown.visiting = town->garrisonHero->id;
  2275. sendAndApply(&intown);
  2276. return true;
  2277. }
  2278. else
  2279. {
  2280. complain("Cannot swap garrison hero!");
  2281. return false;
  2282. }
  2283. }
  2284. // With the amount of changes done to the function, it's more like transferArtifacts.
  2285. // 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.
  2286. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2287. {
  2288. ArtifactLocation src = al1, dst = al2;
  2289. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2290. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2291. // Make sure exchange is even possible between the two heroes.
  2292. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2293. COMPLAIN_RET("That heroes cannot make any exchange!");
  2294. const CArtifactInstance *srcArtifact = src.getArt();
  2295. const CArtifactInstance *destArtifact = dst.getArt();
  2296. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  2297. if(srcArtifact == nullptr)
  2298. COMPLAIN_RET("No artifact to move!");
  2299. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  2300. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2301. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2302. // Moving to the backpack is always allowed.
  2303. if((!srcArtifact || !isDstSlotBackpack)
  2304. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2305. COMPLAIN_RET("Cannot move artifact!");
  2306. auto srcSlot = src.getSlot();
  2307. auto dstSlot = dst.getSlot();
  2308. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2309. COMPLAIN_RET("Cannot move artifact locks.");
  2310. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2311. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2312. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2313. COMPLAIN_RET("Cannot move catapult!");
  2314. if(isDstSlotBackpack)
  2315. {
  2316. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  2317. COMPLAIN_RET("Backpack is full!");
  2318. vstd::amin(dst.slot, ArtifactPosition::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2319. }
  2320. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  2321. {
  2322. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  2323. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2324. // Check if dst slot is occupied
  2325. if(!isDstSlotBackpack && destArtifact)
  2326. {
  2327. // Previous artifact must be removed first
  2328. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  2329. }
  2330. try
  2331. {
  2332. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  2333. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  2334. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2335. }
  2336. catch(const std::bad_variant_access &)
  2337. {
  2338. // object other than hero received an art - ignore
  2339. }
  2340. MoveArtifact ma(&src, &dst);
  2341. if(src.artHolder == dst.artHolder)
  2342. ma.askAssemble = false;
  2343. sendAndApply(&ma);
  2344. }
  2345. return true;
  2346. }
  2347. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack)
  2348. {
  2349. // Make sure exchange is even possible between the two heroes.
  2350. if(!isAllowedExchange(srcHero, dstHero))
  2351. COMPLAIN_RET("That heroes cannot make any exchange!");
  2352. auto psrcHero = getHero(srcHero);
  2353. auto pdstHero = getHero(dstHero);
  2354. if((!psrcHero) || (!pdstHero))
  2355. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2356. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  2357. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  2358. auto & slotsSrcDst = ma.artsPack0;
  2359. auto & slotsDstSrc = ma.artsPack1;
  2360. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2361. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2362. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2363. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2364. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2365. {
  2366. assert(artifact);
  2367. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2368. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2369. {
  2370. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2371. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2372. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2373. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2374. }
  2375. };
  2376. if(swap)
  2377. {
  2378. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2379. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2380. {
  2381. for(auto & artifact : srcHero->artifactsWorn)
  2382. {
  2383. if(ArtifactUtils::isArtRemovable(artifact))
  2384. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2385. }
  2386. };
  2387. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2388. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2389. {
  2390. for(auto & slotInfo : artSet->artifactsInBackpack)
  2391. {
  2392. auto slot = artSet->getArtPos(slotInfo.artifact);
  2393. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2394. }
  2395. };
  2396. if(equipped)
  2397. {
  2398. // Move over artifacts that are worn srcHero -> dstHero
  2399. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2400. artFittingSet.artifactsWorn.clear();
  2401. // Move over artifacts that are worn dstHero -> srcHero
  2402. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2403. }
  2404. if(backpack)
  2405. {
  2406. // Move over artifacts that are in backpack srcHero -> dstHero
  2407. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2408. // Move over artifacts that are in backpack dstHero -> srcHero
  2409. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2410. }
  2411. }
  2412. else
  2413. {
  2414. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2415. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2416. if(equipped)
  2417. {
  2418. // Move over artifacts that are worn
  2419. for(auto & artInfo : psrcHero->artifactsWorn)
  2420. {
  2421. if(ArtifactUtils::isArtRemovable(artInfo))
  2422. {
  2423. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2424. }
  2425. }
  2426. }
  2427. if(backpack)
  2428. {
  2429. // Move over artifacts that are in backpack
  2430. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2431. {
  2432. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2433. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2434. }
  2435. }
  2436. }
  2437. sendAndApply(&ma);
  2438. return true;
  2439. }
  2440. /**
  2441. * Assembles or disassembles a combination artifact.
  2442. * @param heroID ID of hero holding the artifact(s).
