CGameHandler.cpp 119 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129
  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "battles/BattleProcessor.h"
  16. #include "processors/HeroPoolProcessor.h"
  17. #include "processors/PlayerMessageProcessor.h"
  18. #include "processors/TurnOrderProcessor.h"
  19. #include "queries/QueriesProcessor.h"
  20. #include "queries/MapQueries.h"
  21. #include "../lib/ArtifactUtils.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CCreatureSet.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CHeroHandler.h"
  28. #include "../lib/CSoundBase.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/CTownHandler.h"
  31. #include "../lib/GameConstants.h"
  32. #include "../lib/UnlockGuard.h"
  33. #include "../lib/GameSettings.h"
  34. #include "../lib/ScriptHandler.h"
  35. #include "../lib/StartInfo.h"
  36. #include "../lib/TerrainHandler.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/VCMI_Lib.h"
  39. #include "../lib/int3.h"
  40. #include "../lib/filesystem/FileInfo.h"
  41. #include "../lib/filesystem/Filesystem.h"
  42. #include "../lib/gameState/CGameState.h"
  43. #include "../lib/mapping/CMap.h"
  44. #include "../lib/mapping/CMapService.h"
  45. #include "../lib/modding/ModIncompatibility.h"
  46. #include "../lib/pathfinder/CPathfinder.h"
  47. #include "../lib/pathfinder/PathfinderOptions.h"
  48. #include "../lib/pathfinder/TurnInfo.h"
  49. #include "../lib/registerTypes/RegisterTypes.h"
  50. #include "../lib/rmg/CMapGenOptions.h"
  51. #include "../lib/serializer/CTypeList.h"
  52. #include "../lib/serializer/Cast.h"
  53. #include "../lib/serializer/Connection.h"
  54. #include "../lib/serializer/JsonSerializer.h"
  55. #include "../lib/spells/CSpellHandler.h"
  56. #include "vstd/CLoggerBase.h"
  57. #include <vcmi/events/EventBus.h>
  58. #include <vcmi/events/GenericEvents.h>
  59. #include <vcmi/events/AdventureEvents.h>
  60. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  61. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  62. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  63. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  64. template <typename T> class CApplyOnGH;
  65. class CBaseForGHApply
  66. {
  67. public:
  68. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  69. virtual ~CBaseForGHApply(){}
  70. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  71. {
  72. return new CApplyOnGH<U>();
  73. }
  74. };
  75. template <typename T> class CApplyOnGH : public CBaseForGHApply
  76. {
  77. public:
  78. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  79. {
  80. T *ptr = static_cast<T*>(pack);
  81. try
  82. {
  83. ApplyGhNetPackVisitor applier(*gh);
  84. ptr->visit(applier);
  85. return applier.getResult();
  86. }
  87. catch(ExceptionNotAllowedAction & e)
  88. {
  89. (void)e;
  90. return false;
  91. }
  92. }
  93. };
  94. template <>
  95. class CApplyOnGH<CPack> : public CBaseForGHApply
  96. {
  97. public:
  98. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  99. {
  100. logGlobal->error("Cannot apply on GH plain CPack!");
  101. assert(0);
  102. return false;
  103. }
  104. };
  105. static inline double distance(int3 a, int3 b)
  106. {
  107. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  108. }
  109. template <typename T>
  110. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  111. {
  112. fun(args[which]);
  113. }
  114. const Services * CGameHandler::services() const
  115. {
  116. return VLC;
  117. }
  118. const CGameHandler::BattleCb * CGameHandler::battle() const
  119. {
  120. return this;
  121. }
  122. const CGameHandler::GameCb * CGameHandler::game() const
  123. {
  124. return this;
  125. }
  126. vstd::CLoggerBase * CGameHandler::logger() const
  127. {
  128. return logGlobal;
  129. }
  130. events::EventBus * CGameHandler::eventBus() const
  131. {
  132. return serverEventBus.get();
  133. }
  134. CVCMIServer * CGameHandler::gameLobby() const
  135. {
  136. return lobby;
  137. }
  138. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  139. {
  140. changeSecSkill(hero, skill, 1, 0);
  141. expGiven(hero);
  142. }
  143. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  144. {
  145. // required exp for at least 1 lvl-up hasn't been reached
  146. if (!hero->gainsLevel())
  147. {
  148. return;
  149. }
  150. // give primary skill
  151. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  152. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  153. SetPrimSkill sps;
  154. sps.id = hero->id;
  155. sps.which = primarySkill;
  156. sps.abs = false;
  157. sps.val = 1;
  158. sendAndApply(&sps);
  159. PrepareHeroLevelUp pre;
  160. pre.heroId = hero->id;
  161. sendAndApply(&pre);
  162. HeroLevelUp hlu;
  163. hlu.player = hero->tempOwner;
  164. hlu.heroId = hero->id;
  165. hlu.primskill = primarySkill;
  166. hlu.skills = pre.skills;
  167. if (hlu.skills.size() == 0)
  168. {
  169. sendAndApply(&hlu);
  170. levelUpHero(hero);
  171. }
  172. else if (hlu.skills.size() == 1)
  173. {
  174. sendAndApply(&hlu);
  175. levelUpHero(hero, pre.skills.front());
  176. }
  177. else if (hlu.skills.size() > 1)
  178. {
  179. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  180. hlu.queryID = levelUpQuery->queryID;
  181. queries->addQuery(levelUpQuery);
  182. sendAndApply(&hlu);
  183. //level up will be called on query reply
  184. }
  185. }
  186. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  187. {
  188. SetCommanderProperty scp;
  189. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  190. if (hero)
  191. scp.heroid = hero->id;
  192. else
  193. {
  194. complain ("Commander is not led by hero!");
  195. return;
  196. }
  197. scp.accumulatedBonus.subtype = 0;
  198. scp.accumulatedBonus.additionalInfo = 0;
  199. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  200. scp.accumulatedBonus.turnsRemain = 0;
  201. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  202. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  203. if (skill <= ECommander::SPELL_POWER)
  204. {
  205. scp.which = SetCommanderProperty::BONUS;
  206. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  207. {
  208. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  209. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  210. };
  211. switch (skill)
  212. {
  213. case ECommander::ATTACK:
  214. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  215. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  216. break;
  217. case ECommander::DEFENSE:
  218. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  219. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  220. break;
  221. case ECommander::HEALTH:
  222. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  223. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  224. break;
  225. case ECommander::DAMAGE:
  226. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  227. scp.accumulatedBonus.subtype = 0;
  228. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  229. break;
  230. case ECommander::SPEED:
  231. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  232. break;
