CGameHandler.cpp 123 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "battles/BattleProcessor.h"
  16. #include "processors/HeroPoolProcessor.h"
  17. #include "processors/PlayerMessageProcessor.h"
  18. #include "processors/TurnOrderProcessor.h"
  19. #include "queries/QueriesProcessor.h"
  20. #include "queries/MapQueries.h"
  21. #include "../lib/ArtifactUtils.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CCreatureSet.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CHeroHandler.h"
  28. #include "../lib/CPlayerState.h"
  29. #include "../lib/CSoundBase.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/CTownHandler.h"
  32. #include "../lib/GameConstants.h"
  33. #include "../lib/UnlockGuard.h"
  34. #include "../lib/GameSettings.h"
  35. #include "../lib/ScriptHandler.h"
  36. #include "../lib/StartInfo.h"
  37. #include "../lib/TerrainHandler.h"
  38. #include "../lib/VCMIDirs.h"
  39. #include "../lib/VCMI_Lib.h"
  40. #include "../lib/int3.h"
  41. #include "../lib/battle/BattleInfo.h"
  42. #include "../lib/filesystem/FileInfo.h"
  43. #include "../lib/filesystem/Filesystem.h"
  44. #include "../lib/gameState/CGameState.h"
  45. #include "../lib/mapping/CMap.h"
  46. #include "../lib/mapping/CMapService.h"
  47. #include "../lib/mapObjects/CGMarket.h"
  48. #include "../lib/modding/ModIncompatibility.h"
  49. #include "../lib/networkPacks/StackLocation.h"
  50. #include "../lib/pathfinder/CPathfinder.h"
  51. #include "../lib/pathfinder/PathfinderOptions.h"
  52. #include "../lib/pathfinder/TurnInfo.h"
  53. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  54. #include "../lib/rmg/CMapGenOptions.h"
  55. #include "../lib/serializer/CSaveFile.h"
  56. #include "../lib/serializer/CLoadFile.h"
  57. #include "../lib/spells/CSpellHandler.h"
  58. #include "vstd/CLoggerBase.h"
  59. #include <vcmi/events/EventBus.h>
  60. #include <vcmi/events/GenericEvents.h>
  61. #include <vcmi/events/AdventureEvents.h>
  62. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  63. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  64. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  65. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  66. template <typename T> class CApplyOnGH;
  67. class CBaseForGHApply
  68. {
  69. public:
  70. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  71. virtual ~CBaseForGHApply(){}
  72. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  73. {
  74. return new CApplyOnGH<U>();
  75. }
  76. };
  77. template <typename T> class CApplyOnGH : public CBaseForGHApply
  78. {
  79. public:
  80. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  81. {
  82. T *ptr = static_cast<T*>(pack);
  83. try
  84. {
  85. ApplyGhNetPackVisitor applier(*gh);
  86. ptr->visit(applier);
  87. return applier.getResult();
  88. }
  89. catch(ExceptionNotAllowedAction & e)
  90. {
  91. (void)e;
  92. return false;
  93. }
  94. }
  95. };
  96. template <>
  97. class CApplyOnGH<CPack> : public CBaseForGHApply
  98. {
  99. public:
  100. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  101. {
  102. logGlobal->error("Cannot apply on GH plain CPack!");
  103. assert(0);
  104. return false;
  105. }
  106. };
  107. static inline double distance(int3 a, int3 b)
  108. {
  109. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  110. }
  111. template <typename T>
  112. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  113. {
  114. fun(args[which]);
  115. }
  116. const Services * CGameHandler::services() const
  117. {
  118. return VLC;
  119. }
  120. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  121. {
  122. return gs->getBattle(battleID);
  123. }
  124. const CGameHandler::GameCb * CGameHandler::game() const
  125. {
  126. return this;
  127. }
  128. vstd::CLoggerBase * CGameHandler::logger() const
  129. {
  130. return logGlobal;
  131. }
  132. events::EventBus * CGameHandler::eventBus() const
  133. {
  134. return serverEventBus.get();
  135. }
  136. CVCMIServer * CGameHandler::gameLobby() const
  137. {
  138. return lobby;
  139. }
  140. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  141. {
  142. changeSecSkill(hero, skill, 1, 0);
  143. expGiven(hero);
  144. }
  145. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  146. {
  147. // required exp for at least 1 lvl-up hasn't been reached
  148. if (!hero->gainsLevel())
  149. {
  150. return;
  151. }
  152. // give primary skill
  153. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  154. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  155. SetPrimSkill sps;
  156. sps.id = hero->id;
  157. sps.which = primarySkill;
  158. sps.abs = false;
  159. sps.val = 1;
  160. sendAndApply(&sps);
  161. HeroLevelUp hlu;
  162. hlu.player = hero->tempOwner;
  163. hlu.heroId = hero->id;
  164. hlu.primskill = primarySkill;
  165. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  166. if (hlu.skills.size() == 0)
  167. {
  168. sendAndApply(&hlu);
  169. levelUpHero(hero);
  170. }
  171. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  172. {
  173. sendAndApply(&hlu);
  174. levelUpHero(hero, hlu.skills.front());
  175. }
  176. else if (hlu.skills.size() > 1)
  177. {
  178. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  179. hlu.queryID = levelUpQuery->queryID;
  180. queries->addQuery(levelUpQuery);
  181. sendAndApply(&hlu);
  182. //level up will be called on query reply
  183. }
  184. }
  185. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  186. {
  187. SetCommanderProperty scp;
  188. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  189. if (hero)
  190. scp.heroid = hero->id;
  191. else
  192. {
  193. complain ("Commander is not led by hero!");
  194. return;
  195. }
  196. scp.accumulatedBonus.additionalInfo = 0;
  197. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  198. scp.accumulatedBonus.turnsRemain = 0;
  199. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  200. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  201. if (skill <= ECommander::SPELL_POWER)
  202. {
  203. scp.which = SetCommanderProperty::BONUS;
  204. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  205. {
  206. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  207. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  208. };
  209. switch (skill)
  210. {
  211. case ECommander::ATTACK:
  212. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  213. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  214. break;
  215. case ECommander::DEFENSE:
  216. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  217. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  218. break;
  219. case ECommander::HEALTH:
  220. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  221. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  222. break;
  223. case ECommander::DAMAGE:
  224. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  225. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  226. break;
  227. case ECommander::SPEED:
  228. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  229. break;
  230. case ECommander::SPELL_POWER:
  231. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  232. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  233. sendAndApply (&scp); //additional pack
  234. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  235. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  236. sendAndApply (&scp); //additional pack
  237. scp.accumulatedBonus.type = BonusType::CASTS;
  238. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  239. sendAndApply (&scp); //additional pack
  240. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  241. break;
  242. }
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  244. sendAndApply (&scp);
  245. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  246. scp.additionalInfo = skill;
  247. scp.amount = c->secondarySkills.at(skill) + 1;
  248. sendAndApply (&scp);
  249. }
  250. else if (skill >= 100)
  251. {
  252. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  253. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  254. scp.additionalInfo = skill; //unnormalized
  255. sendAndApply (&scp);
  256. }
  257. expGiven(hero);
  258. }
  259. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  260. {
  261. if (!c->gainsLevel())
  262. {
  263. return;
  264. }
  265. CommanderLevelUp clu;
  266. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  267. if(hero)
  268. {
  269. clu.heroId = hero->id;
  270. clu.player = hero->tempOwner;
  271. }
  272. else
  273. {
  274. complain ("Commander is not led by hero!");
  275. return;
  276. }
  277. //picking sec. skills for choice
  278. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  279. {
  280. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  281. clu.skills.push_back(i);
  282. }
  283. int i = 100;
  284. for (auto specialSkill : VLC->creh->skillRequirements)
  285. {
  286. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  287. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  288. && !vstd::contains (c->specialSkills, i))
  289. clu.skills.push_back (i);
  290. ++i;
  291. }
  292. int skillAmount = static_cast<int>(clu.skills.size());
  293. if (!skillAmount)
  294. {
  295. sendAndApply(&clu);
  296. levelUpCommander(c);
  297. }
  298. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  299. {
  300. sendAndApply(&clu);
  301. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  302. }
  303. else if (skillAmount > 1) //apply and ask for secondary skill
  304. {
  305. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  306. clu.queryID = commanderLevelUp->queryID;
  307. queries->addQuery(commanderLevelUp);
  308. sendAndApply(&clu);
  309. }
  310. }
  311. void CGameHandler::expGiven(const CGHeroInstance *hero)
  312. {
  313. if (hero->gainsLevel())
  314. levelUpHero(hero);
  315. else if (hero->commander && hero->commander->gainsLevel())
  316. levelUpCommander(hero->commander);
  317. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  318. // levelUpCommander(hero->commander);
  319. // else
  320. // levelUpHero(hero);
  321. }
  322. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  323. {
  324. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  325. {
  326. if (gs->map->levelLimit != 0)
  327. {
  328. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  329. TExpType resultingExp = abs ? val : hero->exp + val;
  330. if (resultingExp > expLimit)
  331. {
  332. // set given experience to max possible, but don't decrease if hero already over top
  333. abs = true;
  334. val = std::max(expLimit, hero->exp);
  335. InfoWindow iw;
  336. iw.player = hero->tempOwner;
  337. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  338. iw.text.replaceRawString(hero->getNameTranslated());
  339. sendAndApply(&iw);
  340. }
  341. }
  342. }
  343. SetPrimSkill sps;
  344. sps.id = hero->id;
  345. sps.which = which;
  346. sps.abs = abs;
  347. sps.val = val;
  348. sendAndApply(&sps);
  349. //only for exp - hero may level up
  350. if (which == PrimarySkill::EXPERIENCE)
  351. {
  352. if (hero->commander && hero->commander->alive)
  353. {
  354. //FIXME: trim experience according to map limit?
  355. SetCommanderProperty scp;
  356. scp.heroid = hero->id;
  357. scp.which = SetCommanderProperty::EXPERIENCE;
  358. scp.amount = val;
  359. sendAndApply (&scp);
  360. CBonusSystemNode::treeHasChanged();
  361. }
  362. expGiven(hero);
  363. }
  364. }
  365. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  366. {
  367. if(!hero)
  368. {
  369. logGlobal->error("changeSecSkill provided no hero");
  370. return;
  371. }
  372. SetSecSkill sss;
  373. sss.id = hero->id;
  374. sss.which = which;
  375. sss.val = val;
  376. sss.abs = abs;
  377. sendAndApply(&sss);
  378. if (hero->visitedTown)
  379. giveSpells(hero->visitedTown, hero);
  380. }
  381. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  382. {
  383. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  384. return;
  385. for(auto & playerConnections : connections)
  386. {
  387. PlayerColor playerId = playerConnections.first;
  388. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  389. if(!playerSettings)
  390. continue;
  391. auto playerConnection = vstd::find(playerConnections.second, c);
  392. if(playerConnection != playerConnections.second.end())
  393. {
  394. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  395. playerMessages->broadcastMessage(playerId, messageText);
  396. }
  397. }
  398. }
  399. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  400. {
  401. //prepare struct informing that action was applied
  402. auto sendPackageResponse = [&](bool succesfullyApplied)
  403. {
  404. PackageApplied applied;
  405. applied.player = pack->player;
  406. applied.result = succesfullyApplied;
  407. applied.packType = CTypeList::getInstance().getTypeID(pack);
  408. applied.requestID = pack->requestID;
  409. pack->c->sendPack(&applied);
  410. };
  411. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  412. if(isBlockedByQueries(pack, pack->player))
  413. {
  414. sendPackageResponse(false);
  415. }
  416. else if(apply)
  417. {
  418. const bool result = apply->applyOnGH(this, this->gs, pack);
  419. if(result)
  420. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  421. else
  422. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  423. % typeid(*pack).name()).str());
  424. sendPackageResponse(true);
  425. }
  426. else
  427. {
  428. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  429. sendPackageResponse(false);
  430. }
  431. vstd::clear_pointer(pack);
  432. }
  433. CGameHandler::CGameHandler()
  434. : turnTimerHandler(*this)
  435. {}
  436. CGameHandler::CGameHandler(CVCMIServer * lobby)
  437. : lobby(lobby)
  438. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  439. , battles(std::make_unique<BattleProcessor>(this))
  440. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  441. , queries(std::make_unique<QueriesProcessor>())
  442. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  443. , complainNoCreatures("No creatures to split")
  444. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  445. , complainInvalidSlot("Invalid slot accessed!")