  2443. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2444. * @param assemble True for assembly operation, false for disassembly.
  2445. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2446. * artifact to assemble to. Otherwise it's not used.
  2447. */
  2448. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2449. {
  2450. const CGHeroInstance * hero = getHero(heroID);
  2451. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2452. if(!destArtifact)
  2453. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2454. const auto dstLoc = ArtifactLocation(hero, artifactSlot);
  2455. if(assemble)
  2456. {
  2457. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2458. if(!combinedArt->isCombined())
  2459. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2460. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2461. {
  2462. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2463. }
  2464. if(!destArtifact->canBePutAt(dstLoc)
  2465. && !destArtifact->canBePutAt(ArtifactLocation(hero, ArtifactPosition::BACKPACK_START)))
  2466. {
  2467. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2468. }
  2469. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2470. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2471. AssembledArtifact aa;
  2472. aa.al = dstLoc;
  2473. aa.builtArt = combinedArt;
  2474. sendAndApply(&aa);
  2475. }
  2476. else
  2477. {
  2478. if(!destArtifact->isCombined())
  2479. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2480. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2481. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2482. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2483. DisassembledArtifact da;
  2484. da.al = dstLoc;
  2485. sendAndApply(&da);
  2486. }
  2487. return true;
  2488. }
  2489. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2490. {
  2491. const auto * hero = getHero(al.relatedObj()->id);
  2492. if(hero == nullptr)
  2493. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2494. const auto * art = al.getArt();
  2495. if(art == nullptr)
  2496. COMPLAIN_RET("Cannot remove artifact!");
  2497. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2498. COMPLAIN_RET("Illegal artifact removal request");
  2499. removeArtifact(al);
  2500. return true;
  2501. }
  2502. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2503. {
  2504. const CGHeroInstance * hero = getHero(hid);
  2505. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2506. const CGTownInstance * town = hero->visitedTown;
  2507. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2508. if (aid==ArtifactID::SPELLBOOK)
  2509. {
  2510. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2511. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2512. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2513. )
  2514. return false;
  2515. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2516. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2517. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2518. giveSpells(town,hero);
  2519. return true;
  2520. }
  2521. else
  2522. {
  2523. const CArtifact * art = aid.toArtifact();
  2524. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2525. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2526. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2527. const int price = art->getPrice();
  2528. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2529. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2530. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2531. {
  2532. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2533. return giveHeroNewArtifact(hero, art);
  2534. }
  2535. else
  2536. COMPLAIN_RET("This machine is unavailable here!");
  2537. }
  2538. }
  2539. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2540. {
  2541. if(!h)
  2542. COMPLAIN_RET("Only hero can buy artifacts!");
  2543. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2544. COMPLAIN_RET("That artifact is unavailable!");
  2545. int b1, b2;
  2546. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2547. if (getResource(h->tempOwner, rid) < b1)
  2548. COMPLAIN_RET("You can't afford to buy this artifact!");
  2549. giveResource(h->tempOwner, rid, -b1);
  2550. SetAvailableArtifacts saa;
  2551. if(dynamic_cast<const CGTownInstance *>(m))
  2552. {
  2553. saa.id = -1;
  2554. saa.arts = CGTownInstance::merchantArtifacts;
  2555. }
  2556. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2557. {
  2558. saa.id = bm->id.getNum();
  2559. saa.arts = bm->artifacts;
  2560. }
  2561. else
  2562. COMPLAIN_RET("Wrong marktet...");
  2563. bool found = false;
  2564. for (const CArtifact *&art : saa.arts)
  2565. {
  2566. if (art && art->getId() == aid)
  2567. {
  2568. art = nullptr;
  2569. found = true;
  2570. break;
  2571. }
  2572. }
  2573. if (!found)
  2574. COMPLAIN_RET("Cannot find selected artifact on the list");
  2575. sendAndApply(&saa);
  2576. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2577. return true;
  2578. }
  2579. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2580. {
  2581. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2582. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2583. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2584. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2585. int resVal = 0, dump = 1;
  2586. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2587. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2588. giveResource(h->tempOwner, rid, resVal);
  2589. return true;
  2590. }
  2591. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2592. {
  2593. if (!h)
  2594. COMPLAIN_RET("You need hero to buy a skill!");
  2595. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2596. COMPLAIN_RET("Hero already know this skill");
  2597. if (!h->canLearnSkill())
  2598. COMPLAIN_RET("Hero can't learn any more skills");
  2599. if (!h->canLearnSkill(skill))
  2600. COMPLAIN_RET("The hero can't learn this skill!");
  2601. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2602. COMPLAIN_RET("That skill is unavailable!");
  2603. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2604. COMPLAIN_RET("You can't afford to buy this skill");
  2605. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2606. changeSecSkill(h, skill, 1, true);
  2607. return true;
  2608. }
  2609. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2610. {
  2611. TResourceCap r1 = getPlayerState(player)->resources[id1];
  2612. vstd::amin(val, r1); //can't trade more resources than have
  2613. int b1, b2; //base quantities for trade
  2614. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2615. int units = val / b1; //how many base quantities we trade
  2616. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2617. {
  2618. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2619. }
  2620. giveResource(player, GameResID(id1), - b1 * units);
  2621. giveResource(player, GameResID(id2), b2 * units);
  2622. return true;
  2623. }
  2624. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2625. {
  2626. if(!hero)
  2627. COMPLAIN_RET("Only hero can sell creatures!");
  2628. if (!vstd::contains(hero->Slots(), slot))
  2629. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2630. const CStackInstance &s = hero->getStack(slot);
  2631. if (s.count < (TQuantity)count //can't sell more creatures than have
  2632. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2633. {
  2634. COMPLAIN_RET("Not enough creatures in army!");
  2635. }
  2636. int b1, b2; //base quantities for trade
  2637. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2638. int units = count / b1; //how many base quantities we trade
  2639. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2640. {
  2641. //TODO: complain?