  233. case ECommander::SPELL_POWER:
  234. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  235. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  236. sendAndApply (&scp); //additional pack
  237. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  238. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  239. sendAndApply (&scp); //additional pack
  240. scp.accumulatedBonus.type = BonusType::CASTS;
  241. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  242. sendAndApply (&scp); //additional pack
  243. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  244. break;
  245. }
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  247. sendAndApply (&scp);
  248. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  249. scp.additionalInfo = skill;
  250. scp.amount = c->secondarySkills.at(skill) + 1;
  251. sendAndApply (&scp);
  252. }
  253. else if (skill >= 100)
  254. {
  255. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  256. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  257. scp.additionalInfo = skill; //unnormalized
  258. sendAndApply (&scp);
  259. }
  260. expGiven(hero);
  261. }
  262. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  263. {
  264. if (!c->gainsLevel())
  265. {
  266. return;
  267. }
  268. CommanderLevelUp clu;
  269. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  270. if(hero)
  271. {
  272. clu.heroId = hero->id;
  273. clu.player = hero->tempOwner;
  274. }
  275. else
  276. {
  277. complain ("Commander is not led by hero!");
  278. return;
  279. }
  280. //picking sec. skills for choice
  281. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  282. {
  283. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  284. clu.skills.push_back(i);
  285. }
  286. int i = 100;
  287. for (auto specialSkill : VLC->creh->skillRequirements)
  288. {
  289. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  290. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  291. && !vstd::contains (c->specialSKills, i))
  292. clu.skills.push_back (i);
  293. ++i;
  294. }
  295. int skillAmount = static_cast<int>(clu.skills.size());
  296. if (!skillAmount)
  297. {
  298. sendAndApply(&clu);
  299. levelUpCommander(c);
  300. }
  301. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  302. {
  303. sendAndApply(&clu);
  304. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  305. }
  306. else if (skillAmount > 1) //apply and ask for secondary skill
  307. {
  308. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  309. clu.queryID = commanderLevelUp->queryID;
  310. queries->addQuery(commanderLevelUp);
  311. sendAndApply(&clu);
  312. }
  313. }
  314. void CGameHandler::expGiven(const CGHeroInstance *hero)
  315. {
  316. if (hero->gainsLevel())
  317. levelUpHero(hero);
  318. else if (hero->commander && hero->commander->gainsLevel())
  319. levelUpCommander(hero->commander);
  320. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  321. // levelUpCommander(hero->commander);
  322. // else
  323. // levelUpHero(hero);
  324. }
  325. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  326. {
  327. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  328. {
  329. if (gs->map->levelLimit != 0)
  330. {
  331. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  332. TExpType resultingExp = abs ? val : hero->exp + val;
  333. if (resultingExp > expLimit)
  334. {
  335. // set given experience to max possible, but don't decrease if hero already over top
  336. abs = true;
  337. val = std::max(expLimit, hero->exp);
  338. InfoWindow iw;
  339. iw.player = hero->tempOwner;
  340. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  341. iw.text.replaceRawString(hero->getNameTranslated());
  342. sendAndApply(&iw);
  343. }
  344. }
  345. }
  346. SetPrimSkill sps;
  347. sps.id = hero->id;
  348. sps.which = which;
  349. sps.abs = abs;
  350. sps.val = val;
  351. sendAndApply(&sps);
  352. //only for exp - hero may level up
  353. if (which == PrimarySkill::EXPERIENCE)
  354. {
  355. if (hero->commander && hero->commander->alive)
  356. {
  357. //FIXME: trim experience according to map limit?
  358. SetCommanderProperty scp;
  359. scp.heroid = hero->id;
  360. scp.which = SetCommanderProperty::EXPERIENCE;
  361. scp.amount = val;
  362. sendAndApply (&scp);
  363. CBonusSystemNode::treeHasChanged();
  364. }
  365. expGiven(hero);
  366. }
  367. }
  368. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  369. {
  370. if(!hero)
  371. {
  372. logGlobal->error("changeSecSkill provided no hero");
  373. return;
  374. }
  375. SetSecSkill sss;
  376. sss.id = hero->id;
  377. sss.which = which;
  378. sss.val = val;
  379. sss.abs = abs;
  380. sendAndApply(&sss);
  381. if (hero->visitedTown)
  382. giveSpells(hero->visitedTown, hero);
  383. }
  384. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  385. {
  386. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  387. return;
  388. for(auto & playerConnections : connections)
  389. {
  390. PlayerColor playerId = playerConnections.first;
  391. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  392. if(!playerSettings)
  393. continue;
  394. auto playerConnection = vstd::find(playerConnections.second, c);
  395. if(playerConnection != playerConnections.second.end())
  396. {
  397. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  398. playerMessages->broadcastMessage(playerId, messageText);
  399. }
  400. }
  401. }
  402. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  403. {
  404. //prepare struct informing that action was applied
  405. auto sendPackageResponse = [&](bool succesfullyApplied)
  406. {
  407. PackageApplied applied;
  408. applied.player = pack->player;
  409. applied.result = succesfullyApplied;
  410. applied.packType = typeList.getTypeID(pack);
  411. applied.requestID = pack->requestID;
  412. pack->c->sendPack(&applied);
  413. };
  414. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  415. if(isBlockedByQueries(pack, pack->player))
  416. {
  417. sendPackageResponse(false);
  418. }
  419. else if(apply)
  420. {
  421. const bool result = apply->applyOnGH(this, this->gs, pack);
  422. if(result)
  423. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  424. else
  425. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  426. % typeid(*pack).name()).str());
  427. sendPackageResponse(true);
  428. }
  429. else
  430. {
  431. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  432. sendPackageResponse(false);
  433. }
  434. vstd::clear_pointer(pack);
  435. }
  436. CGameHandler::CGameHandler()
  437. : turnTimerHandler(*this)
  438. {}
  439. CGameHandler::CGameHandler(CVCMIServer * lobby)
  440. : lobby(lobby)
  441. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  442. , battles(std::make_unique<BattleProcessor>(this))
  443. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  444. , queries(std::make_unique<QueriesProcessor>())
  445. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  446. , complainNoCreatures("No creatures to split")
  447. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  448. , complainInvalidSlot("Invalid slot accessed!")