  446. , turnTimerHandler(*this)
  447. {
  448. QID = 1;
  449. IObjectInterface::cb = this;
  450. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  451. registerTypesServerPacks(*applier);
  452. spellEnv = new ServerSpellCastEnvironment(this);
  453. }
  454. CGameHandler::~CGameHandler()
  455. {
  456. delete spellEnv;
  457. delete gs;
  458. }
  459. void CGameHandler::reinitScripting()
  460. {
  461. serverEventBus = std::make_unique<events::EventBus>();
  462. #if SCRIPTING_ENABLED
  463. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  464. #endif
  465. }
  466. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  467. {
  468. if (si->seedToBeUsed == 0)
  469. {
  470. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  471. }
  472. CMapService mapService;
  473. gs = new CGameState();
  474. gs->preInit(VLC);
  475. logGlobal->info("Gamestate created!");
  476. gs->init(&mapService, si, progressTracking);
  477. logGlobal->info("Gamestate initialized!");
  478. // reset seed, so that clients can't predict any following random values
  479. getRandomGenerator().resetSeed();
  480. for (auto & elem : gs->players)
  481. turnOrder->addPlayer(elem.first);
  482. for (auto & elem : gs->map->allHeroes)
  483. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  484. reinitScripting();
  485. }
  486. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  487. {
  488. return a.earlierThan(b);
  489. }
  490. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  491. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  492. const PlayerState * p = getPlayerState(town->tempOwner);
  493. if (!p)
  494. {
  495. assert(town->tempOwner == PlayerColor::NEUTRAL);
  496. return;
  497. }
  498. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  499. {
  500. SetAvailableCreatures ssi;
  501. ssi.tid = town->id;
  502. ssi.creatures = town->creatures;
  503. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  504. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  505. if (dwellings.empty())//no dwellings - just remove
  506. {
  507. sendAndApply(&ssi);
  508. return;
  509. }
  510. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  511. // for multi-creature dwellings like Golem Factory
  512. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  513. if (clear)
  514. {
  515. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  516. }
  517. else
  518. {
  519. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  520. }
  521. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  522. sendAndApply(&ssi);
  523. }
  524. }
  525. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  526. {
  527. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  528. turnTimerHandler.onPlayerGetTurn(which);
  529. }
  530. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  531. {
  532. const auto * playerState = gs->getPlayerState(which);
  533. assert(playerState->status == EPlayerStatus::INGAME);
  534. if (playerState->towns.empty())
  535. {
  536. DaysWithoutTown pack;
  537. pack.player = which;
  538. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  539. sendAndApply(&pack);
  540. }
  541. else
  542. {
  543. if (playerState->daysWithoutCastle.has_value())
  544. {
  545. DaysWithoutTown pack;
  546. pack.player = which;
  547. pack.daysWithoutCastle = std::nullopt;
  548. sendAndApply(&pack);
  549. }
  550. }
  551. // check for 7 days without castle
  552. checkVictoryLossConditionsForPlayer(which);
  553. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  554. if (newWeek) //new heroes in tavern
  555. heroPool->onNewWeek(which);
  556. }
  557. void CGameHandler::onNewTurn()
  558. {
  559. logGlobal->trace("Turn %d", gs->day+1);
  560. NewTurn n;
  561. n.specialWeek = NewTurn::NO_ACTION;
  562. n.creatureid = CreatureID::NONE;
  563. n.day = gs->day + 1;
  564. bool firstTurn = !getDate(Date::DAY);
  565. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  566. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  567. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  568. if (firstTurn)
  569. {
  570. for (auto obj : gs->map->objects)
  571. {
  572. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  573. {
  574. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  575. }
  576. }
  577. }
  578. if (newWeek && !firstTurn)
  579. {
  580. n.specialWeek = NewTurn::NORMAL;
  581. bool deityOfFireBuilt = false;
  582. for (const CGTownInstance *t : gs->map->towns)
  583. {
  584. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  585. {
  586. deityOfFireBuilt = true;
  587. break;
  588. }
  589. }
  590. if (deityOfFireBuilt)
  591. {
  592. n.specialWeek = NewTurn::DEITYOFFIRE;
  593. n.creatureid = CreatureID::IMP;
  594. }
  595. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  596. {
  597. int monthType = getRandomGenerator().nextInt(99);
  598. if (newMonth) //new month
  599. {
  600. if (monthType < 40) //double growth
  601. {
  602. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  603. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  604. {
  605. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  606. }
  607. else if (VLC->creh->doubledCreatures.size())
  608. {
  609. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  610. }
  611. else
  612. {
  613. complain("Cannot find creature that can be spawned!");
  614. n.specialWeek = NewTurn::NORMAL;
  615. }
  616. }
  617. else if (monthType < 50)
  618. n.specialWeek = NewTurn::PLAGUE;
  619. }
  620. else //it's a week, but not full month
  621. {
  622. if (monthType < 25)
  623. {
  624. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  625. std::pair<int, CreatureID> newMonster(54, CreatureID());
  626. do
  627. {
  628. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  629. } while (VLC->creh->objects[newMonster.second] &&
  630. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  631. n.creatureid = newMonster.second;
  632. }
  633. }
  634. }
  635. }
  636. for (auto & elem : gs->players)
  637. {
  638. if (elem.first == PlayerColor::NEUTRAL)
  639. continue;
  640. assert(elem.first.isValidPlayer());//illegal player number!
  641. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  642. hadGold.insert(playerGold);
  643. if (firstTurn)
  644. heroPool->onNewWeek(elem.first);
  645. n.res[elem.first] = elem.second.resources;
  646. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  647. {
  648. bool hasCrystalGenCreature = false;
  649. for(CGHeroInstance * hero : elem.second.heroes)
  650. {
  651. for(auto stack : hero->stacks)
  652. {
  653. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  654. {
  655. hasCrystalGenCreature = true;
  656. break;
  657. }
  658. }
  659. }
  660. if(!hasCrystalGenCreature) //not found in armies, check towns
  661. {
  662. for(CGTownInstance * town : elem.second.towns)
  663. {
  664. for(auto stack : town->stacks)
  665. {
  666. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  667. {
  668. hasCrystalGenCreature = true;
  669. break;
  670. }
  671. }
  672. }
  673. }
  674. if(hasCrystalGenCreature)
  675. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  676. }
  677. for (CGHeroInstance *h : (elem).second.heroes)
  678. {
  679. if (h->visitedTown)
  680. giveSpells(h->visitedTown, h);
  681. NewTurn::Hero hth;
  682. hth.id = h->id;
  683. auto ti = std::make_unique<TurnInfo>(h, 1);
  684. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  685. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  686. hth.mana = h->getManaNewTurn();
  687. n.heroes.insert(hth);
  688. if (!firstTurn) //not first day
  689. {
  690. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  691. {
  692. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  693. }
  694. }
  695. }
  696. }
  697. for (CGTownInstance *t : gs->map->towns)
  698. {
  699. PlayerColor player = t->tempOwner;
  700. handleTownEvents(t, n);
  701. if (newWeek) //first day of week
  702. {
  703. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  704. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  705. if (!firstTurn)
  706. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  707. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  708. if (!vstd::contains(n.cres, t->id))
  709. {
  710. n.cres[t->id].tid = t->id;
  711. n.cres[t->id].creatures = t->creatures;
  712. }
  713. auto & sac = n.cres.at(t->id);
  714. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  715. {
  716. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  717. {
  718. ui32 &availableCount = sac.creatures.at(k).first;
  719. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  720. if (n.specialWeek == NewTurn::PLAGUE)
  721. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  722. else
  723. {
  724. if (firstTurn) //first day of game: use only basic growths
  725. availableCount = cre->getGrowth();
  726. else
  727. availableCount += t->creatureGrowth(k);
  728. //Deity of fire week - upgrade both imps and upgrades
  729. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  730. availableCount += 15;
  731. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  732. {
  733. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  734. availableCount *= 2;
  735. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  736. availableCount += 5;
  737. }
  738. }
  739. }
  740. }
  741. }
  742. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  743. {
  744. n.res[player] = n.res[player] + t->dailyIncome();
  745. }
  746. if(t->hasBuilt(BuildingID::GRAIL)
  747. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  748. {
  749. // Skyship, probably easier to handle same as Veil of darkness
  750. //do it every new day after veils apply
  751. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  752. {
  753. FoWChange fw;
  754. fw.mode = ETileVisibility::REVEALED;
  755. fw.player = player;
  756. // find all hidden tiles
  757. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  758. auto shape = fow->shape();
  759. for(size_t z = 0; z < shape[0]; z++)
  760. for(size_t x = 0; x < shape[1]; x++)
  761. for(size_t y = 0; y < shape[2]; y++)
  762. if (!(*fow)[z][x][y])
  763. fw.tiles.insert(int3(x, y, z));
  764. sendAndApply (&fw);
  765. }
  766. }
  767. if (t->hasBonusOfType (BonusType::DARKNESS))
  768. {
  769. for (auto & player : gs->players)
  770. {
  771. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  772. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  773. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  774. }
  775. }
  776. }
  777. if (newMonth)
  778. {
  779. SetAvailableArtifacts saa;
  780. saa.id = ObjectInstanceID::NONE;
  781. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  782. sendAndApply(&saa);
  783. }
  784. sendAndApply(&n);
  785. if (newWeek)
  786. {
  787. //spawn wandering monsters
  788. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  789. {
  790. spawnWanderingMonsters(n.creatureid);
  791. }
  792. //new week info popup
  793. if (!firstTurn)
  794. {
  795. InfoWindow iw;
  796. switch (n.specialWeek)
  797. {
  798. case NewTurn::DOUBLE_GROWTH:
  799. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  800. iw.text.replaceNameSingular(n.creatureid);
  801. iw.text.replaceNameSingular(n.creatureid);
  802. break;
  803. case NewTurn::PLAGUE:
  804. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  805. break;
  806. case NewTurn::BONUS_GROWTH:
  807. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  808. iw.text.replaceNameSingular(n.creatureid);
  809. iw.text.replaceNameSingular(n.creatureid);
  810. break;
  811. case NewTurn::DEITYOFFIRE:
  812. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  813. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  814. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  815. iw.text.replacePositiveNumber(15);//%+d 15
  816. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  817. iw.text.replacePositiveNumber(15);//%+d 15
  818. break;
  819. default:
  820. if (newMonth)
  821. {
  822. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  823. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  824. }
  825. else
  826. {
  827. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  828. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  829. }
  830. }
  831. for (auto & elem : gs->players)
  832. {
  833. iw.player = elem.first;
  834. sendAndApply(&iw);
  835. }
  836. }
  837. }
  838. if (!firstTurn)
  839. checkVictoryLossConditionsForAll(); // check for map turn limit
  840. logGlobal->trace("Info about turn %d has been sent!", n.day);
  841. handleTimeEvents();
  842. //call objects
  843. for (auto & elem : gs->map->objects)
  844. {
  845. if (elem)
  846. elem->newTurn(getRandomGenerator());
  847. }
  848. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  849. }
  850. void CGameHandler::run(bool resume)
  851. {
  852. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  853. for (auto cc : lobby->connections)
  854. {
  855. auto players = lobby->getAllClientPlayers(cc->connectionID);
  856. std::stringstream sbuffer;
  857. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  858. for (PlayerColor color : players)
  859. {
  860. sbuffer << color << " ";
  861. {
  862. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  863. connections[color].insert(cc);
  864. }
  865. }
  866. logGlobal->info(sbuffer.str());
  867. }
  868. #if SCRIPTING_ENABLED
  869. services()->scripts()->run(serverScripts);
  870. #endif
  871. if (!resume)
  872. {
  873. onNewTurn();
  874. events::TurnStarted::defaultExecute(serverEventBus.get());
  875. for(auto & player : gs->players)
  876. turnTimerHandler.onGameplayStart(player.first);
  877. }
  878. else
  879. events::GameResumed::defaultExecute(serverEventBus.get());
  880. turnOrder->onGameStarted();
  881. //wait till game is done
  882. auto clockLast = std::chrono::steady_clock::now();
  883. while(lobby->getState() == EServerState::GAMEPLAY)
  884. {
  885. const auto clockDuration = std::chrono::steady_clock::now() - clockLast;
  886. const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
  887. clockLast += clockDuration;
  888. turnTimerHandler.update(timePassed);
  889. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  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, const PlayerColor & initiator)
  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.objectID = obj->id;
  933. ro.initiator = initiator;
  934. sendAndApply(&ro);
  935. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  936. return true;
  937. }
  938. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  939. {
  940. const CGHeroInstance *h = getHero(hid);
  941. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  942. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  943. {
  944. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  945. return true; //timer expired, no error
  946. logGlobal->error("Illegal call to move hero!");
  947. return false;
  948. }
  949. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  950. const int3 hmpos = h->convertToVisitablePos(dst);
  951. if (!gs->map->isInTheMap(hmpos))
  952. {
  953. logGlobal->error("Destination tile is outside the map!");
  954. return false;
  955. }
  956. const TerrainTile t = *getTile(hmpos);
  957. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  958. CGObjectInstance * objectToVisit = nullptr;
  959. CGObjectInstance * guardian = nullptr;
  960. if (!t.visitableObjects.empty())
  961. objectToVisit = t.visitableObjects.back();
  962. if (isInTheMap(guardPos))
  963. guardian = getTile(guardPos)->visitableObjects.back();
  964. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  965. const bool disembarking = h->boat
  966. && t.terType->isLand()
  967. && (dst == h->pos
  968. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  969. //result structure for start - movement failed, no move points used
  970. TryMoveHero tmh;
  971. tmh.id = hid;
  972. tmh.start = h->pos;
  973. tmh.end = dst;
  974. tmh.result = TryMoveHero::FAILED;
  975. tmh.movePoints = h->movementPointsRemaining();
  976. //check if destination tile is available
  977. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  978. auto ti = pathfinderHelper->getTurnInfo();
  979. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  980. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  981. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  982. const bool movingOntoObstacle = t.blocked && !t.visitable;
  983. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  984. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  985. const auto complainRet = [&](const std::string & message)
  986. {
  987. //send info about movement failure
  988. complain(message);
