CGameHandler.cpp 120 KB

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