  2642. assert(0);
  2643. }
  2644. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2645. giveResource(hero->tempOwner, resourceID, b2 * units);
  2646. return true;
  2647. }
  2648. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2649. {
  2650. const CArmedInstance *army = nullptr;
  2651. if (hero)
  2652. army = hero;
  2653. else
  2654. army = dynamic_cast<const CGTownInstance *>(market);
  2655. if (!army)
  2656. COMPLAIN_RET("Incorrect call to transform in undead!");
  2657. if (!army->hasStackAtSlot(slot))
  2658. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2659. const CStackInstance &s = army->getStack(slot);
  2660. //resulting creature - bone dragons or skeletons
  2661. CreatureID resCreature = CreatureID::SKELETON;
  2662. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2663. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2664. || (s.getCreatureID() == CreatureID::HYDRA)
  2665. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2666. resCreature = CreatureID::BONE_DRAGON;
  2667. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2668. return true;
  2669. }
  2670. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2671. {
  2672. const PlayerState *p2 = getPlayerState(r2, false);
  2673. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2674. {
  2675. complain("Dest player must be in game!");
  2676. return false;
  2677. }
  2678. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2679. vstd::amin(val, curRes1);
  2680. giveResource(player, r1, -(int)val);
  2681. giveResource(r2, r1, val);
  2682. return true;
  2683. }
  2684. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  2685. {
  2686. const CGHeroInstance *h = getHero(hid);
  2687. if (!h)
  2688. {
  2689. logGlobal->error("Hero doesn't exist!");
  2690. return false;
  2691. }
  2692. ChangeFormation cf;
  2693. cf.hid = hid;
  2694. cf.formation = formation;
  2695. sendAndApply(&cf);
  2696. return true;
  2697. }
  2698. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2699. {
  2700. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2701. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2702. if (answer)
  2703. logGlobal->trace("%d", *answer);
  2704. auto topQuery = queries->topQuery(player);
  2705. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2706. if(topQuery->queryID != qid)
  2707. {
  2708. auto currentQuery = queries->getQuery(qid);
  2709. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2710. currentQuery->setReply(answer);
  2711. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2712. }
  2713. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2714. topQuery->setReply(answer);
  2715. queries->popQuery(topQuery);
  2716. return true;
  2717. }
  2718. void CGameHandler::handleTimeEvents()
  2719. {
  2720. gs->map->events.sort(evntCmp);
  2721. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2722. {
  2723. CMapEvent ev = gs->map->events.front();
  2724. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2725. {
  2726. auto color = PlayerColor(player);
  2727. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2728. if (pinfo //player exists
  2729. && (ev.players & 1<<player) //event is enabled to this player
  2730. && ((ev.computerAffected && !pinfo->human)
  2731. || (ev.humanAffected && pinfo->human)
  2732. )
  2733. )
  2734. {
  2735. //give resources
  2736. giveResources(color, ev.resources);
  2737. //prepare dialog
  2738. InfoWindow iw;
  2739. iw.player = color;
  2740. iw.text = ev.message;
  2741. for (int i=0; i<ev.resources.size(); i++)
  2742. {
  2743. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2744. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  2745. }
  2746. sendAndApply(&iw); //show dialog
  2747. }
  2748. } //PLAYERS LOOP
  2749. if (ev.nextOccurence)
  2750. {
  2751. gs->map->events.pop_front();
  2752. ev.firstOccurence += ev.nextOccurence;
  2753. auto it = gs->map->events.begin();
  2754. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2755. it++;
  2756. gs->map->events.insert(it, ev);
  2757. }
  2758. else
  2759. {
  2760. gs->map->events.pop_front();
  2761. }
  2762. }
  2763. //TODO send only if changed
  2764. UpdateMapEvents ume;
  2765. ume.events = gs->map->events;
  2766. sendAndApply(&ume);
  2767. }
  2768. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2769. {
  2770. town->events.sort(evntCmp);
  2771. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2772. {
  2773. PlayerColor player = town->tempOwner;
  2774. CCastleEvent ev = town->events.front();
  2775. const PlayerState * pinfo = getPlayerState(player, false);
  2776. if (pinfo //player exists
  2777. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2778. && ((ev.computerAffected && !pinfo->human)
  2779. || (ev.humanAffected && pinfo->human)))
  2780. {
  2781. // dialog
  2782. InfoWindow iw;
  2783. iw.player = player;
  2784. iw.text = ev.message;
  2785. if (ev.resources.nonZero())
  2786. {
  2787. TResources was = n.res[player];
  2788. n.res[player] += ev.resources;
  2789. n.res[player].amax(0);
  2790. for (int i=0; i<ev.resources.size(); i++)
  2791. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2792. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  2793. }
  2794. for (auto & i : ev.buildings)
  2795. {
  2796. if (!town->hasBuilt(i))