  989. sendAndApply(&tmh);
  990. return false;
  991. };
  992. if (guardian && getVisitingHero(guardian) != nullptr)
  993. return complainRet("Cannot move hero, destination monster is busy!");
  994. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr)
  995. return complainRet("Cannot move hero, destination object is busy!");
  996. if (objectToVisit &&
  997. objectToVisit->getOwner().isValidPlayer() &&
  998. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  999. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1000. return complainRet("Cannot move hero, destination player is busy!");
  1001. //it's a rock or blocked and not visitable tile
  1002. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1003. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1004. return complainRet("Cannot move hero, destination tile is blocked!");
  1005. //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)
  1006. if(movingOntoWater && !canFly && !canWalkOnSea)
  1007. return complainRet("Cannot move hero, destination tile is on water!");
  1008. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1009. return complainRet("Cannot disembark hero, tile is blocked!");
  1010. if(distance(h->pos, dst) >= 1.5 && !teleporting)
  1011. return complainRet("Tiles are not neighboring!");
  1012. if(h->inTownGarrison)
  1013. return complainRet("Can not move garrisoned hero!");
  1014. if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1015. return complainRet("Hero doesn't have any movement points left!");
  1016. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1017. return complainRet("Hero cannot transit over this tile!");
  1018. //several generic blocks of code
  1019. // should be called if hero changes tile but before applying TryMoveHero package
  1020. auto leaveTile = [&]()
  1021. {
  1022. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1023. {
  1024. obj->onHeroLeave(h);
  1025. }
  1026. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1027. };
  1028. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1029. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1030. {
  1031. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1032. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1033. queries->addQuery(moveQuery);
  1034. if (leavingTile == LEAVING_TILE)
  1035. leaveTile();
  1036. if (isInTheMap(guardPos))
  1037. tmh.attackedFrom = std::make_optional(guardPos);
  1038. tmh.result = result;
  1039. sendAndApply(&tmh);
  1040. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1041. { // Hero should be always able to visit any object he staying on even if there guards around
  1042. visitObjectOnTile(t, h);
  1043. }
  1044. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1045. {
  1046. objectVisited(guardian, h);
  1047. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1048. }
  1049. else if (visitDest == VISIT_DEST)
  1050. {
  1051. visitObjectOnTile(t, h);
  1052. }
  1053. queries->popIfTop(moveQuery);
  1054. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1055. return result != TryMoveHero::FAILED;
  1056. };
  1057. //interaction with blocking object (like resources)
  1058. auto blockingVisit = [&]() -> bool
  1059. {
  1060. for (CGObjectInstance *obj : t.visitableObjects)
  1061. {
  1062. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1063. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1064. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1065. {
  1066. EVisitDest visitDest = VISIT_DEST;
  1067. if(h->boat && !h->boat->onboardVisitAllowed)
  1068. visitDest = DONT_VISIT_DEST;
  1069. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1070. }
  1071. }
  1072. return false;
  1073. };
  1074. if (!transit && embarking)
  1075. {
  1076. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1077. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1078. // In H3 embark ignore guards
  1079. }
  1080. if (disembarking)
  1081. {
  1082. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1083. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1084. }
  1085. if (teleporting)
  1086. {
  1087. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1088. return true;
  1089. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1090. // visit town for town portal \ castle gates
  1091. // do not use generic visitObjectOnTile to avoid double-teleporting
  1092. // if this moveHero call was triggered by teleporter
  1093. if (objectToVisit)
  1094. {
  1095. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1096. town->onHeroVisit(h);
  1097. }
  1098. return true;
  1099. }
  1100. //still here? it is standard movement!
  1101. {
  1102. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1103. ? h->movementPointsRemaining() - cost
  1104. : 0;
  1105. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1106. EVisitDest visitDest = VISIT_DEST;
  1107. if (transit)
  1108. {
  1109. if (CGTeleport::isTeleport(objectToVisit))
  1110. visitDest = DONT_VISIT_DEST;
  1111. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1112. {
  1113. lookForGuards = IGNORE_GUARDS;
  1114. visitDest = DONT_VISIT_DEST;
  1115. }
  1116. }
  1117. else if (blockingVisit())
  1118. return true;
  1119. if(h->boat && !h->boat->onboardAssaultAllowed)
  1120. lookForGuards = IGNORE_GUARDS;
  1121. turnTimerHandler.setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1122. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1123. return true;
  1124. }
  1125. }
  1126. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1127. {
  1128. const CGHeroInstance *h = getHero(hid);
  1129. const CGTownInstance *t = getTown(dstid);
  1130. if (!h || !t)
  1131. COMPLAIN_RET("Invalid call to teleportHero!");
  1132. const CGTownInstance *from = h->visitedTown;
  1133. if (((h->getOwner() != t->getOwner())
  1134. && complain("Cannot teleport hero to another player"))
  1135. || (from->town->faction->getId() != t->town->faction->getId()
  1136. && complain("Source town and destination town should belong to the same faction"))
  1137. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1138. && complain("Hero must be in town with Castle gate for teleporting"))
  1139. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1140. && complain("Cannot teleport hero to town without Castle gate in it")))
  1141. return false;
  1142. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1143. moveHero(hid,pos,1);
  1144. return true;
  1145. }
  1146. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1147. {
  1148. PlayerColor oldOwner = getOwner(obj->id);
  1149. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1150. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1151. checkVictoryLossConditions(playerColors);
  1152. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1153. if (town) //town captured
  1154. {
  1155. if (owner.isValidPlayer()) //new owner is real player
  1156. {
  1157. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1158. setPortalDwelling(town, true, false);
  1159. }
  1160. if (oldOwner.isValidPlayer()) //old owner is real player
  1161. {
  1162. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1163. {
  1164. InfoWindow iw;
  1165. iw.player = oldOwner;
  1166. 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.
  1167. iw.text.replaceName(oldOwner);
  1168. sendAndApply(&iw);
  1169. }
  1170. }
  1171. }
  1172. const PlayerState * p = getPlayerState(owner);
  1173. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1174. {
  1175. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1176. {
  1177. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1178. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1179. }
  1180. }
  1181. }
  1182. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1183. {
  1184. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1185. queries->addQuery(dialogQuery);
  1186. iw->queryID = dialogQuery->queryID;
  1187. sendToAllClients(iw);
  1188. }
  1189. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1190. {
  1191. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1192. queries->addQuery(dialogQuery);
  1193. iw->queryID = dialogQuery->queryID;
  1194. sendToAllClients(iw);
  1195. }
  1196. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1197. {
  1198. if (!val) return; //don't waste time on empty call
  1199. TResources resources;
  1200. resources[which] = val;
  1201. giveResources(player, resources);
  1202. }
  1203. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1204. {
  1205. SetResources sr;
  1206. sr.abs = false;
  1207. sr.player = player;
  1208. sr.res = resources;
  1209. sendAndApply(&sr);
  1210. }
  1211. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1212. {
  1213. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1214. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1215. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1216. //first we move creatures to give to make them army of object-source
  1217. for (auto & elem : creatures.Slots())
  1218. {
  1219. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1220. }
  1221. tryJoiningArmy(obj, h, remove, true);
  1222. }
  1223. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1224. {
  1225. std::vector<CStackBasicDescriptor> cres = creatures;
  1226. if (cres.size() <= 0)
  1227. return;
  1228. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1229. for (CStackBasicDescriptor &sbd : cres)
  1230. {
  1231. TQuantity collected = 0;
  1232. while(collected < sbd.count)
  1233. {
  1234. bool foundSth = false;
  1235. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1236. {
  1237. if (i->second->type == sbd.type)
  1238. {
  1239. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1240. changeStackCount(StackLocation(obj, i->first), -take, false);
  1241. collected += take;
  1242. foundSth = true;
  1243. break;
  1244. }
  1245. }
  1246. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1247. {
  1248. complain("Unexpected failure during taking creatures!");
  1249. return;
  1250. }
  1251. }
  1252. }
  1253. }
  1254. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1255. {
  1256. HeroVisitCastle vc;
  1257. vc.hid = hero->id;
  1258. vc.tid = obj->id;
  1259. vc.flags |= 1;
  1260. sendAndApply(&vc);
  1261. visitCastleObjects(obj, hero);
  1262. giveSpells (obj, hero);
  1263. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1264. }
  1265. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1266. {
  1267. for (auto building : t->bonusingBuildings)
  1268. building->onHeroVisit(h);
  1269. }
  1270. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1271. {
  1272. HeroVisitCastle vc;
  1273. vc.hid = hero->id;
  1274. vc.tid = obj->id;
  1275. sendAndApply(&vc);
  1276. }
  1277. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1278. {
  1279. EraseArtifact ea;
  1280. ea.al = al;
  1281. sendAndApply(&ea);
  1282. }
  1283. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1284. {
  1285. ChangeSpells cs;
  1286. cs.hid = hero->id;
  1287. cs.spells = spells;
  1288. cs.learn = give;
  1289. sendAndApply(&cs);
  1290. }
  1291. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1292. {
  1293. sendAndApply(bonus);
  1294. }
  1295. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1296. {
  1297. sendAndApply(smp);
  1298. }
  1299. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1300. {
  1301. SetMana sm;
  1302. sm.hid = hid;
  1303. sm.val = val;
  1304. sm.absolute = true;
  1305. sendAndApply(&sm);
  1306. }
  1307. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1308. {
  1309. GiveHero gh;
  1310. gh.id = id;
  1311. gh.player = player;
  1312. gh.boatId = boatId;
  1313. sendAndApply(&gh);
  1314. //Reveal fow around new hero, especially released from Prison
  1315. auto h = getHero(id);
  1316. changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
  1317. }
  1318. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1319. {
  1320. ChangeObjPos cop;
  1321. cop.objid = objid;
  1322. cop.nPos = newPos;
  1323. cop.initiator = initiator;
  1324. sendAndApply(&cop);
  1325. }
  1326. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1327. {
  1328. const CGHeroInstance * h1 = getHero(fromHero);
  1329. const CGHeroInstance * h2 = getHero(toHero);
  1330. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1331. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1332. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1333. {
  1334. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1335. std::swap(fromHero, toHero);
  1336. }
  1337. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1338. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1339. return;//no scholar skill or no spellbook
  1340. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  1341. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  1342. ChangeSpells cs1;
  1343. cs1.learn = true;
  1344. cs1.hid = toHero;//giving spells to first hero
  1345. for (auto it : h1->getSpellsInSpellbook())
  1346. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1347. cs1.spells.insert(it);//spell to learn
  1348. ChangeSpells cs2;
  1349. cs2.learn = true;
  1350. cs2.hid = fromHero;
  1351. for (auto it : h2->getSpellsInSpellbook())
  1352. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1353. cs2.spells.insert(it);
  1354. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1355. {
  1356. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1357. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1358. InfoWindow iw;
  1359. iw.player = h1->tempOwner;
  1360. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1361. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1362. iw.text.replaceRawString(h1->getNameTranslated());
  1363. if (!cs2.spells.empty())//if found new spell - apply
  1364. {
  1365. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1366. int size = static_cast<int>(cs2.spells.size());
  1367. for (auto it : cs2.spells)
  1368. {
  1369. iw.components.emplace_back(ComponentType::SPELL, it);
  1370. iw.text.appendName(it);
  1371. switch (size--)
  1372. {
  1373. case 2:
  1374. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1375. case 1:
  1376. break;
  1377. default:
  1378. iw.text.appendRawString(", ");
  1379. }
  1380. }
  1381. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1382. iw.text.replaceRawString(h2->getNameTranslated());
  1383. sendAndApply(&cs2);
  1384. }
  1385. if (!cs1.spells.empty() && !cs2.spells.empty())
  1386. {
  1387. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1388. }
  1389. if (!cs1.spells.empty())
  1390. {
  1391. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1392. int size = static_cast<int>(cs1.spells.size());
  1393. for (auto it : cs1.spells)
  1394. {
  1395. iw.components.emplace_back(ComponentType::SPELL, it);
  1396. iw.text.appendName(it);
  1397. switch (size--)
  1398. {
  1399. case 2:
  1400. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1401. case 1:
  1402. break;
  1403. default:
  1404. iw.text.appendRawString(", ");
  1405. }
  1406. }
  1407. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1408. iw.text.replaceRawString(h2->getNameTranslated());
  1409. sendAndApply(&cs1);
  1410. }
  1411. sendAndApply(&iw);
  1412. }
  1413. }
  1414. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1415. {
  1416. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1417. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1418. {
  1419. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1420. ExchangeDialog hex;
  1421. hex.queryID = exchange->queryID;
  1422. hex.player = h1->getOwner();
  1423. hex.hero1 = hero1;
  1424. hex.hero2 = hero2;
  1425. sendAndApply(&hex);
  1426. useScholarSkill(hero1,hero2);
  1427. queries->addQuery(exchange);
  1428. }
  1429. }
  1430. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1431. {
  1432. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1433. for (auto c : lobby->connections)
  1434. {
  1435. if(!c->isOpen())
  1436. continue;
  1437. c->sendPack(pack);
  1438. }
  1439. }
  1440. void CGameHandler::sendAndApply(CPackForClient * pack)
  1441. {
  1442. sendToAllClients(pack);
  1443. gs->apply(pack);
  1444. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1445. }
  1446. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1447. {
  1448. sendAndApply(static_cast<CPackForClient *>(pack));
  1449. checkVictoryLossConditionsForAll();
  1450. }
  1451. void CGameHandler::sendAndApply(SetResources * pack)
  1452. {
  1453. sendAndApply(static_cast<CPackForClient *>(pack));
  1454. checkVictoryLossConditionsForPlayer(pack->player);
  1455. }
  1456. void CGameHandler::sendAndApply(NewStructures * pack)
  1457. {
  1458. sendAndApply(static_cast<CPackForClient *>(pack));
  1459. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1460. }