  449. , turnTimerHandler(*this)
  450. {
  451. QID = 1;
  452. IObjectInterface::cb = this;
  453. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  454. registerTypesServerPacks(*applier);
  455. spellEnv = new ServerSpellCastEnvironment(this);
  456. }
  457. CGameHandler::~CGameHandler()
  458. {
  459. delete spellEnv;
  460. delete gs;
  461. }
  462. void CGameHandler::reinitScripting()
  463. {
  464. serverEventBus = std::make_unique<events::EventBus>();
  465. #if SCRIPTING_ENABLED
  466. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  467. #endif
  468. }
  469. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  470. {
  471. if (si->seedToBeUsed == 0)
  472. {
  473. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  474. }
  475. CMapService mapService;
  476. gs = new CGameState();
  477. gs->preInit(VLC);
  478. logGlobal->info("Gamestate created!");
  479. gs->init(&mapService, si, progressTracking);
  480. logGlobal->info("Gamestate initialized!");
  481. // reset seed, so that clients can't predict any following random values
  482. getRandomGenerator().resetSeed();
  483. for (auto & elem : gs->players)
  484. turnOrder->addPlayer(elem.first);
  485. reinitScripting();
  486. }
  487. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  488. {
  489. return a.earlierThan(b);
  490. }
  491. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  492. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  493. const PlayerState * p = getPlayerState(town->tempOwner);
  494. if (!p)
  495. {
  496. assert(town->tempOwner == PlayerColor::NEUTRAL);
  497. return;
  498. }
  499. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  500. {
  501. SetAvailableCreatures ssi;
  502. ssi.tid = town->id;
  503. ssi.creatures = town->creatures;
  504. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  505. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  506. if (dwellings.empty())//no dwellings - just remove
  507. {
  508. sendAndApply(&ssi);
  509. return;
  510. }
  511. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  512. // for multi-creature dwellings like Golem Factory
  513. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  514. if (clear)
  515. {
  516. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  517. }
  518. else
  519. {
  520. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  521. }
  522. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  523. sendAndApply(&ssi);
  524. }
  525. }
  526. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  527. {
  528. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  529. turnTimerHandler.onPlayerGetTurn(gs->players[which]);
  530. }
  531. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  532. {
  533. // 7 days without castle
  534. checkVictoryLossConditionsForPlayer(which);
  535. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  536. if (newWeek) //new heroes in tavern
  537. heroPool->onNewWeek(which);
  538. }
  539. void CGameHandler::onNewTurn()
  540. {
  541. logGlobal->trace("Turn %d", gs->day+1);
  542. NewTurn n;
  543. n.specialWeek = NewTurn::NO_ACTION;
  544. n.creatureid = CreatureID::NONE;
  545. n.day = gs->day + 1;
  546. bool firstTurn = !getDate(Date::DAY);
  547. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  548. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  549. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  550. if (firstTurn)
  551. {
  552. for (auto obj : gs->map->objects)
  553. {
  554. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  555. {
  556. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  557. }
  558. }
  559. }
  560. if (newWeek && !firstTurn)
  561. {
  562. n.specialWeek = NewTurn::NORMAL;
  563. bool deityOfFireBuilt = false;
  564. for (const CGTownInstance *t : gs->map->towns)
  565. {
  566. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  567. {
  568. deityOfFireBuilt = true;
  569. break;
  570. }
  571. }
  572. if (deityOfFireBuilt)
  573. {
  574. n.specialWeek = NewTurn::DEITYOFFIRE;
  575. n.creatureid = CreatureID::IMP;
  576. }
  577. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  578. {
  579. int monthType = getRandomGenerator().nextInt(99);
  580. if (newMonth) //new month
  581. {
  582. if (monthType < 40) //double growth
  583. {
  584. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  585. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  586. {
  587. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  588. }
  589. else if (VLC->creh->doubledCreatures.size())
  590. {
  591. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  592. }
  593. else
  594. {
  595. complain("Cannot find creature that can be spawned!");
  596. n.specialWeek = NewTurn::NORMAL;
  597. }
  598. }
  599. else if (monthType < 50)
  600. n.specialWeek = NewTurn::PLAGUE;
  601. }
  602. else //it's a week, but not full month
  603. {
  604. if (monthType < 25)
  605. {
  606. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  607. std::pair<int, CreatureID> newMonster(54, CreatureID());
  608. do
  609. {
  610. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  611. } while (VLC->creh->objects[newMonster.second] &&
  612. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  613. n.creatureid = newMonster.second;
  614. }
  615. }
  616. }
  617. }
  618. for (auto & elem : gs->players)
  619. {
  620. if (elem.first == PlayerColor::NEUTRAL)
  621. continue;
  622. assert(elem.first.isValidPlayer());//illegal player number!