  2797. {
  2798. buildStructure(town->id, i, true);
  2799. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  2800. }
  2801. }
  2802. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2803. {
  2804. n.cres[town->id].tid = town->id;
  2805. n.cres[town->id].creatures = town->creatures;
  2806. }
  2807. auto & sac = n.cres[town->id];
  2808. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2809. {
  2810. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2811. {
  2812. sac.creatures[i].first += ev.creatures.at(i);
  2813. iw.components.emplace_back(Component::EComponentType::CREATURE,
  2814. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  2815. }
  2816. }
  2817. sendAndApply(&iw); //show dialog
  2818. }
  2819. if (ev.nextOccurence)
  2820. {
  2821. town->events.pop_front();
  2822. ev.firstOccurence += ev.nextOccurence;
  2823. auto it = town->events.begin();
  2824. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2825. it++;
  2826. town->events.insert(it, ev);
  2827. }
  2828. else
  2829. {
  2830. town->events.pop_front();
  2831. }
  2832. }
  2833. //TODO send only if changed
  2834. UpdateCastleEvents uce;
  2835. uce.town = town->id;
  2836. uce.events = town->events;
  2837. sendAndApply(&uce);
  2838. }
  2839. bool CGameHandler::complain(const std::string &problem)
  2840. {
  2841. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2842. logGlobal->error(problem);
  2843. return true;
  2844. }
  2845. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2846. {
  2847. //PlayerColor player = getOwner(hid);
  2848. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2849. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2850. assert(lowerArmy);
  2851. assert(upperArmy);
  2852. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2853. queries->addQuery(garrisonQuery);
  2854. GarrisonDialog gd;
  2855. gd.hid = hid;
  2856. gd.objid = upobj;
  2857. gd.removableUnits = removableUnits;
  2858. gd.queryID = garrisonQuery->queryID;
  2859. sendAndApply(&gd);
  2860. }
  2861. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2862. {
  2863. OpenWindow pack;
  2864. pack.window = window;
  2865. pack.object = object->id;
  2866. pack.visitor = visitor->id;
  2867. if (addQuery)
  2868. {
  2869. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2870. pack.queryID = windowQuery->queryID;
  2871. queries->addQuery(windowQuery);
  2872. }
  2873. sendAndApply(&pack);
  2874. }
  2875. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2876. {
  2877. if (id1 == id2)
  2878. return true;
  2879. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2880. if (!o1 || !o2)
  2881. return true; //arranging stacks within an object should be always allowed
  2882. if (o1 && o2)
  2883. {
  2884. if (o1->ID == Obj::TOWN)
  2885. {
  2886. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2887. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2888. return true;
  2889. }
  2890. if (o2->ID == Obj::TOWN)
  2891. {
  2892. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2893. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2894. return true;
  2895. }
  2896. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2897. {
  2898. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2899. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2900. // two heroes in same town (garrisoned and visiting)
  2901. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2902. return true;
  2903. }
  2904. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2905. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2906. if (!dialog)
  2907. {
  2908. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2909. }
  2910. if (dialog)
  2911. {
  2912. auto topArmy = dialog->exchangingArmies.at(0);
  2913. auto bottomArmy = dialog->exchangingArmies.at(1);
  2914. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2915. return true;
  2916. }
  2917. }
  2918. return false;
  2919. }
  2920. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2921. {
  2922. using events::ObjectVisitStarted;
  2923. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  2924. if (getVisitingHero(obj) != nullptr)
  2925. {
  2926. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2927. throw std::runtime_error("Can not visit object that is being visited");
  2928. }
  2929. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2930. auto startVisit = [&](ObjectVisitStarted & event)
  2931. {
  2932. auto visitedObject = obj;
  2933. if(obj->ID == Obj::HERO)
  2934. {
  2935. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2936. const auto visitedTown = visitedHero->visitedTown;
  2937. if(visitedTown)
  2938. {
  2939. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2940. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2941. visitedObject = visitedTown;
  2942. }
  2943. }
  2944. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2945. queries->addQuery(visitQuery); //TODO real visit pos
  2946. HeroVisit hv;
  2947. hv.objId = obj->id;
  2948. hv.heroId = h->id;
  2949. hv.player = h->tempOwner;
  2950. hv.starting = true;
  2951. sendAndApply(&hv);
  2952. obj->onHeroVisit(h);
  2953. };
  2954. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2955. if(visitQuery)
  2956. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2957. }