  1461. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1462. {
  1463. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1464. }
  1465. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1466. {
  1467. if(pack->c)
  1468. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1469. logNetwork->error("Player is not allowed to perform this action!");
  1470. throw ExceptionNotAllowedAction();
  1471. }
  1472. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1473. {
  1474. std::ostringstream oss;
  1475. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1476. logNetwork->error(oss.str());
  1477. if(pack->c)
  1478. playerMessages->sendSystemMessage(pack->c, oss.str());
  1479. }
  1480. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1481. {
  1482. if(!isPlayerOwns(pack, id))
  1483. {
  1484. wrongPlayerMessage(pack, getOwner(id));
  1485. throwNotAllowedAction(pack);
  1486. }
  1487. }
  1488. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1489. {
  1490. throwIfWrongPlayer(pack, pack->player);
  1491. }
  1492. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1493. {
  1494. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1495. {
  1496. wrongPlayerMessage(pack, player);
  1497. throwNotAllowedAction(pack);
  1498. }
  1499. }
  1500. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1501. {
  1502. complain(txt);
  1503. throwNotAllowedAction(pack);
  1504. }
  1505. void CGameHandler::save(const std::string & filename)
  1506. {
  1507. logGlobal->info("Saving to %s", filename);
  1508. const auto stem = FileInfo::GetPathStem(filename);
  1509. const auto savefname = stem.to_string() + ".vsgm1";
  1510. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1511. CResourceHandler::get("local")->createResource(savefname);
  1512. try
  1513. {
  1514. {
  1515. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1516. saveCommonState(save);
  1517. logGlobal->info("Saving server state");
  1518. save << *this;
  1519. }
  1520. logGlobal->info("Game has been successfully saved!");
  1521. }
  1522. catch(std::exception &e)
  1523. {
  1524. logGlobal->error("Failed to save game: %s", e.what());
  1525. }
  1526. }
  1527. bool CGameHandler::load(const std::string & filename)
  1528. {
  1529. logGlobal->info("Loading from %s", filename);
  1530. const auto stem = FileInfo::GetPathStem(filename);
  1531. reinitScripting();
  1532. try
  1533. {
  1534. {
  1535. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1536. loadCommonState(lf);
  1537. logGlobal->info("Loading server state");
  1538. lf >> *this;
  1539. }
  1540. logGlobal->info("Game has been successfully loaded!");
  1541. }
  1542. catch(const ModIncompatibility & e)
  1543. {
  1544. logGlobal->error("Failed to load game: %s", e.what());
  1545. std::string errorMsg;
  1546. if(!e.whatMissing().empty())
  1547. {
  1548. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1549. errorMsg += e.whatMissing();
  1550. }
  1551. if(!e.whatExcessive().empty())
  1552. {
  1553. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1554. errorMsg += e.whatExcessive();
  1555. }
  1556. lobby->announceMessage(errorMsg);
  1557. return false;
  1558. }
  1559. catch(const IdentifierResolutionException & e)
  1560. {
  1561. logGlobal->error("Failed to load game: %s", e.what());
  1562. MetaString errorMsg;
  1563. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1564. errorMsg.replaceRawString(e.identifierName);
  1565. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1566. return false;
  1567. }
  1568. catch(const std::exception & e)
  1569. {
  1570. logGlobal->error("Failed to load game: %s", e.what());
  1571. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1572. return false;
  1573. }
  1574. gs->preInit(VLC);
  1575. gs->updateOnLoad(lobby->si.get());
  1576. return true;
  1577. }
  1578. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1579. {
  1580. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1581. return false;
  1582. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1583. const CCreatureSet & creatureSet = *army;
  1584. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1585. || (howMany < 1 && complain("Invalid split parameter!")))
  1586. {
  1587. return false;
  1588. }
  1589. auto actualAmount = army->getStackCount(slotSrc);
  1590. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1591. return false;
  1592. auto freeSlots = creatureSet.getFreeSlots();
  1593. if(freeSlots.empty() && complain("No empty stacks"))
  1594. return false;
  1595. BulkRebalanceStacks bulkRS;
  1596. for(auto slot : freeSlots)
  1597. {
  1598. RebalanceStacks rs;
  1599. rs.srcArmy = army->id;
  1600. rs.dstArmy = army->id;
  1601. rs.srcSlot = slotSrc;
  1602. rs.dstSlot = slot;
  1603. rs.count = howMany;
  1604. bulkRS.moves.push_back(rs);
  1605. actualAmount -= howMany;
  1606. if(actualAmount <= howMany)
  1607. break;
  1608. }
  1609. sendAndApply(&bulkRS);
  1610. return true;
  1611. }
  1612. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1613. {
  1614. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1615. return false;
  1616. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1617. const CCreatureSet & creatureSet = *army;
  1618. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1619. return false;
  1620. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1621. if(actualAmount < 1 && complain(complainNoCreatures))
  1622. return false;
  1623. auto currentCreature = creatureSet.getCreature(slotSrc);
  1624. if(!currentCreature && complain(complainNoCreatures))
  1625. return false;
  1626. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1627. if(!creatureSlots.size())
  1628. return false;
  1629. BulkRebalanceStacks bulkRS;
  1630. for(auto slot : creatureSlots)
  1631. {
  1632. RebalanceStacks rs;
  1633. rs.srcArmy = army->id;
  1634. rs.dstArmy = army->id;
  1635. rs.srcSlot = slot;
  1636. rs.dstSlot = slotSrc;
  1637. rs.count = creatureSet.getStackCount(slot);
  1638. bulkRS.moves.push_back(rs);
  1639. }
  1640. sendAndApply(&bulkRS);
  1641. return true;
  1642. }
  1643. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1644. {
  1645. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1646. return false;
  1647. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1648. const CCreatureSet & setSrc = *armySrc;
  1649. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1650. return false;
  1651. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1652. const CCreatureSet & setDest = *armyDest;
  1653. auto freeSlots = setDest.getFreeSlotsQueue();
  1654. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1655. TRebalanceMap moves;
  1656. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1657. auto slotsLeft = setSrc.stacksCount();
  1658. auto destMap = setDest.getCreatureMap();
  1659. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1660. while(!srcQueue.empty())
  1661. {
  1662. auto pair = srcQueue.top();
  1663. srcQueue.pop();
  1664. auto currCreature = pair.first;
  1665. auto currSlot = pair.second;
  1666. const auto quantity = setSrc.getStackCount(currSlot);
  1667. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1668. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1669. if(!alreadyExists)
  1670. {
  1671. if(freeSlots.empty())
  1672. continue;
  1673. auto currFreeSlot = freeSlots.front();
  1674. freeSlots.pop();
  1675. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1676. }
  1677. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1678. slotsLeft--;
  1679. }
  1680. if(slotsLeft == 1)
  1681. {
  1682. auto lastCreature = setSrc.getCreature(srcSlot);
  1683. auto slotToMove = SlotID();
  1684. // Try to find a slot for last creature
  1685. if(destMap.find(lastCreature) == destMap.end())
  1686. {
  1687. if(!freeSlots.empty())
  1688. slotToMove = freeSlots.front();
  1689. }
  1690. else
  1691. {
  1692. slotToMove = destMap[lastCreature];
  1693. }
  1694. if(slotToMove != SlotID())
  1695. {
  1696. const bool needsLastStack = armySrc->needsLastStack();
  1697. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1698. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1699. }
  1700. }
  1701. BulkRebalanceStacks bulkRS;
  1702. for(auto & move : moves)
  1703. {
  1704. RebalanceStacks rs;
  1705. rs.srcArmy = armySrc->id;
  1706. rs.dstArmy = armyDest->id;
  1707. rs.srcSlot = move.first;
  1708. rs.dstSlot = move.second.first;
  1709. rs.count = move.second.second;
  1710. bulkRS.moves.push_back(rs);
  1711. }
  1712. sendAndApply(&bulkRS);
  1713. return true;
  1714. }
  1715. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1716. {
  1717. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1718. return false;
  1719. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1720. const CCreatureSet & creatureSet = *army;
  1721. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1722. return false;
  1723. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1724. if(actualAmount <= 1 && complain(complainNoCreatures))
  1725. return false;
  1726. auto freeSlot = creatureSet.getFreeSlot();
  1727. auto currentCreature = creatureSet.getCreature(slotSrc);
  1728. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1729. return true;
  1730. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1731. TQuantity totalCreatures = 0;
  1732. for(auto slot : creatureSlots)
  1733. totalCreatures += creatureSet.getStackCount(slot);
  1734. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1735. return false;
  1736. if(freeSlot != SlotID())
  1737. creatureSlots.push_back(freeSlot);
  1738. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1739. return false;
  1740. const auto totalCreatureSlots = creatureSlots.size();
  1741. const auto rem = totalCreatures % totalCreatureSlots;
  1742. const auto quotient = totalCreatures / totalCreatureSlots;
  1743. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1744. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1745. BulkSmartRebalanceStacks bulkSRS;
  1746. if(freeSlot != SlotID())
  1747. {
  1748. RebalanceStacks rs;
  1749. rs.srcArmy = rs.dstArmy = army->id;
  1750. rs.srcSlot = slotSrc;
  1751. rs.dstSlot = freeSlot;
  1752. rs.count = 1;
  1753. bulkSRS.moves.push_back(rs);
  1754. }
  1755. auto currSlot = 0;
  1756. auto check = 0;
  1757. for(auto slot : creatureSlots)
  1758. {
  1759. ChangeStackCount csc;
  1760. csc.army = army->id;
  1761. csc.slot = slot;
  1762. csc.count = (currSlot < rem)
  1763. ? quotient + 1
  1764. : quotient;
  1765. csc.absoluteValue = true;
  1766. bulkSRS.changes.push_back(csc);
  1767. currSlot++;
  1768. check += csc.count;
  1769. }
  1770. if(check != totalCreatures)
  1771. {
  1772. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1773. return false;
  1774. }
  1775. sendAndApply(&bulkSRS);
  1776. return true;
  1777. }
  1778. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1779. {
  1780. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1781. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1782. const CCreatureSet & S1 = *s1;
  1783. const CCreatureSet & S2 = *s2;
  1784. StackLocation sl1(s1, p1), sl2(s2, p2);
  1785. if (s1 == nullptr || s2 == nullptr)
  1786. {
  1787. complain("Cannot exchange stacks between non-existing objects!!\n");
  1788. return false;
  1789. }
  1790. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1791. {
  1792. complain(complainInvalidSlot);
  1793. return false;
  1794. }
  1795. if (!isAllowedExchange(id1,id2))
  1796. {
  1797. complain("Cannot exchange stacks between these two objects!\n");
  1798. return false;
  1799. }
  1800. // We can always put stacks into locked garrison, but not take them out of it
  1801. auto notRemovable = [&](const CArmedInstance * army)
  1802. {
  1803. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1804. {
  1805. auto g = dynamic_cast<const CGGarrison *>(army);
  1806. if (g && !g->removableUnits)
  1807. {
  1808. complain("Stacks in this garrison are not removable!\n");
  1809. return true;
  1810. }
  1811. }
  1812. return false;
  1813. };
  1814. if (what==1) //swap
  1815. {
  1816. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1817. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1818. {
  1819. complain("Can't take troops from another player!");
  1820. return false;
  1821. }
  1822. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1823. {
  1824. complain("Cannot swap stacks - slots are the same!");
  1825. return false;
  1826. }
  1827. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1828. {
  1829. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1830. return false;
  1831. }
  1832. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1833. return false;
  1834. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1835. return false;
  1836. swapStacks(sl1, sl2);
  1837. }
  1838. else if (what==2)//merge
  1839. {
  1840. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1841. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1842. return false;
  1843. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1844. {
  1845. complain("Cannot merge empty stack!");
  1846. return false;
  1847. }
  1848. else if (notRemovable(sl1.army))
  1849. return false;
  1850. moveStack(sl1, sl2);
  1851. }
  1852. else if (what==3) //split
  1853. {
  1854. const int countToMove = val - s2->getStackCount(p2);
  1855. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1856. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1857. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1858. {
  1859. complain("Can't move troops of another player!");
  1860. return false;
  1861. }
  1862. //general conditions checking
  1863. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1864. || (val<1 && complain(complainNoCreatures)) )
  1865. {
  1866. return false;
  1867. }
  1868. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1869. {
  1870. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1871. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1872. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1873. )
  1874. {
  1875. return false;
  1876. }
  1877. if (notRemovable(sl1.army))
  1878. {
  1879. if (s1->getStackCount(p1) > countLeftOnSrc)
  1880. return false;
  1881. }
  1882. else if (notRemovable(sl2.army))
  1883. {
  1884. if (s2->getStackCount(p1) < countLeftOnSrc)
  1885. return false;
  1886. }
  1887. moveStack(sl1, sl2, countToMove);
  1888. //S2.slots[p2]->count = val;
  1889. //S1.slots[p1]->count = total - val;
  1890. }
  1891. else //split one stack to the two
  1892. {
  1893. if (s1->getStackCount(p1) < val)//not enough creatures
  1894. {
  1895. complain(complainNotEnoughCreatures);
  1896. return false;
  1897. }
  1898. if (notRemovable(sl1.army))
  1899. return false;
  1900. moveStack(sl1, sl2, val);
  1901. }
  1902. }
  1903. return true;
  1904. }
  1905. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1906. {
  1907. return connections.at(player).count(c);
  1908. }
  1909. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1910. {
  1911. return connections.at(left) == connections.at(right);
  1912. }
  1913. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1914. {
  1915. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1916. if (!vstd::contains(s1->stacks,pos))
  1917. {
  1918. complain("Illegal call to disbandCreature - no such stack in army!");
  1919. return false;
  1920. }
  1921. eraseStack(StackLocation(s1, pos));
  1922. return true;
  1923. }
  1924. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1925. {
  1926. const CGTownInstance * t = getTown(tid);
  1927. if(!t)
  1928. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1929. if(!t->town->buildings.count(requestedID))
  1930. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1931. if(t->hasBuilt(requestedID))
  1932. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1933. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1934. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1935. std::vector<const CBuilding*> remainingAutoBuildings;
  1936. std::set<BuildingID> buildingsThatWillBe;
  1937. //Check validity of request
  1938. if(!force)
  1939. {
  1940. switch(requestedBuilding->mode)
  1941. {
  1942. case CBuilding::BUILD_NORMAL :
  1943. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1944. COMPLAIN_RET("Cannot build that building!");
  1945. break;
  1946. case CBuilding::BUILD_AUTO :
  1947. case CBuilding::BUILD_SPECIAL:
  1948. COMPLAIN_RET("This building can not be constructed normally!");
  1949. case CBuilding::BUILD_GRAIL :
  1950. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1951. {
  1952. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1953. COMPLAIN_RET("Cannot build this without grail!")