  623. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  624. hadGold.insert(playerGold);
  625. if (firstTurn)
  626. heroPool->onNewWeek(elem.first);
  627. n.res[elem.first] = elem.second.resources;
  628. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  629. {
  630. bool hasCrystalGenCreature = false;
  631. for(CGHeroInstance * hero : elem.second.heroes)
  632. {
  633. for(auto stack : hero->stacks)
  634. {
  635. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  636. {
  637. hasCrystalGenCreature = true;
  638. break;
  639. }
  640. }
  641. }
  642. if(!hasCrystalGenCreature) //not found in armies, check towns
  643. {
  644. for(CGTownInstance * town : elem.second.towns)
  645. {
  646. for(auto stack : town->stacks)
  647. {
  648. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  649. {
  650. hasCrystalGenCreature = true;
  651. break;
  652. }
  653. }
  654. }
  655. }
  656. if(hasCrystalGenCreature)
  657. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  658. }
  659. for (CGHeroInstance *h : (elem).second.heroes)
  660. {
  661. if (h->visitedTown)
  662. giveSpells(h->visitedTown, h);
  663. NewTurn::Hero hth;
  664. hth.id = h->id;
  665. auto ti = std::make_unique<TurnInfo>(h, 1);
  666. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  667. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  668. hth.mana = h->getManaNewTurn();
  669. n.heroes.insert(hth);
  670. if (!firstTurn) //not first day
  671. {
  672. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  673. {
  674. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  675. }
  676. }
  677. }
  678. }
  679. for (CGTownInstance *t : gs->map->towns)
  680. {
  681. PlayerColor player = t->tempOwner;
  682. handleTownEvents(t, n);
  683. if (newWeek) //first day of week
  684. {
  685. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  686. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  687. if (!firstTurn)
  688. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  689. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  690. if (!vstd::contains(n.cres, t->id))
  691. {
  692. n.cres[t->id].tid = t->id;
  693. n.cres[t->id].creatures = t->creatures;
  694. }
  695. auto & sac = n.cres.at(t->id);
  696. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  697. {
  698. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  699. {
  700. ui32 &availableCount = sac.creatures.at(k).first;
  701. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  702. if (n.specialWeek == NewTurn::PLAGUE)
  703. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  704. else
  705. {
  706. if (firstTurn) //first day of game: use only basic growths
  707. availableCount = cre->getGrowth();
  708. else
  709. availableCount += t->creatureGrowth(k);
  710. //Deity of fire week - upgrade both imps and upgrades
  711. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  712. availableCount += 15;
  713. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  714. {
  715. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  716. availableCount *= 2;
  717. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  718. availableCount += 5;
  719. }
  720. }
  721. }
  722. }
  723. }
  724. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  725. {
  726. n.res[player] = n.res[player] + t->dailyIncome();
  727. }
  728. if(t->hasBuilt(BuildingID::GRAIL)
  729. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  730. {
  731. // Skyship, probably easier to handle same as Veil of darkness
  732. //do it every new day after veils apply
  733. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  734. {
  735. FoWChange fw;
  736. fw.mode = 1;
  737. fw.player = player;
  738. // find all hidden tiles
  739. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  740. auto shape = fow->shape();
  741. for(size_t z = 0; z < shape[0]; z++)
  742. for(size_t x = 0; x < shape[1]; x++)
  743. for(size_t y = 0; y < shape[2]; y++)
  744. if (!(*fow)[z][x][y])
  745. fw.tiles.insert(int3(x, y, z));
  746. sendAndApply (&fw);
  747. }
  748. }
  749. if (t->hasBonusOfType (BonusType::DARKNESS))
  750. {
  751. for (auto & player : gs->players)
  752. {
  753. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  754. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  755. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  756. }
  757. }
  758. }
  759. if (newMonth)
  760. {
  761. SetAvailableArtifacts saa;
  762. saa.id = -1;
  763. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  764. sendAndApply(&saa);
  765. }
  766. sendAndApply(&n);
  767. if (newWeek)
  768. {
  769. //spawn wandering monsters
  770. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  771. {
  772. spawnWanderingMonsters(n.creatureid);
  773. }
  774. //new week info popup
  775. if (!firstTurn)
  776. {
  777. InfoWindow iw;
  778. switch (n.specialWeek)
  779. {
  780. case NewTurn::DOUBLE_GROWTH:
  781. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  782. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  783. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  784. break;
  785. case NewTurn::PLAGUE:
  786. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  787. break;
  788. case NewTurn::BONUS_GROWTH:
  789. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  790. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  791. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  792. break;
  793. case NewTurn::DEITYOFFIRE:
  794. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  795. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  796. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  797. iw.text.replacePositiveNumber(15); //%+d 15
  798. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  799. iw.text.replacePositiveNumber(15); //%+d 15
  800. break;
  801. default:
  802. if (newMonth)
  803. {
  804. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  805. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  806. }
  807. else
  808. {
  809. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  810. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  811. }
  812. }
  813. for (auto & elem : gs->players)
  814. {
  815. iw.player = elem.first;
  816. sendAndApply(&iw);
  817. }
  818. }
  819. }
  820. logGlobal->trace("Info about turn %d has been sent!", n.day);
  821. handleTimeEvents();
  822. //call objects
  823. for (auto & elem : gs->map->objects)
  824. {
  825. if (elem)
  826. elem->newTurn(getRandomGenerator());
  827. }
  828. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  829. }
  830. void CGameHandler::run(bool resume)
  831. {
  832. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  833. for (auto cc : lobby->connections)
  834. {
  835. auto players = lobby->getAllClientPlayers(cc->connectionID);
  836. std::stringstream sbuffer;
  837. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  838. for (PlayerColor color : players)
  839. {
  840. sbuffer << color << " ";
  841. {
  842. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  843. connections[color].insert(cc);
  844. }
  845. }
  846. logGlobal->info(sbuffer.str());
  847. }
  848. #if SCRIPTING_ENABLED
  849. services()->scripts()->run(serverScripts);
  850. #endif
  851. if (!resume)
  852. {
  853. onNewTurn();
  854. events::TurnStarted::defaultExecute(serverEventBus.get());
  855. for(auto & player : gs->players)
  856. turnTimerHandler.onGameplayStart(player.second);
  857. }
  858. else
  859. events::GameResumed::defaultExecute(serverEventBus.get());
  860. turnOrder->onGameStarted();
  861. //wait till game is done
  862. while(lobby->getState() == EServerState::GAMEPLAY)
  863. {
  864. const int waitTime = 100; //ms