  2958. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2959. {
  2960. using events::ObjectVisitEnded;
  2961. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2962. auto endVisit = [&](ObjectVisitEnded & event)
  2963. {
  2964. HeroVisit hv;
  2965. hv.player = event.getPlayer();
  2966. hv.heroId = event.getHero();
  2967. hv.starting = false;
  2968. sendAndApply(&hv);
  2969. };
  2970. //TODO: ObjectVisitEnded should also have id of visited object,
  2971. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2972. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2973. }
  2974. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2975. {
  2976. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2977. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2978. {
  2979. complain("Cannot build boat in this shipyard!");
  2980. return false;
  2981. }
  2982. TResources boatCost;
  2983. obj->getBoatCost(boatCost);
  2984. TResources aviable = getPlayerState(playerID)->resources;
  2985. if (!aviable.canAfford(boatCost))
  2986. {
  2987. complain("Not enough resources to build a boat!");
  2988. return false;
  2989. }
  2990. int3 tile = obj->bestLocation();
  2991. if (!gs->map->isInTheMap(tile))
  2992. {
  2993. complain("Cannot find appropriate tile for a boat!");
  2994. return false;
  2995. }
  2996. giveResources(playerID, -boatCost);
  2997. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  2998. return true;
  2999. }
  3000. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3001. {
  3002. for (auto playerColor : playerColors)
  3003. {
  3004. if (getPlayerState(playerColor, false))
  3005. checkVictoryLossConditionsForPlayer(playerColor);
  3006. }
  3007. }
  3008. void CGameHandler::checkVictoryLossConditionsForAll()
  3009. {
  3010. std::set<PlayerColor> playerColors;
  3011. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3012. {
  3013. playerColors.insert(PlayerColor(i));
  3014. }
  3015. checkVictoryLossConditions(playerColors);
  3016. }
  3017. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3018. {
  3019. const PlayerState * p = getPlayerState(player);
  3020. if(!p || p->status != EPlayerStatus::INGAME) return;
  3021. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3022. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3023. {
  3024. InfoWindow iw;
  3025. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3026. sendAndApply(&iw);
  3027. PlayerEndsGame peg;
  3028. peg.player = player;
  3029. peg.victoryLossCheckResult = victoryLossCheckResult;
  3030. sendAndApply(&peg);
  3031. turnOrder->onPlayerEndsGame(player);
  3032. if (victoryLossCheckResult.victory())
  3033. {
  3034. //one player won -> all enemies lost
  3035. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3036. {
  3037. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3038. {
  3039. peg.player = i->first;
  3040. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3041. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3042. InfoWindow iw;
  3043. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3044. iw.player = i->first;
  3045. sendAndApply(&iw);
  3046. sendAndApply(&peg);
  3047. }
  3048. }
  3049. if(p->human)
  3050. {
  3051. lobby->setState(EServerState::GAMEPLAY_ENDED);
  3052. }
  3053. }
  3054. else
  3055. {
  3056. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3057. auto hlp = p->heroes;
  3058. for (auto h : hlp) //eliminate heroes
  3059. {
  3060. if (h.get())
  3061. removeObject(h, player);
  3062. }
  3063. //player lost -> all his objects become unflagged (neutral)
  3064. for (auto obj : gs->map->objects) //unflag objs
  3065. {
  3066. if (obj.get() && obj->tempOwner == player)
  3067. setOwner(obj, PlayerColor::NEUTRAL);
  3068. }
  3069. //eliminating one player may cause victory of another:
  3070. std::set<PlayerColor> playerColors;
  3071. //do not copy player state (CBonusSystemNode) by value
  3072. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3073. {
  3074. if (p.first != player)
  3075. playerColors.insert(p.first);
  3076. }
  3077. //notify all players
  3078. for (auto pc : playerColors)
  3079. {
  3080. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3081. {
  3082. InfoWindow iw;
  3083. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3084. iw.player = pc;
  3085. sendAndApply(&iw);
  3086. }
  3087. }
  3088. checkVictoryLossConditions(playerColors);
  3089. }
  3090. }
  3091. }
  3092. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3093. {
  3094. out.player = player;
  3095. out.text = victoryLossCheckResult.messageToSelf;
  3096. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  3097. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  3098. }
  3099. bool CGameHandler::dig(const CGHeroInstance *h)
  3100. {
  3101. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3102. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3103. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3104. //take MPs
  3105. SetMovePoints smp;
  3106. smp.hid = h->id;
  3107. smp.val = 0;
  3108. sendAndApply(&smp);
  3109. InfoWindow iw;
  3110. iw.type = EInfoWindowMode::AUTO;
  3111. iw.player = h->tempOwner;
  3112. if (gs->map->grailPos == h->visitablePos())
  3113. {