  1954. else
  1955. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1956. }
  1957. break;
  1958. }
  1959. }
  1960. //Performs stuff that has to be done before new building is built
  1961. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1962. {
  1963. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1964. {
  1965. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1966. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1967. if(upgradeNumber >= t->town->creatures.at(level).size())
  1968. {
  1969. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1970. "no creature found (upgrade number %d, level %d!")
  1971. % buildingID % upgradeNumber % level));
  1972. return;
  1973. }
  1974. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  1975. SetAvailableCreatures ssi;
  1976. ssi.tid = t->id;
  1977. ssi.creatures = t->creatures;
  1978. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1979. ssi.creatures[level].first = crea->getGrowth();
  1980. ssi.creatures[level].second.push_back(crea->getId());
  1981. sendAndApply(&ssi);
  1982. }
  1983. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1984. {
  1985. setPortalDwelling(t);
  1986. }
  1987. };
  1988. //Performs stuff that has to be done after new building is built
  1989. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1990. {
  1991. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1992. auto isLibrary = isMageGuild ? false
  1993. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1994. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1995. {
  1996. if(t->visitingHero)
  1997. giveSpells(t,t->visitingHero);
  1998. if(t->garrisonHero)
  1999. giveSpells(t,t->garrisonHero);
  2000. }
  2001. };
  2002. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2003. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2004. {
  2005. return buildingsThatWillBe.count(buildID);
  2006. };
  2007. //Init the vectors
  2008. for(auto & build : t->town->buildings)
  2009. {
  2010. if(t->hasBuilt(build.first))
  2011. {
  2012. buildingsThatWillBe.insert(build.first);
  2013. }
  2014. else
  2015. {
  2016. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2017. remainingAutoBuildings.push_back(build.second);
  2018. }
  2019. }
  2020. //Prepare structure (list of building ids will be filled later)
  2021. NewStructures ns;
  2022. ns.tid = tid;
  2023. ns.builded = force ? t->builded : (t->builded+1);
  2024. std::queue<const CBuilding*> buildingsToAdd;
  2025. buildingsToAdd.push(requestedBuilding);
  2026. while(!buildingsToAdd.empty())
  2027. {
  2028. auto b = buildingsToAdd.front();
  2029. buildingsToAdd.pop();
  2030. ns.bid.insert(b->bid);
  2031. buildingsThatWillBe.insert(b->bid);
  2032. remainingAutoBuildings -= b;
  2033. for(auto autoBuilding : remainingAutoBuildings)
  2034. {
  2035. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2036. if(actualRequirements.test(areRequirementsFullfilled))
  2037. buildingsToAdd.push(autoBuilding);
  2038. }
  2039. }
  2040. // 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.
  2041. for(auto builtID : ns.bid)
  2042. processBeforeBuiltStructure(builtID);
  2043. //Take cost
  2044. if(!force)
  2045. giveResources(t->tempOwner, -requestedBuilding->resources);
  2046. //We know what has been built, apply changes. Do this as final step to properly update town window
  2047. sendAndApply(&ns);
  2048. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2049. for(auto builtID : ns.bid)
  2050. processAfterBuiltStructure(builtID);
  2051. // now when everything is built - reveal tiles for lookout tower
  2052. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2053. if(t->visitingHero)
  2054. visitCastleObjects(t, t->visitingHero);
  2055. if(t->garrisonHero)
  2056. visitCastleObjects(t, t->garrisonHero);
  2057. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2058. return true;
  2059. }
  2060. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2061. {
  2062. ///incomplete, simply erases target building
  2063. const CGTownInstance * t = getTown(tid);
  2064. if (!vstd::contains(t->builtBuildings, bid))
  2065. return false;
  2066. RazeStructures rs;
  2067. rs.tid = tid;
  2068. rs.bid.insert(bid);
  2069. rs.destroyed = t->destroyed + 1;
  2070. sendAndApply(&rs);
  2071. //TODO: Remove dwellers
  2072. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2073. // {
  2074. // RemoveBonus rb(RemoveBonus::TOWN);
  2075. // rb.whoID = t->id;
  2076. // rb.source = BonusSource::TOWN_STRUCTURE;
  2077. // rb.id = 17;
  2078. // sendAndApply(&rb);
  2079. // }
  2080. return true;
  2081. }
  2082. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2083. {
  2084. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2085. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2086. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2087. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2088. const CCreature * c = VLC->creh->objects.at(crid);
  2089. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2090. //TODO: check if hero is actually visiting object
  2091. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2092. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2093. if (town)
  2094. {
  2095. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2096. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2097. }
  2098. else
  2099. {
  2100. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2101. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2102. }
  2103. //verify
  2104. bool found = false;
  2105. int level = 0;
  2106. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2107. {
  2108. if ((fromLvl != -1) && (level !=fromLvl))
  2109. continue;
  2110. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2111. int i = 0;
  2112. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2113. if (cur.second.at(i) == crid)
  2114. break;
  2115. if (i < cur.second.size())
  2116. {
  2117. found = true;
  2118. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2119. break;
  2120. }
  2121. }
  2122. SlotID slot = army->getSlotFor(crid);
  2123. if ((!found && complain("Cannot recruit: no such creatures!"))
  2124. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2125. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2126. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2127. {
  2128. return false;
  2129. }
  2130. //recruit
  2131. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2132. SetAvailableCreatures sac;
  2133. sac.tid = objid;
  2134. sac.creatures = dwelling->creatures;
  2135. sac.creatures[level].first -= cram;
  2136. sendAndApply(&sac);
  2137. if (warMachine)
  2138. {
  2139. ArtifactID artId = c->warMachine;
  2140. const CArtifact * art = artId.toArtifact();
  2141. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2142. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2143. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2144. return giveHeroNewArtifact(hero, art);
  2145. }
  2146. else
  2147. {
  2148. addToSlot(StackLocation(army, slot), c, cram);
  2149. }
  2150. return true;
  2151. }
  2152. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2153. {
  2154. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2155. if (!obj->hasStackAtSlot(pos))
  2156. {
  2157. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2158. }
  2159. UpgradeInfo ui;
  2160. fillUpgradeInfo(obj, pos, ui);
  2161. PlayerColor player = obj->tempOwner;
  2162. const PlayerState *p = getPlayerState(player);
  2163. int crQuantity = obj->stacks.at(pos)->count;
  2164. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2165. //check if upgrade is possible
  2166. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2167. {
  2168. return false;
  2169. }
  2170. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2171. //check if player has enough resources
  2172. if (!p->resources.canAfford(totalCost))
  2173. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2174. //take resources
  2175. giveResources(player, -totalCost);
  2176. //upgrade creature
  2177. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2178. return true;
  2179. }
  2180. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2181. {
  2182. if (!sl.army->hasStackAtSlot(sl.slot))
  2183. COMPLAIN_RET("Cannot find a stack to change type");
  2184. SetStackType sst;
  2185. sst.army = sl.army->id;
  2186. sst.slot = sl.slot;
  2187. sst.type = c->getId();
  2188. sendAndApply(&sst);
  2189. return true;
  2190. }
  2191. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2192. {
  2193. assert(src->canBeMergedWith(*dst, allowMerging));
  2194. while(src->stacksCount())//while there are unmoved creatures
  2195. {
  2196. auto i = src->Slots().begin(); //iterator to stack to move
  2197. StackLocation sl(src, i->first); //location of stack to move
  2198. SlotID pos = dst->getSlotFor(i->second->type);
  2199. if (!pos.validSlot())
  2200. {
  2201. //try to merge two other stacks to make place
  2202. std::pair<SlotID, SlotID> toMerge;
  2203. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2204. {
  2205. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2206. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2207. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2208. }
  2209. else
  2210. {
  2211. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2212. return;
  2213. }
  2214. }
  2215. else
  2216. {
  2217. moveStack(sl, StackLocation(dst, pos));
  2218. }
  2219. }
  2220. }
  2221. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2222. {
  2223. const CGTownInstance * town = getTown(tid);
  2224. if(!town->garrisonHero == !town->visitingHero)
  2225. return false;
  2226. SetHeroesInTown intown;
  2227. intown.tid = tid;
  2228. if(town->garrisonHero) //garrison -> vising
  2229. {
  2230. intown.garrison = ObjectInstanceID();
  2231. intown.visiting = town->garrisonHero->id;
  2232. }
  2233. else //visiting -> garrison
  2234. {
  2235. if(town->armedGarrison())
  2236. town->mergeGarrisonOnSiege();
  2237. intown.visiting = ObjectInstanceID();
  2238. intown.garrison = town->visitingHero->id;
  2239. }
  2240. sendAndApply(&intown);
  2241. return true;
  2242. }
  2243. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2244. {
  2245. const CGTownInstance * town = getTown(tid);
  2246. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2247. {
  2248. if (!town->visitingHero->canBeMergedWith(*town))
  2249. {
  2250. complain("Cannot make garrison swap, not enough free slots!");
  2251. return false;
  2252. }
  2253. moveArmy(town, town->visitingHero, true);
  2254. SetHeroesInTown intown;
  2255. intown.tid = tid;
  2256. intown.visiting = ObjectInstanceID();
  2257. intown.garrison = town->visitingHero->id;
  2258. sendAndApply(&intown);
  2259. return true;
  2260. }
  2261. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2262. {
  2263. //check if moving hero out of town will break 8 wandering heroes limit
  2264. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2265. {
  2266. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2267. return false;
  2268. }
  2269. SetHeroesInTown intown;
  2270. intown.tid = tid;
  2271. intown.garrison = ObjectInstanceID();
  2272. intown.visiting = town->garrisonHero->id;
  2273. sendAndApply(&intown);
  2274. return true;
  2275. }
  2276. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2277. {
  2278. SetHeroesInTown intown;
  2279. intown.tid = tid;
  2280. intown.garrison = town->visitingHero->id;
  2281. intown.visiting = town->garrisonHero->id;
  2282. sendAndApply(&intown);
  2283. return true;
  2284. }
  2285. else
  2286. {
  2287. complain("Cannot swap garrison hero!");
  2288. return false;
  2289. }
  2290. }
  2291. // With the amount of changes done to the function, it's more like transferArtifacts.