  865. turnTimerHandler.onPlayerMakingTurn(gs->players[gs->getCurrentPlayer()], waitTime);
  866. if(gs->curB)
  867. turnTimerHandler.onBattleLoop(waitTime);
  868. boost::this_thread::sleep_for(boost::chrono::milliseconds(waitTime));
  869. }
  870. }
  871. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  872. {
  873. if (!h->hasSpellbook())
  874. return; //hero hasn't spellbook
  875. ChangeSpells cs;
  876. cs.hid = h->id;
  877. cs.learn = true;
  878. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  879. {
  880. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  881. for (int i = 0; i < h->maxSpellLevel(); i++)
  882. {
  883. std::vector<SpellID> spells;
  884. getAllowedSpells(spells, i+1);
  885. for (auto & spell : spells)
  886. cs.spells.insert(spell);
  887. }
  888. }
  889. else
  890. {
  891. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  892. {
  893. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  894. {
  895. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  896. cs.spells.insert(t->spells.at(i).at(j));
  897. }
  898. }
  899. }
  900. if (!cs.spells.empty())
  901. sendAndApply(&cs);
  902. }
  903. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  904. {
  905. if (!obj || !getObj(obj->id))
  906. {
  907. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  908. return false;
  909. }
  910. RemoveObject ro;
  911. ro.id = obj->id;
  912. sendAndApply(&ro);
  913. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  914. return true;
  915. }
  916. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  917. {
  918. const CGHeroInstance *h = getHero(hid);
  919. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  920. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  921. {
  922. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  923. return true; //timer expired, no error
  924. logGlobal->error("Illegal call to move hero!");
  925. return false;
  926. }
  927. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  928. const int3 hmpos = h->convertToVisitablePos(dst);
  929. if (!gs->map->isInTheMap(hmpos))
  930. {
  931. logGlobal->error("Destination tile is outside the map!");
  932. return false;
  933. }
  934. const TerrainTile t = *getTile(hmpos);
  935. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  936. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  937. const bool disembarking = h->boat
  938. && t.terType->isLand()
  939. && (dst == h->pos
  940. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  941. //result structure for start - movement failed, no move points used
  942. TryMoveHero tmh;
  943. tmh.id = hid;
  944. tmh.start = h->pos;
  945. tmh.end = dst;
  946. tmh.result = TryMoveHero::FAILED;
  947. tmh.movePoints = h->movementPointsRemaining();
  948. //check if destination tile is available
  949. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  950. auto ti = pathfinderHelper->getTurnInfo();
  951. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  952. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  953. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  954. //it's a rock or blocked and not visitable tile
  955. //OR hero is on land and dest is water and (there is not present only one object - boat)
  956. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  957. && complain("Cannot move hero, destination tile is blocked!"))
  958. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  959. && complain("Cannot move hero, destination tile is on water!"))
  960. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  961. && complain("Cannot disembark hero, tile is blocked!"))
  962. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  963. && complain("Tiles are not neighboring!"))
  964. || ((h->inTownGarrison)
  965. && complain("Can not move garrisoned hero!"))
  966. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  967. && complain("Hero doesn't have any movement points left!"))
  968. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  969. && complain("Hero cannot transit over this tile!"))
  970. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  971. && complain("Cannot move hero during the battle"))*/)
  972. {
  973. //send info about movement failure
  974. sendAndApply(&tmh);
  975. return false;
  976. }
  977. //several generic blocks of code
  978. // should be called if hero changes tile but before applying TryMoveHero package
  979. auto leaveTile = [&]()
  980. {
  981. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  982. {
  983. obj->onHeroLeave(h);
  984. }
  985. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  986. };
  987. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  988. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  989. {
  990. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  991. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  992. queries->addQuery(moveQuery);
  993. if (leavingTile == LEAVING_TILE)
  994. leaveTile();
  995. if (isInTheMap(guardPos))
  996. tmh.attackedFrom = std::make_optional(guardPos);
  997. tmh.result = result;
  998. sendAndApply(&tmh);
  999. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1000. { // Hero should be always able to visit any object he staying on even if there guards around
  1001. visitObjectOnTile(t, h);
  1002. }
  1003. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1004. {
  1005. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1006. objectVisited(guardTile.visitableObjects.back(), h);
  1007. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1008. }
  1009. else if (visitDest == VISIT_DEST)
  1010. {
  1011. visitObjectOnTile(t, h);
  1012. }
  1013. for(auto topQuery = queries->topQuery(h->tempOwner); true; topQuery = queries->topQuery(h->tempOwner))
  1014. {
  1015. moveQuery = std::dynamic_pointer_cast<CHeroMovementQuery>(topQuery);
  1016. if(moveQuery
  1017. && (!transit || result == TryMoveHero::FAILED || moveQuery->tmh.stopMovement()))
  1018. queries->popIfTop(moveQuery);
  1019. else
  1020. break;
  1021. }
  1022. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1023. return result != TryMoveHero::FAILED;
  1024. };
  1025. //interaction with blocking object (like resources)
  1026. auto blockingVisit = [&]() -> bool
  1027. {
  1028. for (CGObjectInstance *obj : t.visitableObjects)
  1029. {
  1030. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1031. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1032. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1033. {
  1034. EVisitDest visitDest = VISIT_DEST;
  1035. if(h->boat && !h->boat->onboardVisitAllowed)
  1036. visitDest = DONT_VISIT_DEST;
  1037. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1038. }
  1039. }
  1040. return false;
  1041. };
  1042. if (!transit && embarking)
  1043. {
  1044. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1045. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1046. // In H3 embark ignore guards
  1047. }
  1048. if (disembarking)
  1049. {
  1050. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1051. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1052. }
  1053. if (teleporting)
  1054. {
  1055. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1056. return true;
  1057. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1058. // visit town for town portal \ castle gates
  1059. // do not use generic visitObjectOnTile to avoid double-teleporting
  1060. // if this moveHero call was triggered by teleporter
  1061. if (!t.visitableObjects.empty())
  1062. {
  1063. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1064. town->onHeroVisit(h);
  1065. }
  1066. return true;
  1067. }
  1068. //still here? it is standard movement!