  3114. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3115. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  3116. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3117. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  3118. sendAndApply(&iw);
  3119. iw.soundID = soundBase::invalid;
  3120. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  3121. iw.text.clear();
  3122. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  3123. sendAndApply(&iw);
  3124. }
  3125. else
  3126. {
  3127. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3128. iw.soundID = soundBase::Dig;
  3129. sendAndApply(&iw);
  3130. }
  3131. return true;
  3132. }
  3133. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3134. {
  3135. if (!t.visitableObjects.empty())
  3136. {
  3137. //to prevent self-visiting heroes on space press
  3138. if (t.visitableObjects.back() != h)
  3139. objectVisited(t.visitableObjects.back(), h);
  3140. else if (t.visitableObjects.size() > 1)
  3141. objectVisited(*(t.visitableObjects.end()-2),h);
  3142. }
  3143. }
  3144. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3145. {
  3146. if (!hero)
  3147. COMPLAIN_RET("You need hero to sacrifice creature!");
  3148. int expSum = 0;
  3149. auto finish = [this, &hero, &expSum]()
  3150. {
  3151. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3152. };
  3153. for(int i = 0; i < slot.size(); ++i)
  3154. {
  3155. int oldCount = hero->getStackCount(slot[i]);
  3156. if(oldCount < (int)count[i])
  3157. {
  3158. finish();
  3159. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3160. }
  3161. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3162. {
  3163. finish();
  3164. COMPLAIN_RET("Cannot sacrifice last creature!");
  3165. }
  3166. int crid = hero->getStack(slot[i]).type->getId();
  3167. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3168. int dump, exp;
  3169. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3170. exp *= count[i];
  3171. expSum += exp;
  3172. }
  3173. finish();
  3174. return true;
  3175. }
  3176. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3177. {
  3178. if (!hero)
  3179. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3180. int expSum = 0;
  3181. auto finish = [this, &hero, &expSum]()
  3182. {
  3183. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3184. };
  3185. for(int i = 0; i < slot.size(); ++i)
  3186. {
  3187. ArtifactLocation al(hero, slot[i]);
  3188. const CArtifactInstance * a = al.getArt();
  3189. if(!a)
  3190. {
  3191. finish();
  3192. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3193. }
  3194. const CArtifactInstance * art = hero->getArt(slot[i]);
  3195. if(!art)
  3196. {
  3197. finish();
  3198. COMPLAIN_RET("No artifact at position to sacrifice!");
  3199. }
  3200. si32 typId = art->artType->getId();
  3201. int dmp, expToGive;
  3202. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3203. expSum += expToGive;
  3204. removeArtifact(al);
  3205. }
  3206. finish();
  3207. return true;
  3208. }
  3209. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3210. {
  3211. if (sl.army->hasStackAtSlot(sl.slot))
  3212. COMPLAIN_RET("Slot is already taken!");
  3213. if (!sl.slot.validSlot())
  3214. COMPLAIN_RET("Cannot insert stack to that slot!");
  3215. InsertNewStack ins;
  3216. ins.army = sl.army->id;
  3217. ins.slot = sl.slot;
  3218. ins.type = c->getId();
  3219. ins.count = count;
  3220. sendAndApply(&ins);
  3221. return true;
  3222. }
  3223. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3224. {
  3225. if (!sl.army->hasStackAtSlot(sl.slot))
  3226. COMPLAIN_RET("Cannot find a stack to erase");
  3227. if (sl.army->stacksCount() == 1 //from the last stack
  3228. && sl.army->needsLastStack() //that must be left
  3229. && !forceRemoval) //ignore above conditions if we are forcing removal
  3230. {
  3231. COMPLAIN_RET("Cannot erase the last stack!");
  3232. }
  3233. EraseStack es;
  3234. es.army = sl.army->id;
  3235. es.slot = sl.slot;
  3236. sendAndApply(&es);
  3237. return true;
  3238. }
  3239. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3240. {
  3241. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3242. if ((absoluteValue && count < 0)
  3243. || (!absoluteValue && -count > currentCount))
  3244. {
  3245. COMPLAIN_RET("Cannot take more stacks than present!");
  3246. }
  3247. if ((currentCount == -count && !absoluteValue)
  3248. || (!count && absoluteValue))
  3249. {
  3250. eraseStack(sl);
  3251. }
  3252. else
  3253. {
  3254. ChangeStackCount csc;
  3255. csc.army = sl.army->id;
  3256. csc.slot = sl.slot;
  3257. csc.count = count;
  3258. csc.absoluteValue = absoluteValue;
  3259. sendAndApply(&csc);
  3260. }
  3261. return true;
  3262. }
  3263. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3264. {
  3265. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3266. if (!slotC) //slot is empty
  3267. insertNewStack(sl, c, count);
  3268. else if (c == slotC)
  3269. changeStackCount(sl, count);
  3270. else
  3271. {
  3272. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3273. }
  3274. return true;
  3275. }
  3276. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3277. {
  3278. if (removeObjWhenFinished)
  3279. removeAfterVisit(src);
  3280. if (!src->canBeMergedWith(*dst, allowMerging))
  3281. {
  3282. if (allowMerging) //do that, add all matching creatures.