  2292. // 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.
  2293. bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst)
  2294. {
  2295. const auto srcArtSet = getArtSet(src);
  2296. const auto dstArtSet = getArtSet(dst);
  2297. assert(srcArtSet);
  2298. assert(dstArtSet);
  2299. // Make sure exchange is even possible between the two heroes.
  2300. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2301. COMPLAIN_RET("That heroes cannot make any exchange!");
  2302. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2303. const auto dstArtifact = dstArtSet->getArt(dst.slot);
  2304. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dst.slot) : false;
  2305. if(srcArtifact == nullptr)
  2306. COMPLAIN_RET("No artifact to move!");
  2307. if(dstArtifact && getHero(src.artHolder)->getOwner() != getHero(dst.artHolder)->getOwner() && !isDstSlotBackpack)
  2308. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2309. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2310. // Moving to the backpack is always allowed.
  2311. if((!srcArtifact || !isDstSlotBackpack) && srcArtifact && !srcArtifact->canBePutAt(dstArtSet, dst.slot, true))
  2312. COMPLAIN_RET("Cannot move artifact!");
  2313. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2314. auto dstSlotInfo = dstArtSet->getSlot(dst.slot);
  2315. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2316. COMPLAIN_RET("Cannot move artifact locks.");
  2317. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2318. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2319. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2320. COMPLAIN_RET("Cannot move catapult!");
  2321. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2322. COMPLAIN_RET("Backpack is full!");
  2323. auto dstSlot = std::min(dst.slot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2324. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2325. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2326. BulkMoveArtifacts ma(src.artHolder, dst.artHolder, false);
  2327. ma.srcCreature = src.creature;
  2328. ma.dstCreature = dst.creature;
  2329. // Check if dst slot is occupied
  2330. if(!isDstSlotBackpack && dstArtifact)
  2331. {
  2332. // Previous artifact must be removed
  2333. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2334. ma.swap = true;
  2335. }
  2336. auto hero = getHero(dst.artHolder);
  2337. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2338. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2339. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2340. if(src.artHolder != dst.artHolder)
  2341. ma.askAssemble = true;
  2342. sendAndApply(&ma);
  2343. return true;
  2344. }
  2345. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack)
  2346. {
  2347. // Make sure exchange is even possible between the two heroes.
  2348. if(!isAllowedExchange(srcHero, dstHero))
  2349. COMPLAIN_RET("That heroes cannot make any exchange!");
  2350. auto psrcHero = getHero(srcHero);
  2351. auto pdstHero = getHero(dstHero);
  2352. if((!psrcHero) || (!pdstHero))
  2353. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2354. BulkMoveArtifacts ma(srcHero, dstHero, swap);
  2355. auto & slotsSrcDst = ma.artsPack0;
  2356. auto & slotsDstSrc = ma.artsPack1;
  2357. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2358. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2359. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2360. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2361. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2362. {
  2363. assert(artifact);
  2364. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2365. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2366. {
  2367. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2368. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2369. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2370. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2371. }
  2372. };
  2373. if(swap)
  2374. {
  2375. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2376. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2377. {
  2378. for(auto & artifact : srcHero->artifactsWorn)
  2379. {
  2380. if(ArtifactUtils::isArtRemovable(artifact))
  2381. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2382. }
  2383. };
  2384. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2385. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2386. {
  2387. for(auto & slotInfo : artSet->artifactsInBackpack)
  2388. {
  2389. auto slot = artSet->getArtPos(slotInfo.artifact);
  2390. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2391. }
  2392. };
  2393. if(equipped)
  2394. {
  2395. // Move over artifacts that are worn srcHero -> dstHero
  2396. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2397. artFittingSet.artifactsWorn.clear();
  2398. // Move over artifacts that are worn dstHero -> srcHero
  2399. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2400. }
  2401. if(backpack)
  2402. {
  2403. // Move over artifacts that are in backpack srcHero -> dstHero
  2404. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2405. // Move over artifacts that are in backpack dstHero -> srcHero
  2406. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2407. }
  2408. }
  2409. else
  2410. {
  2411. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2412. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2413. if(equipped)
  2414. {
  2415. // Move over artifacts that are worn
  2416. for(auto & artInfo : psrcHero->artifactsWorn)
  2417. {
  2418. if(ArtifactUtils::isArtRemovable(artInfo))
  2419. {
  2420. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2421. }
  2422. }
  2423. }
  2424. if(backpack)
  2425. {
  2426. // Move over artifacts that are in backpack
  2427. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2428. {
  2429. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2430. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2431. }
  2432. }
  2433. }
  2434. sendAndApply(&ma);
  2435. return true;
  2436. }
  2437. /**
  2438. * Assembles or disassembles a combination artifact.
  2439. * @param heroID ID of hero holding the artifact(s).
  2440. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2441. * @param assemble True for assembly operation, false for disassembly.
  2442. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2443. * artifact to assemble to. Otherwise it's not used.
  2444. */
  2445. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2446. {
  2447. const CGHeroInstance * hero = getHero(heroID);
  2448. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2449. if(!destArtifact)
  2450. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2451. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2452. if(assemble)
  2453. {
  2454. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2455. if(!combinedArt->isCombined())
  2456. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2457. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2458. {
  2459. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2460. }
  2461. if(!destArtifact->canBePutAt(hero, artifactSlot)
  2462. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START))
  2463. {
  2464. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2465. }
  2466. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2467. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2468. AssembledArtifact aa;
  2469. aa.al = dstLoc;
  2470. aa.builtArt = combinedArt;
  2471. sendAndApply(&aa);
  2472. }
  2473. else
  2474. {
  2475. if(!destArtifact->isCombined())
  2476. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2477. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2478. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2479. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2480. DisassembledArtifact da;
  2481. da.al = dstLoc;
  2482. sendAndApply(&da);
  2483. }
  2484. return true;
  2485. }
  2486. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2487. {
  2488. const auto * hero = getHero(al.artHolder);
  2489. if(hero == nullptr)
  2490. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2491. const auto * art = hero->getArt(al.slot);
  2492. if(art == nullptr)
  2493. COMPLAIN_RET("Cannot remove artifact!");
  2494. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2495. COMPLAIN_RET("Illegal artifact removal request");
  2496. removeArtifact(al);
  2497. return true;
  2498. }
  2499. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2500. {
  2501. const CGHeroInstance * hero = getHero(hid);
  2502. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2503. const CGTownInstance * town = hero->visitedTown;
  2504. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2505. if (aid==ArtifactID::SPELLBOOK)
  2506. {
  2507. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2508. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2509. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2510. )
  2511. return false;
  2512. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2513. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2514. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2515. giveSpells(town,hero);
  2516. return true;
  2517. }
  2518. else
  2519. {
  2520. const CArtifact * art = aid.toArtifact();
  2521. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2522. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2523. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2524. const int price = art->getPrice();
  2525. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2526. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2527. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2528. {
  2529. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2530. return giveHeroNewArtifact(hero, art);
  2531. }
  2532. else
  2533. COMPLAIN_RET("This machine is unavailable here!");
  2534. }
  2535. }
  2536. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2537. {
  2538. if(!h)
  2539. COMPLAIN_RET("Only hero can buy artifacts!");
  2540. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2541. COMPLAIN_RET("That artifact is unavailable!");
  2542. int b1, b2;
  2543. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2544. if (getResource(h->tempOwner, rid) < b1)
  2545. COMPLAIN_RET("You can't afford to buy this artifact!");
  2546. giveResource(h->tempOwner, rid, -b1);
  2547. SetAvailableArtifacts saa;
  2548. if(dynamic_cast<const CGTownInstance *>(m))
  2549. {
  2550. saa.id = ObjectInstanceID::NONE;
  2551. saa.arts = CGTownInstance::merchantArtifacts;
  2552. }
  2553. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2554. {
  2555. saa.id = bm->id;
  2556. saa.arts = bm->artifacts;
  2557. }
  2558. else
  2559. COMPLAIN_RET("Wrong marktet...");
  2560. bool found = false;
  2561. for (const CArtifact *&art : saa.arts)
  2562. {
  2563. if (art && art->getId() == aid)
  2564. {
  2565. art = nullptr;
  2566. found = true;
  2567. break;
  2568. }
  2569. }
  2570. if (!found)
  2571. COMPLAIN_RET("Cannot find selected artifact on the list");
  2572. sendAndApply(&saa);
  2573. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2574. return true;
  2575. }
  2576. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2577. {
  2578. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2579. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2580. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2581. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2582. int resVal = 0, dump = 1;
  2583. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2584. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2585. giveResource(h->tempOwner, rid, resVal);
  2586. return true;
  2587. }
  2588. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2589. {
  2590. if (!h)
  2591. COMPLAIN_RET("You need hero to buy a skill!");
  2592. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2593. COMPLAIN_RET("Hero already know this skill");
  2594. if (!h->canLearnSkill())
  2595. COMPLAIN_RET("Hero can't learn any more skills");
  2596. if (!h->canLearnSkill(skill))
  2597. COMPLAIN_RET("The hero can't learn this skill!");
  2598. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2599. COMPLAIN_RET("That skill is unavailable!");
  2600. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2601. COMPLAIN_RET("You can't afford to buy this skill");
  2602. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2603. changeSecSkill(h, skill, 1, true);
  2604. return true;
  2605. }
  2606. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2607. {
  2608. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2609. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2610. int b1, b2; //base quantities for trade
  2611. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2612. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2613. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2614. {
  2615. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2616. }
  2617. giveResource(player, toSell, -b1 * amountToBoy);
  2618. giveResource(player, toBuy, b2 * amountToBoy);
  2619. return true;
  2620. }
  2621. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2622. {
  2623. if(!hero)
  2624. COMPLAIN_RET("Only hero can sell creatures!");
  2625. if (!vstd::contains(hero->Slots(), slot))
  2626. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2627. const CStackInstance &s = hero->getStack(slot);
  2628. if (s.count < (TQuantity)count //can't sell more creatures than have
  2629. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2630. {
  2631. COMPLAIN_RET("Not enough creatures in army!");
  2632. }
  2633. int b1, b2; //base quantities for trade
  2634. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2635. int units = count / b1; //how many base quantities we trade
  2636. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2637. {
  2638. //TODO: complain?