  1069. {
  1070. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1071. ? h->movementPointsRemaining() - cost
  1072. : 0;
  1073. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1074. EVisitDest visitDest = VISIT_DEST;
  1075. if (transit)
  1076. {
  1077. if (CGTeleport::isTeleport(t.topVisitableObj()))
  1078. visitDest = DONT_VISIT_DEST;
  1079. if (canFly)
  1080. {
  1081. lookForGuards = IGNORE_GUARDS;
  1082. visitDest = DONT_VISIT_DEST;
  1083. }
  1084. }
  1085. else if (blockingVisit())
  1086. return true;
  1087. if(h->boat && !h->boat->onboardAssaultAllowed)
  1088. lookForGuards = IGNORE_GUARDS;
  1089. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1090. return true;
  1091. }
  1092. }
  1093. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1094. {
  1095. const CGHeroInstance *h = getHero(hid);
  1096. const CGTownInstance *t = getTown(dstid);
  1097. if (!h || !t || h->getOwner() != gs->currentPlayer)
  1098. COMPLAIN_RET("Invalid call to teleportHero!");
  1099. const CGTownInstance *from = h->visitedTown;
  1100. if (((h->getOwner() != t->getOwner())
  1101. && complain("Cannot teleport hero to another player"))
  1102. || (from->town->faction->getId() != t->town->faction->getId()
  1103. && complain("Source town and destination town should belong to the same faction"))
  1104. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1105. && complain("Hero must be in town with Castle gate for teleporting"))
  1106. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1107. && complain("Cannot teleport hero to town without Castle gate in it")))
  1108. return false;
  1109. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1110. moveHero(hid,pos,1);
  1111. return true;
  1112. }
  1113. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1114. {
  1115. PlayerColor oldOwner = getOwner(obj->id);
  1116. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  1117. sendAndApply(&sop);
  1118. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1119. checkVictoryLossConditions(playerColors);
  1120. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1121. if (town) //town captured
  1122. {
  1123. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1124. {
  1125. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1126. setPortalDwelling(town, true, false);
  1127. }
  1128. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1129. {
  1130. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1131. {
  1132. InfoWindow iw;
  1133. iw.player = oldOwner;
  1134. 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.
  1135. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  1136. sendAndApply(&iw);
  1137. }
  1138. }
  1139. }
  1140. const PlayerState * p = getPlayerState(owner);
  1141. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1142. {
  1143. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1144. {
  1145. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1146. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1147. }
  1148. }
  1149. }
  1150. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1151. {
  1152. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1153. queries->addQuery(dialogQuery);
  1154. iw->queryID = dialogQuery->queryID;
  1155. sendToAllClients(iw);
  1156. }
  1157. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1158. {
  1159. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1160. queries->addQuery(dialogQuery);
  1161. iw->queryID = dialogQuery->queryID;
  1162. sendToAllClients(iw);
  1163. }
  1164. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1165. {
  1166. if (!val) return; //don't waste time on empty call
  1167. TResources resources;
  1168. resources[which] = val;
  1169. giveResources(player, resources);
  1170. }
  1171. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1172. {
  1173. SetResources sr;
  1174. sr.abs = false;
  1175. sr.player = player;
  1176. sr.res = resources;
  1177. sendAndApply(&sr);
  1178. }
  1179. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1180. {
  1181. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1182. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1183. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1184. //first we move creatures to give to make them army of object-source
  1185. for (auto & elem : creatures.Slots())
  1186. {
  1187. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1188. }
  1189. tryJoiningArmy(obj, h, remove, true);
  1190. }
  1191. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1192. {
  1193. std::vector<CStackBasicDescriptor> cres = creatures;
  1194. if (cres.size() <= 0)
  1195. return;
  1196. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1197. for (CStackBasicDescriptor &sbd : cres)
  1198. {
  1199. TQuantity collected = 0;
  1200. while(collected < sbd.count)
  1201. {
  1202. bool foundSth = false;
  1203. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1204. {
  1205. if (i->second->type == sbd.type)
  1206. {
  1207. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1208. changeStackCount(StackLocation(obj, i->first), -take, false);
  1209. collected += take;
  1210. foundSth = true;
  1211. break;
  1212. }
  1213. }
  1214. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1215. {
  1216. complain("Unexpected failure during taking creatures!");
  1217. return;
  1218. }
  1219. }
  1220. }
  1221. }
  1222. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1223. {
  1224. HeroVisitCastle vc;
  1225. vc.hid = hero->id;
  1226. vc.tid = obj->id;
  1227. vc.flags |= 1;
  1228. sendAndApply(&vc);
  1229. visitCastleObjects(obj, hero);
  1230. giveSpells (obj, hero);
  1231. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1232. }
  1233. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1234. {
  1235. for (auto building : t->bonusingBuildings)
  1236. building->onHeroVisit(h);
  1237. }
  1238. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1239. {
  1240. HeroVisitCastle vc;
  1241. vc.hid = hero->id;
  1242. vc.tid = obj->id;
  1243. sendAndApply(&vc);
  1244. }
  1245. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1246. {
  1247. EraseArtifact ea;
  1248. ea.al = al;
  1249. sendAndApply(&ea);
  1250. }