  3283. {
  3284. bool cont = true;
  3285. while (cont)
  3286. {
  3287. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3288. {
  3289. SlotID pos = dst->getSlotFor(i->second->type);
  3290. if (pos.validSlot())
  3291. {
  3292. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3293. cont = true;
  3294. break; //or iterator crashes
  3295. }
  3296. cont = false;
  3297. }
  3298. }
  3299. }
  3300. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3301. }
  3302. else //merge
  3303. {
  3304. moveArmy(src, dst, allowMerging);
  3305. }
  3306. }
  3307. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3308. {
  3309. if (!src.army->hasStackAtSlot(src.slot))
  3310. COMPLAIN_RET("No stack to move!");
  3311. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3312. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3313. if (!dst.slot.validSlot())
  3314. COMPLAIN_RET("Cannot move stack to that slot!");
  3315. if (count == -1)
  3316. {
  3317. count = src.army->getStackCount(src.slot);
  3318. }
  3319. if (src.army != dst.army //moving away
  3320. && count == src.army->getStackCount(src.slot) //all creatures
  3321. && src.army->stacksCount() == 1 //from the last stack
  3322. && src.army->needsLastStack()) //that must be left
  3323. {
  3324. COMPLAIN_RET("Cannot move away the last creature!");
  3325. }
  3326. RebalanceStacks rs;
  3327. rs.srcArmy = src.army->id;
  3328. rs.dstArmy = dst.army->id;
  3329. rs.srcSlot = src.slot;
  3330. rs.dstSlot = dst.slot;
  3331. rs.count = count;
  3332. sendAndApply(&rs);
  3333. return true;
  3334. }
  3335. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3336. {
  3337. const CSpell * s = spellID.toSpell();
  3338. if(!s)
  3339. return;
  3340. AdventureSpellCastParameters p;
  3341. p.caster = caster;
  3342. p.pos = pos;
  3343. s->adventureCast(spellEnv, p);
  3344. }
  3345. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3346. {
  3347. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3348. {
  3349. return moveStack(sl2, sl1);
  3350. }
  3351. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3352. {
  3353. return moveStack(sl1, sl2);
  3354. }
  3355. else
  3356. {
  3357. SwapStacks ss;
  3358. ss.srcArmy = sl1.army->id;
  3359. ss.dstArmy = sl2.army->id;
  3360. ss.srcSlot = sl1.slot;
  3361. ss.dstSlot = sl2.slot;
  3362. sendAndApply(&ss);
  3363. return true;
  3364. }
  3365. }
  3366. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  3367. {
  3368. assert(a->artType);
  3369. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  3370. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3371. {
  3372. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  3373. }
  3374. else if(ArtifactUtils::isSlotBackpack(pos))
  3375. {
  3376. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  3377. }
  3378. else
  3379. {
  3380. al.slot = pos;
  3381. }
  3382. if(a->canBePutAt(al))
  3383. putArtifact(al, a);
  3384. else
  3385. return false;
  3386. return true;
  3387. }
  3388. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  3389. {
  3390. PutArtifact pa;
  3391. pa.art = a;
  3392. pa.al = al;
  3393. sendAndApply(&pa);
  3394. }
  3395. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3396. {
  3397. assert(artType);
  3398. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3399. {
  3400. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3401. COMPLAIN_RET("Cannot put artifact in that slot!");
  3402. }
  3403. else if(ArtifactUtils::isSlotBackpack(pos))
  3404. {
  3405. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3406. COMPLAIN_RET("Cannot put artifact in that slot!");
  3407. }
  3408. else
  3409. {
  3410. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3411. }
  3412. auto * newArtInst = new CArtifactInstance();
  3413. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3414. NewArtifact na;
  3415. na.art = newArtInst;
  3416. sendAndApply(&na); // -> updates newArtInst!!!