  2639. assert(0);
  2640. }
  2641. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2642. giveResource(hero->tempOwner, resourceID, b2 * units);
  2643. return true;
  2644. }
  2645. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2646. {
  2647. const CArmedInstance *army = nullptr;
  2648. if (hero)
  2649. army = hero;
  2650. else
  2651. army = dynamic_cast<const CGTownInstance *>(market);
  2652. if (!army)
  2653. COMPLAIN_RET("Incorrect call to transform in undead!");
  2654. if (!army->hasStackAtSlot(slot))
  2655. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2656. const CStackInstance &s = army->getStack(slot);
  2657. //resulting creature - bone dragons or skeletons
  2658. CreatureID resCreature = CreatureID::SKELETON;
  2659. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2660. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2661. || (s.getCreatureID() == CreatureID::HYDRA)
  2662. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2663. resCreature = CreatureID::BONE_DRAGON;
  2664. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2665. return true;
  2666. }
  2667. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2668. {
  2669. const PlayerState *p2 = getPlayerState(r2, false);
  2670. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2671. {
  2672. complain("Dest player must be in game!");
  2673. return false;
  2674. }
  2675. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2676. vstd::amin(val, curRes1);
  2677. giveResource(player, r1, -(int)val);
  2678. giveResource(r2, r1, val);
  2679. return true;
  2680. }
  2681. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2682. {
  2683. const CGHeroInstance *h = getHero(hid);
  2684. if (!h)
  2685. {
  2686. logGlobal->error("Hero doesn't exist!");
  2687. return false;
  2688. }
  2689. ChangeFormation cf;
  2690. cf.hid = hid;
  2691. cf.formation = formation;
  2692. sendAndApply(&cf);
  2693. return true;
  2694. }
  2695. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2696. {
  2697. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2698. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2699. if (answer)
  2700. logGlobal->trace("%d", *answer);
  2701. auto topQuery = queries->topQuery(player);
  2702. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2703. if(topQuery->queryID != qid)
  2704. {
  2705. auto currentQuery = queries->getQuery(qid);
  2706. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2707. currentQuery->setReply(answer);
  2708. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2709. }
  2710. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2711. topQuery->setReply(answer);
  2712. queries->popQuery(topQuery);
  2713. return true;
  2714. }
  2715. void CGameHandler::handleTimeEvents()
  2716. {
  2717. gs->map->events.sort(evntCmp);
  2718. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2719. {
  2720. CMapEvent ev = gs->map->events.front();
  2721. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2722. {
  2723. auto color = PlayerColor(player);
  2724. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2725. if (pinfo //player exists
  2726. && (ev.players & 1<<player) //event is enabled to this player
  2727. && ((ev.computerAffected && !pinfo->human)
  2728. || (ev.humanAffected && pinfo->human)
  2729. )
  2730. )
  2731. {
  2732. //give resources
  2733. giveResources(color, ev.resources);
  2734. //prepare dialog
  2735. InfoWindow iw;
  2736. iw.player = color;
  2737. iw.text = ev.message;
  2738. for (GameResID i : GameResID::ALL_RESOURCES())
  2739. {
  2740. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2741. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2742. }
  2743. sendAndApply(&iw); //show dialog
  2744. }
  2745. } //PLAYERS LOOP
  2746. if (ev.nextOccurence)
  2747. {
  2748. gs->map->events.pop_front();
  2749. ev.firstOccurence += ev.nextOccurence;
  2750. auto it = gs->map->events.begin();
  2751. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2752. it++;
  2753. gs->map->events.insert(it, ev);
  2754. }
  2755. else
  2756. {
  2757. gs->map->events.pop_front();
  2758. }
  2759. }
  2760. //TODO send only if changed
  2761. UpdateMapEvents ume;
  2762. ume.events = gs->map->events;
  2763. sendAndApply(&ume);
  2764. }
  2765. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2766. {
  2767. town->events.sort(evntCmp);
  2768. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2769. {
  2770. PlayerColor player = town->tempOwner;
  2771. CCastleEvent ev = town->events.front();
  2772. const PlayerState * pinfo = getPlayerState(player, false);
  2773. if (pinfo //player exists
  2774. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2775. && ((ev.computerAffected && !pinfo->human)
  2776. || (ev.humanAffected && pinfo->human)))
  2777. {
  2778. // dialog
  2779. InfoWindow iw;
  2780. iw.player = player;
  2781. iw.text = ev.message;
  2782. if (ev.resources.nonZero())
  2783. {
  2784. TResources was = n.res[player];
  2785. n.res[player] += ev.resources;
  2786. n.res[player].amax(0);
  2787. for (GameResID i : GameResID::ALL_RESOURCES())
  2788. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2789. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2790. }
  2791. for (auto & i : ev.buildings)
  2792. {
  2793. if (!town->hasBuilt(i))
  2794. {
  2795. buildStructure(town->id, i, true);
  2796. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2797. }
  2798. }
  2799. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2800. {
  2801. n.cres[town->id].tid = town->id;
  2802. n.cres[town->id].creatures = town->creatures;
  2803. }
  2804. auto & sac = n.cres[town->id];
  2805. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2806. {
  2807. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2808. {
  2809. sac.creatures[i].first += ev.creatures.at(i);
  2810. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2811. }
  2812. }
  2813. sendAndApply(&iw); //show dialog
  2814. }
  2815. if (ev.nextOccurence)
  2816. {
  2817. town->events.pop_front();
  2818. ev.firstOccurence += ev.nextOccurence;
  2819. auto it = town->events.begin();
  2820. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2821. it++;
  2822. town->events.insert(it, ev);
  2823. }
  2824. else
  2825. {
  2826. town->events.pop_front();
  2827. }
  2828. }
  2829. //TODO send only if changed
  2830. UpdateCastleEvents uce;
  2831. uce.town = town->id;
  2832. uce.events = town->events;
  2833. sendAndApply(&uce);
  2834. }
  2835. bool CGameHandler::complain(const std::string &problem)
  2836. {
  2837. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2838. logGlobal->error(problem);
  2839. return true;
  2840. }
  2841. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2842. {
  2843. //PlayerColor player = getOwner(hid);
  2844. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2845. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2846. assert(lowerArmy);
  2847. assert(upperArmy);
  2848. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2849. queries->addQuery(garrisonQuery);
  2850. GarrisonDialog gd;
  2851. gd.hid = hid;
  2852. gd.objid = upobj;
  2853. gd.removableUnits = removableUnits;
  2854. gd.queryID = garrisonQuery->queryID;
  2855. sendAndApply(&gd);
  2856. }
  2857. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2858. {
  2859. OpenWindow pack;
  2860. pack.window = window;
  2861. pack.object = object->id;
  2862. pack.visitor = visitor->id;
  2863. if (addQuery)
  2864. {
  2865. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2866. pack.queryID = windowQuery->queryID;
  2867. queries->addQuery(windowQuery);
  2868. }
  2869. sendAndApply(&pack);
  2870. }
  2871. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2872. {
  2873. if (id1 == id2)
  2874. return true;
  2875. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2876. if (!o1 || !o2)
  2877. return true; //arranging stacks within an object should be always allowed
  2878. if (o1 && o2)
  2879. {
  2880. if (o1->ID == Obj::TOWN)
  2881. {
  2882. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2883. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2884. return true;
  2885. }
  2886. if (o2->ID == Obj::TOWN)
  2887. {
  2888. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2889. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2890. return true;
  2891. }
  2892. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2893. {
  2894. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2895. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2896. // two heroes in same town (garrisoned and visiting)
  2897. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2898. return true;
  2899. }
  2900. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2901. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2902. if (!dialog)
  2903. {
  2904. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2905. }
  2906. if (dialog)
  2907. {
  2908. auto topArmy = dialog->exchangingArmies.at(0);
  2909. auto bottomArmy = dialog->exchangingArmies.at(1);
  2910. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2911. return true;
  2912. }
  2913. }
  2914. return false;
  2915. }
  2916. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2917. {
  2918. using events::ObjectVisitStarted;
  2919. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2920. if (getVisitingHero(obj) != nullptr)
  2921. {
  2922. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2923. throw std::runtime_error("Can not visit object that is being visited");
  2924. }
  2925. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2926. auto startVisit = [&](ObjectVisitStarted & event)
  2927. {
  2928. auto visitedObject = obj;
  2929. if(obj->ID == Obj::HERO)
  2930. {
  2931. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2932. const auto visitedTown = visitedHero->visitedTown;
  2933. if(visitedTown)
  2934. {
  2935. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2936. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2937. visitedObject = visitedTown;
  2938. }
  2939. }
  2940. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2941. queries->addQuery(visitQuery); //TODO real visit pos
  2942. HeroVisit hv;
  2943. hv.objId = obj->id;
  2944. hv.heroId = h->id;
  2945. hv.player = h->tempOwner;
  2946. hv.starting = true;
  2947. sendAndApply(&hv);
  2948. obj->onHeroVisit(h);
  2949. };
  2950. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2951. if(visitQuery)
  2952. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2953. }
  2954. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2955. {
  2956. using events::ObjectVisitEnded;
  2957. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2958. auto endVisit = [&](ObjectVisitEnded & event)
  2959. {
  2960. HeroVisit hv;
  2961. hv.player = event.getPlayer();
  2962. hv.heroId = event.getHero();
  2963. hv.starting = false;
  2964. sendAndApply(&hv);
  2965. };
  2966. //TODO: ObjectVisitEnded should also have id of visited object,
  2967. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2968. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2969. }
  2970. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2971. {
  2972. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2973. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2974. {
  2975. complain("Cannot build boat in this shipyard!");
  2976. return false;
  2977. }
  2978. TResources boatCost;
  2979. obj->getBoatCost(boatCost);
  2980. TResources aviable = getPlayerState(playerID)->resources;
  2981. if (!aviable.canAfford(boatCost))
  2982. {
  2983. complain("Not enough resources to build a boat!");
  2984. return false;
  2985. }
  2986. int3 tile = obj->bestLocation();
  2987. if (!gs->map->isInTheMap(tile))
  2988. {
  2989. complain("Cannot find appropriate tile for a boat!");
  2990. return false;
  2991. }
  2992. giveResources(playerID, -boatCost);
  2993. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  2994. return true;
  2995. }
  2996. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2997. {
  2998. for (auto playerColor : playerColors)
  2999. {
  3000. if (getPlayerState(playerColor, false))
  3001. checkVictoryLossConditionsForPlayer(playerColor);
  3002. }
  3003. }
  3004. void CGameHandler::checkVictoryLossConditionsForAll()
  3005. {
  3006. std::set<PlayerColor> playerColors;
  3007. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3008. {
  3009. playerColors.insert(PlayerColor(i));
  3010. }
  3011. checkVictoryLossConditions(playerColors);
  3012. }
  3013. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3014. {
  3015. const PlayerState * p = getPlayerState(player);
  3016. if(!p || p->status != EPlayerStatus::INGAME) return;
  3017. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3018. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3019. {
  3020. InfoWindow iw;
  3021. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3022. sendAndApply(&iw);
  3023. PlayerEndsGame peg;
  3024. peg.player = player;
  3025. peg.victoryLossCheckResult = victoryLossCheckResult;
  3026. sendAndApply(&peg);
  3027. turnOrder->onPlayerEndsGame(player);
  3028. if (victoryLossCheckResult.victory())
  3029. {
  3030. //one player won -> all enemies lost
  3031. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3032. {
  3033. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3034. {
  3035. peg.player = i->first;
  3036. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3037. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3038. InfoWindow iw;
  3039. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3040. iw.player = i->first;
  3041. sendAndApply(&iw);
  3042. sendAndApply(&peg);
  3043. }
  3044. }
  3045. if(p->human)
  3046. {
  3047. lobby->setState(EServerState::GAMEPLAY_ENDED);
  3048. }
  3049. }
  3050. else
  3051. {
  3052. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3053. auto hlp = p->heroes;
  3054. for (auto h : hlp) //eliminate heroes
  3055. {
  3056. if (h.get())
  3057. removeObject(h, player);
  3058. }
  3059. //player lost -> all his objects become unflagged (neutral)
  3060. for (auto obj : gs->map->objects) //unflag objs
  3061. {
  3062. if (obj.get() && obj->tempOwner == player)
  3063. setOwner(obj, PlayerColor::NEUTRAL);
  3064. }
  3065. //eliminating one player may cause victory of another:
  3066. std::set<PlayerColor> playerColors;
  3067. //do not copy player state (CBonusSystemNode) by value
  3068. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3069. {
  3070. if (p.first != player)
  3071. playerColors.insert(p.first);
  3072. }
  3073. //notify all players
  3074. for (auto pc : playerColors)
  3075. {
  3076. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3077. {
  3078. InfoWindow iw;
  3079. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3080. iw.player = pc;
  3081. sendAndApply(&iw);
  3082. }
  3083. }
  3084. checkVictoryLossConditions(playerColors);
  3085. }
  3086. }
  3087. }
  3088. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3089. {
  3090. out.player = player;
  3091. out.text = victoryLossCheckResult.messageToSelf;
  3092. out.text.replaceName(player);
  3093. out.components.emplace_back(ComponentType::FLAG, player);
  3094. }
  3095. bool CGameHandler::dig(const CGHeroInstance *h)
  3096. {
  3097. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3098. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3099. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3100. //take MPs
  3101. SetMovePoints smp;
  3102. smp.hid = h->id;
  3103. smp.val = 0;
  3104. sendAndApply(&smp);
  3105. InfoWindow iw;
  3106. iw.type = EInfoWindowMode::AUTO;
  3107. iw.player = h->tempOwner;
  3108. if (gs->map->grailPos == h->visitablePos())
  3109. {
  3110. ArtifactID grail = ArtifactID::GRAIL;