  1251. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1252. {
  1253. ChangeSpells cs;
  1254. cs.hid = hero->id;
  1255. cs.spells = spells;
  1256. cs.learn = give;
  1257. sendAndApply(&cs);
  1258. }
  1259. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1260. {
  1261. sendAndApply(bonus);
  1262. }
  1263. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1264. {
  1265. sendAndApply(smp);
  1266. }
  1267. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1268. {
  1269. SetMana sm;
  1270. sm.hid = hid;
  1271. sm.val = val;
  1272. sm.absolute = true;
  1273. sendAndApply(&sm);
  1274. }
  1275. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1276. {
  1277. GiveHero gh;
  1278. gh.id = id;
  1279. gh.player = player;
  1280. gh.boatId = boatId;
  1281. sendAndApply(&gh);
  1282. //Reveal fow around new hero, especially released from Prison
  1283. auto h = getHero(id);
  1284. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  1285. }
  1286. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  1287. {
  1288. ChangeObjPos cop;
  1289. cop.objid = objid;
  1290. cop.nPos = newPos;
  1291. sendAndApply(&cop);
  1292. }
  1293. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1294. {
  1295. const CGHeroInstance * h1 = getHero(fromHero);
  1296. const CGHeroInstance * h2 = getHero(toHero);
  1297. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1298. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  1299. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1300. {
  1301. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1302. std::swap(fromHero, toHero);
  1303. }
  1304. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1305. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1306. return;//no scholar skill or no spellbook
  1307. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  1308. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  1309. ChangeSpells cs1;
  1310. cs1.learn = true;
  1311. cs1.hid = toHero;//giving spells to first hero
  1312. for (auto it : h1->getSpellsInSpellbook())
  1313. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1314. cs1.spells.insert(it);//spell to learn
  1315. ChangeSpells cs2;
  1316. cs2.learn = true;
  1317. cs2.hid = fromHero;
  1318. for (auto it : h2->getSpellsInSpellbook())
  1319. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  1320. cs2.spells.insert(it);
  1321. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1322. {
  1323. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  1324. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  1325. InfoWindow iw;
  1326. iw.player = h1->tempOwner;
  1327. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  1328. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1329. iw.text.replaceRawString(h1->getNameTranslated());
  1330. if (!cs2.spells.empty())//if found new spell - apply
  1331. {
  1332. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1333. int size = static_cast<int>(cs2.spells.size());
  1334. for (auto it : cs2.spells)
  1335. {
  1336. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1337. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1338. switch (size--)
  1339. {
  1340. case 2:
  1341. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1342. case 1:
  1343. break;
  1344. default:
  1345. iw.text.appendRawString(", ");
  1346. }
  1347. }
  1348. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1349. iw.text.replaceRawString(h2->getNameTranslated());
  1350. sendAndApply(&cs2);
  1351. }
  1352. if (!cs1.spells.empty() && !cs2.spells.empty())
  1353. {
  1354. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1355. }
  1356. if (!cs1.spells.empty())
  1357. {
  1358. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1359. int size = static_cast<int>(cs1.spells.size());
  1360. for (auto it : cs1.spells)
  1361. {
  1362. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  1363. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  1364. switch (size--)
  1365. {
  1366. case 2:
  1367. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1368. case 1:
  1369. break;
  1370. default:
  1371. iw.text.appendRawString(", ");
  1372. }
  1373. }
  1374. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1375. iw.text.replaceRawString(h2->getNameTranslated());
  1376. sendAndApply(&cs1);
  1377. }
  1378. sendAndApply(&iw);
  1379. }
  1380. }
  1381. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1382. {
  1383. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1384. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1385. {
  1386. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1387. ExchangeDialog hex;
  1388. hex.queryID = exchange->queryID;
  1389. hex.player = h1->getOwner();
  1390. hex.hero1 = hero1;
  1391. hex.hero2 = hero2;
  1392. sendAndApply(&hex);
  1393. useScholarSkill(hero1,hero2);
  1394. queries->addQuery(exchange);
  1395. }
  1396. }
  1397. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1398. {
  1399. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1400. for (auto c : lobby->connections)
  1401. {
  1402. if(!c->isOpen())
  1403. continue;
  1404. c->sendPack(pack);
  1405. }
  1406. }
  1407. void CGameHandler::sendAndApply(CPackForClient * pack)
  1408. {
  1409. sendToAllClients(pack);
  1410. gs->apply(pack);
  1411. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1412. }
  1413. void CGameHandler::applyAndSend(CPackForClient * pack)
  1414. {
  1415. gs->apply(pack);
  1416. sendToAllClients(pack);
  1417. }
  1418. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1419. {
  1420. sendAndApply(static_cast<CPackForClient *>(pack));
  1421. checkVictoryLossConditionsForAll();
  1422. }
  1423. void CGameHandler::sendAndApply(SetResources * pack)
  1424. {
  1425. sendAndApply(static_cast<CPackForClient *>(pack));
  1426. checkVictoryLossConditionsForPlayer(pack->player);
  1427. }
  1428. void CGameHandler::sendAndApply(NewStructures * pack)
  1429. {
  1430. sendAndApply(static_cast<CPackForClient *>(pack));
  1431. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1432. }
  1433. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1434. {
  1435. return getPlayerAt(pack->c) == getOwner(id);
  1436. }
  1437. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1438. {