  3417. if(giveHeroArtifact(h, newArtInst, pos))
  3418. return true;
  3419. else
  3420. return false;
  3421. }
  3422. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3423. {
  3424. std::vector<int3>::iterator tile;
  3425. std::vector<int3> tiles;
  3426. getFreeTiles(tiles);
  3427. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3428. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3429. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3430. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3431. for (int i = 0; i < (int)amount; ++i)
  3432. {
  3433. tile = tiles.begin();
  3434. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3435. {
  3436. auto count = cre->getRandomAmount(std::rand);
  3437. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3438. auto monsterId = getTopObj(*tile)->id;
  3439. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  3440. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3441. }
  3442. tiles.erase(tile); //not use it again
  3443. }
  3444. }
  3445. void CGameHandler::synchronizeArtifactHandlerLists()
  3446. {
  3447. UpdateArtHandlerLists uahl;
  3448. uahl.allocatedArtifacts = VLC->arth->allocatedArtifacts;
  3449. sendAndApply(&uahl);
  3450. }
  3451. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3452. {
  3453. return vstd::contains(gs->map->objects, obj);
  3454. }
  3455. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3456. {
  3457. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3458. return false;
  3459. auto query = queries->topQuery(player);
  3460. if (query && query->blocksPack(pack))
  3461. {
  3462. complain(boost::str(boost::format(
  3463. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3464. % boost::to_upper_copy<std::string>(player.toString())
  3465. % query->toString()
  3466. ));
  3467. return true;
  3468. }
  3469. return false;
  3470. }
  3471. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3472. {
  3473. //If the object is being visited, there must be a matching query
  3474. for (const auto &query : queries->allQueries())
  3475. {
  3476. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3477. {
  3478. if (someVistQuery->visitedObject == object)
  3479. {
  3480. someVistQuery->removeObjectAfterVisit = true;
  3481. return;
  3482. }
  3483. }
  3484. }
  3485. //If we haven't returned so far, there is no query and no visit, call was wrong
  3486. assert("This function needs to be called during the object visit!");
  3487. }
  3488. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3489. {
  3490. std::unordered_set<int3> tiles;
  3491. if (mode == ETileVisibility::HIDDEN)
  3492. {
  3493. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3494. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3495. auto p = getPlayerState(player);
  3496. for (auto h : p->heroes)
  3497. {
  3498. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3499. }
  3500. for (auto t : p->towns)
  3501. {
  3502. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3503. }
  3504. for (auto tile : observedTiles)
  3505. vstd::erase_if_present (tiles, tile);
  3506. }
  3507. else
  3508. {
  3509. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3510. }
  3511. changeFogOfWar(tiles, player, mode);
  3512. }
  3513. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3514. {
  3515. FoWChange fow;
  3516. fow.tiles = tiles;
  3517. fow.player = player;
  3518. fow.mode = mode;
  3519. sendAndApply(&fow);
  3520. }
  3521. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3522. {
  3523. assert(obj);
  3524. for (auto const & query : queries->allQueries())
  3525. {
  3526. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3527. if (visit && visit->visitedObject == obj)
  3528. return visit->visitingHero;
  3529. }
  3530. return nullptr;
  3531. }
  3532. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3533. {
  3534. assert(obj);
  3535. assert(hero);
  3536. assert(getVisitingHero(obj) == hero);
  3537. // Check top query of targeted player:
  3538. // If top query is NOT visit to targeted object then we assume that
  3539. // visitation query is covered by other query that must be answered first
  3540. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3541. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3542. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3543. return true;
  3544. }
  3545. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  3546. {
  3547. SetObjectProperty sob;
  3548. sob.id = objid;
  3549. sob.what = prop;
  3550. sob.val = static_cast<ui32>(val);
  3551. sendAndApply(&sob);
  3552. }
  3553. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3554. {
  3555. sendAndApply(iw);
  3556. }
  3557. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3558. {
  3559. InfoWindow iw;
  3560. iw.player = player;
  3561. iw.text.appendRawString(msg);
  3562. showInfoDialog(&iw);
  3563. }
  3564. CRandomGenerator & CGameHandler::getRandomGenerator()
  3565. {
  3566. return CRandomGenerator::getDefault();
  3567. }
  3568. #if SCRIPTING_ENABLED
  3569. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3570. {
  3571. return serverScripts.get();
  3572. }
  3573. //scripting::Pool * CGameHandler::getContextPool() const
  3574. //{
  3575. // return serverScripts.get();
  3576. //}
  3577. #endif
  3578. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, Obj type, int32_t subtype)
  3579. {
  3580. NewObject no;
  3581. no.ID = type;
  3582. no.subID = subtype;
  3583. no.initiator = initiator;
  3584. no.targetPos = visitablePosition;
  3585. sendAndApply(&no);
  3586. }
  3587. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3588. {
  3589. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3590. }
  3591. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3592. {
  3593. battles->startBattleI(army1, army2, tile, creatureBank);
  3594. }
  3595. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3596. {
  3597. battles->startBattleI(army1, army2, creatureBank);
  3598. }