  3111. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3112. iw.text.replaceName(grail);
  3113. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3114. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3115. sendAndApply(&iw);
  3116. iw.soundID = soundBase::invalid;
  3117. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3118. iw.text.clear();
  3119. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3120. sendAndApply(&iw);
  3121. }
  3122. else
  3123. {
  3124. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3125. iw.soundID = soundBase::Dig;
  3126. sendAndApply(&iw);
  3127. }
  3128. return true;
  3129. }
  3130. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3131. {
  3132. if (!t.visitableObjects.empty())
  3133. {
  3134. //to prevent self-visiting heroes on space press
  3135. if (t.visitableObjects.back() != h)
  3136. objectVisited(t.visitableObjects.back(), h);
  3137. else if (t.visitableObjects.size() > 1)
  3138. objectVisited(*(t.visitableObjects.end()-2),h);
  3139. }
  3140. }
  3141. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3142. {
  3143. if (!hero)
  3144. COMPLAIN_RET("You need hero to sacrifice creature!");
  3145. int expSum = 0;
  3146. auto finish = [this, &hero, &expSum]()
  3147. {
  3148. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3149. };
  3150. for(int i = 0; i < slot.size(); ++i)
  3151. {
  3152. int oldCount = hero->getStackCount(slot[i]);
  3153. if(oldCount < (int)count[i])
  3154. {
  3155. finish();
  3156. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3157. }
  3158. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3159. {
  3160. finish();
  3161. COMPLAIN_RET("Cannot sacrifice last creature!");
  3162. }
  3163. int crid = hero->getStack(slot[i]).type->getId();
  3164. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3165. int dump, exp;
  3166. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3167. exp *= count[i];
  3168. expSum += exp;
  3169. }
  3170. finish();
  3171. return true;
  3172. }
  3173. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3174. {
  3175. if (!hero)
  3176. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3177. int expSum = 0;
  3178. auto finish = [this, &hero, &expSum]()
  3179. {
  3180. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3181. };
  3182. for(int i = 0; i < slot.size(); ++i)
  3183. {
  3184. ArtifactLocation al(hero->id, slot[i]);
  3185. const CArtifactInstance * a = hero->getArt(al.slot);
  3186. if(!a)
  3187. {
  3188. finish();
  3189. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3190. }
  3191. const CArtifactInstance * art = hero->getArt(slot[i]);
  3192. if(!art)
  3193. {
  3194. finish();
  3195. COMPLAIN_RET("No artifact at position to sacrifice!");
  3196. }
  3197. si32 typId = art->artType->getId();
  3198. int dmp, expToGive;
  3199. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3200. expSum += expToGive;
  3201. removeArtifact(al);
  3202. }
  3203. finish();
  3204. return true;
  3205. }
  3206. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3207. {
  3208. if (sl.army->hasStackAtSlot(sl.slot))
  3209. COMPLAIN_RET("Slot is already taken!");
  3210. if (!sl.slot.validSlot())
  3211. COMPLAIN_RET("Cannot insert stack to that slot!");
  3212. InsertNewStack ins;
  3213. ins.army = sl.army->id;
  3214. ins.slot = sl.slot;
  3215. ins.type = c->getId();
  3216. ins.count = count;
  3217. sendAndApply(&ins);
  3218. return true;
  3219. }
  3220. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3221. {
  3222. if (!sl.army->hasStackAtSlot(sl.slot))
  3223. COMPLAIN_RET("Cannot find a stack to erase");
  3224. if (sl.army->stacksCount() == 1 //from the last stack
  3225. && sl.army->needsLastStack() //that must be left
  3226. && !forceRemoval) //ignore above conditions if we are forcing removal
  3227. {
  3228. COMPLAIN_RET("Cannot erase the last stack!");
  3229. }
  3230. EraseStack es;
  3231. es.army = sl.army->id;
  3232. es.slot = sl.slot;
  3233. sendAndApply(&es);
  3234. return true;
  3235. }
  3236. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3237. {
  3238. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3239. if ((absoluteValue && count < 0)
  3240. || (!absoluteValue && -count > currentCount))
  3241. {
  3242. COMPLAIN_RET("Cannot take more stacks than present!");
  3243. }
  3244. if ((currentCount == -count && !absoluteValue)
  3245. || (!count && absoluteValue))
  3246. {
  3247. eraseStack(sl);
  3248. }
  3249. else
  3250. {
  3251. ChangeStackCount csc;
  3252. csc.army = sl.army->id;
  3253. csc.slot = sl.slot;
  3254. csc.count = count;
  3255. csc.absoluteValue = absoluteValue;
  3256. sendAndApply(&csc);
  3257. }
  3258. return true;
  3259. }
  3260. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3261. {
  3262. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3263. if (!slotC) //slot is empty
  3264. insertNewStack(sl, c, count);
  3265. else if (c == slotC)
  3266. changeStackCount(sl, count);
  3267. else
  3268. {
  3269. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3270. }
  3271. return true;
  3272. }
  3273. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3274. {
  3275. if (removeObjWhenFinished)
  3276. removeAfterVisit(src);
  3277. if (!src->canBeMergedWith(*dst, allowMerging))
  3278. {
  3279. if (allowMerging) //do that, add all matching creatures.
  3280. {
  3281. bool cont = true;
  3282. while (cont)
  3283. {
  3284. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3285. {
  3286. SlotID pos = dst->getSlotFor(i->second->type);
  3287. if (pos.validSlot())
  3288. {
  3289. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3290. cont = true;
  3291. break; //or iterator crashes
  3292. }
  3293. cont = false;
  3294. }
  3295. }
  3296. }
  3297. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3298. }
  3299. else //merge
  3300. {
  3301. moveArmy(src, dst, allowMerging);
  3302. }
  3303. }
  3304. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3305. {
  3306. if (!src.army->hasStackAtSlot(src.slot))
  3307. COMPLAIN_RET("No stack to move!");
  3308. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3309. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3310. if (!dst.slot.validSlot())
  3311. COMPLAIN_RET("Cannot move stack to that slot!");
  3312. if (count == -1)
  3313. {
  3314. count = src.army->getStackCount(src.slot);
  3315. }
  3316. if (src.army != dst.army //moving away
  3317. && count == src.army->getStackCount(src.slot) //all creatures
  3318. && src.army->stacksCount() == 1 //from the last stack
  3319. && src.army->needsLastStack()) //that must be left
  3320. {
  3321. COMPLAIN_RET("Cannot move away the last creature!");
  3322. }
  3323. RebalanceStacks rs;
  3324. rs.srcArmy = src.army->id;
  3325. rs.dstArmy = dst.army->id;
  3326. rs.srcSlot = src.slot;
  3327. rs.dstSlot = dst.slot;
  3328. rs.count = count;
  3329. sendAndApply(&rs);
  3330. return true;
  3331. }
  3332. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3333. {
  3334. const CSpell * s = spellID.toSpell();
  3335. if(!s)
  3336. return;
  3337. AdventureSpellCastParameters p;
  3338. p.caster = caster;
  3339. p.pos = pos;
  3340. s->adventureCast(spellEnv, p);
  3341. }
  3342. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3343. {
  3344. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3345. {
  3346. return moveStack(sl2, sl1);
  3347. }
  3348. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3349. {
  3350. return moveStack(sl1, sl2);
  3351. }
  3352. else
  3353. {
  3354. SwapStacks ss;
  3355. ss.srcArmy = sl1.army->id;
  3356. ss.dstArmy = sl2.army->id;
  3357. ss.srcSlot = sl1.slot;
  3358. ss.dstSlot = sl2.slot;
  3359. sendAndApply(&ss);
  3360. return true;
  3361. }
  3362. }
  3363. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3364. {
  3365. assert(art && art->artType);
  3366. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3367. dst.creature = al.creature;
  3368. auto putTo = getArtSet(al);
  3369. assert(putTo);
  3370. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3371. {
  3372. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3373. }
  3374. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3375. {
  3376. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3377. }
  3378. else
  3379. {
  3380. dst.slot = al.slot;
  3381. }
  3382. if(!askAssemble.has_value())
  3383. {
  3384. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3385. askAssemble = true;
  3386. else
  3387. askAssemble = false;
  3388. }
  3389. if(art->canBePutAt(putTo, dst.slot))
  3390. {
  3391. PutArtifact pa(dst, askAssemble.value());
  3392. pa.art = art;
  3393. sendAndApply(&pa);
  3394. return true;
  3395. }
  3396. else
  3397. {
  3398. return false;
  3399. }
  3400. }
  3401. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3402. {
  3403. assert(artType);
  3404. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3405. {
  3406. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3407. COMPLAIN_RET("Cannot put artifact in that slot!");
  3408. }
  3409. else if(ArtifactUtils::isSlotBackpack(pos))
  3410. {
  3411. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3412. COMPLAIN_RET("Cannot put artifact in that slot!");
  3413. }
  3414. else
  3415. {
  3416. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3417. }
  3418. auto * newArtInst = new CArtifactInstance();
  3419. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3420. NewArtifact na;
  3421. na.art = newArtInst;
  3422. sendAndApply(&na); // -> updates newArtInst!!!
  3423. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3424. return true;
  3425. else
  3426. return false;
  3427. }
  3428. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3429. {
  3430. std::vector<int3>::iterator tile;
  3431. std::vector<int3> tiles;
  3432. getFreeTiles(tiles);
  3433. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3434. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3435. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3436. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3437. for (int i = 0; i < (int)amount; ++i)
  3438. {
  3439. tile = tiles.begin();
  3440. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3441. {
  3442. auto count = cre->getRandomAmount(std::rand);
  3443. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3444. auto monsterId = getTopObj(*tile)->id;
  3445. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3446. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3447. }
  3448. tiles.erase(tile); //not use it again
  3449. }
  3450. }
  3451. void CGameHandler::synchronizeArtifactHandlerLists()
  3452. {
  3453. UpdateArtHandlerLists uahl;
  3454. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3455. sendAndApply(&uahl);
  3456. }
  3457. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3458. {
  3459. return vstd::contains(gs->map->objects, obj);
  3460. }
  3461. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3462. {
  3463. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3464. return false;
  3465. auto query = queries->topQuery(player);
  3466. if (query && query->blocksPack(pack))
  3467. {
  3468. complain(boost::str(boost::format(
  3469. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3470. % boost::to_upper_copy<std::string>(player.toString())
  3471. % query->toString()
  3472. ));
  3473. return true;
  3474. }
  3475. return false;
  3476. }
  3477. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3478. {
  3479. //If the object is being visited, there must be a matching query
  3480. for (const auto &query : queries->allQueries())
  3481. {
  3482. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3483. {
  3484. if (someVistQuery->visitedObject == object)
  3485. {
  3486. someVistQuery->removeObjectAfterVisit = true;
  3487. return;
  3488. }
  3489. }
  3490. }
  3491. //If we haven't returned so far, there is no query and no visit, call was wrong
  3492. assert("This function needs to be called during the object visit!");
  3493. }
  3494. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3495. {
  3496. std::unordered_set<int3> tiles;
  3497. if (mode == ETileVisibility::HIDDEN)
  3498. {
  3499. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3500. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3501. auto p = getPlayerState(player);
  3502. for (auto h : p->heroes)
  3503. {
  3504. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3505. }
  3506. for (auto t : p->towns)
  3507. {
  3508. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3509. }
  3510. for (auto tile : observedTiles)
  3511. vstd::erase_if_present (tiles, tile);
  3512. }
  3513. else
  3514. {
  3515. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3516. }
  3517. changeFogOfWar(tiles, player, mode);
  3518. }
  3519. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3520. {
  3521. FoWChange fow;
  3522. fow.tiles = tiles;
  3523. fow.player = player;
  3524. fow.mode = mode;
  3525. sendAndApply(&fow);
  3526. }
  3527. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3528. {
  3529. assert(obj);
  3530. for(const auto & query : queries->allQueries())
  3531. {
  3532. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3533. if (visit && visit->visitedObject == obj)
  3534. return visit->visitingHero;
  3535. }
  3536. return nullptr;
  3537. }
  3538. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3539. {
  3540. assert(obj);
  3541. assert(hero);
  3542. assert(getVisitingHero(obj) == hero);
  3543. // Check top query of targeted player:
  3544. // If top query is NOT visit to targeted object then we assume that
  3545. // visitation query is covered by other query that must be answered first
  3546. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3547. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3548. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3549. return true;
  3550. }
  3551. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3552. {
  3553. SetObjectProperty sob;
  3554. sob.id = objid;
  3555. sob.what = prop;
  3556. sob.identifier = NumericID(value);
  3557. sendAndApply(&sob);
  3558. }
  3559. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3560. {
  3561. SetObjectProperty sob;
  3562. sob.id = objid;
  3563. sob.what = prop;
  3564. sob.identifier = identifier;
  3565. sendAndApply(&sob);
  3566. }
  3567. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3568. {
  3569. sendAndApply(iw);
  3570. }
  3571. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3572. {
  3573. InfoWindow iw;
  3574. iw.player = player;
  3575. iw.text.appendRawString(msg);
  3576. showInfoDialog(&iw);
  3577. }
  3578. CRandomGenerator & CGameHandler::getRandomGenerator()
  3579. {
  3580. return CRandomGenerator::getDefault();
  3581. }
  3582. #if SCRIPTING_ENABLED
  3583. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3584. {
  3585. return serverScripts.get();
  3586. }
  3587. //scripting::Pool * CGameHandler::getContextPool() const
  3588. //{
  3589. // return serverScripts.get();
  3590. //}
  3591. #endif
  3592. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3593. {
  3594. NewObject no;
  3595. no.ID = type;
  3596. no.subID = subtype;
  3597. no.initiator = initiator;
  3598. no.targetPos = visitablePosition;
  3599. sendAndApply(&no);
  3600. }
  3601. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3602. {
  3603. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3604. }
  3605. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3606. {
  3607. battles->startBattleI(army1, army2, tile, creatureBank);
  3608. }
  3609. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3610. {
  3611. battles->startBattleI(army1, army2, creatureBank);
  3612. }