  1439. if(pack->c)
  1440. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1441. logNetwork->error("Player is not allowed to perform this action!");
  1442. throw ExceptionNotAllowedAction();
  1443. }
  1444. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1445. {
  1446. std::ostringstream oss;
  1447. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  1448. logNetwork->error(oss.str());
  1449. if(pack->c)
  1450. playerMessages->sendSystemMessage(pack->c, oss.str());
  1451. }
  1452. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1453. {
  1454. if(!isPlayerOwns(pack, id))
  1455. {
  1456. wrongPlayerMessage(pack, getOwner(id));
  1457. throwNotAllowedAction(pack);
  1458. }
  1459. }
  1460. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  1461. {
  1462. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  1463. {
  1464. wrongPlayerMessage(pack, player);
  1465. throwNotAllowedAction(pack);
  1466. }
  1467. }
  1468. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1469. {
  1470. complain(txt);
  1471. throwNotAllowedAction(pack);
  1472. }
  1473. void CGameHandler::save(const std::string & filename)
  1474. {
  1475. logGlobal->info("Saving to %s", filename);
  1476. const auto stem = FileInfo::GetPathStem(filename);
  1477. const auto savefname = stem.to_string() + ".vsgm1";
  1478. CResourceHandler::get("local")->createResource(savefname);
  1479. try
  1480. {
  1481. {
  1482. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
  1483. saveCommonState(save);
  1484. logGlobal->info("Saving server state");
  1485. save << *this;
  1486. }
  1487. logGlobal->info("Game has been successfully saved!");
  1488. }
  1489. catch(std::exception &e)
  1490. {
  1491. logGlobal->error("Failed to save game: %s", e.what());
  1492. }
  1493. }
  1494. bool CGameHandler::load(const std::string & filename)
  1495. {
  1496. logGlobal->info("Loading from %s", filename);
  1497. const auto stem = FileInfo::GetPathStem(filename);
  1498. reinitScripting();
  1499. try
  1500. {
  1501. {
  1502. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1503. loadCommonState(lf);
  1504. logGlobal->info("Loading server state");
  1505. lf >> *this;
  1506. }
  1507. logGlobal->info("Game has been successfully loaded!");
  1508. }
  1509. catch(const ModIncompatibility & e)
  1510. {
  1511. logGlobal->error("Failed to load game: %s", e.what());
  1512. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  1513. errorMsg += e.what();
  1514. lobby->announceMessage(errorMsg);
  1515. return false;
  1516. }
  1517. catch(const std::exception & e)
  1518. {
  1519. logGlobal->error("Failed to load game: %s", e.what());
  1520. return false;
  1521. }
  1522. gs->preInit(VLC);
  1523. gs->updateOnLoad(lobby->si.get());
  1524. return true;
  1525. }
  1526. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1527. {
  1528. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1529. return false;
  1530. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1531. const CCreatureSet & creatureSet = *army;
  1532. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1533. || (howMany < 1 && complain("Invalid split parameter!")))
  1534. {
  1535. return false;
  1536. }
  1537. auto actualAmount = army->getStackCount(slotSrc);
  1538. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1539. return false;
  1540. auto freeSlots = creatureSet.getFreeSlots();
  1541. if(freeSlots.empty() && complain("No empty stacks"))
  1542. return false;
  1543. BulkRebalanceStacks bulkRS;
  1544. for(auto slot : freeSlots)
  1545. {
  1546. RebalanceStacks rs;
  1547. rs.srcArmy = army->id;
  1548. rs.dstArmy = army->id;
  1549. rs.srcSlot = slotSrc;
  1550. rs.dstSlot = slot;
  1551. rs.count = howMany;
  1552. bulkRS.moves.push_back(rs);
  1553. actualAmount -= howMany;
  1554. if(actualAmount <= howMany)
  1555. break;
  1556. }
  1557. sendAndApply(&bulkRS);
  1558. return true;
  1559. }
  1560. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1561. {
  1562. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1563. return false;
  1564. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1565. const CCreatureSet & creatureSet = *army;
  1566. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1567. return false;
  1568. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1569. if(actualAmount < 1 && complain(complainNoCreatures))
  1570. return false;
  1571. auto currentCreature = creatureSet.getCreature(slotSrc);
  1572. if(!currentCreature && complain(complainNoCreatures))
  1573. return false;
  1574. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1575. if(!creatureSlots.size())
  1576. return false;
  1577. BulkRebalanceStacks bulkRS;
  1578. for(auto slot : creatureSlots)
  1579. {
  1580. RebalanceStacks rs;
  1581. rs.srcArmy = army->id;
  1582. rs.dstArmy = army->id;
  1583. rs.srcSlot = slot;
  1584. rs.dstSlot = slotSrc;
  1585. rs.count = creatureSet.getStackCount(slot);
  1586. bulkRS.moves.push_back(rs);
  1587. }
  1588. sendAndApply(&bulkRS);
  1589. return true;
  1590. }
  1591. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1592. {
  1593. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1594. return false;
  1595. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1596. const CCreatureSet & setSrc = *armySrc;
  1597. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1598. return false;
  1599. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1600. const CCreatureSet & setDest = *armyDest;
  1601. auto freeSlots = setDest.getFreeSlotsQueue();
  1602. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1603. TRebalanceMap moves;
  1604. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1605. auto slotsLeft = setSrc.stacksCount();
  1606. auto destMap = setDest.getCreatureMap();
  1607. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1608. while(!srcQueue.empty())
  1609. {
  1610. auto pair = srcQueue.top();
  1611. srcQueue.pop();
  1612. auto currCreature = pair.first;
  1613. auto currSlot = pair.second;
  1614. const auto quantity = setSrc.getStackCount(currSlot);
  1615. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1616. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1617. if(!alreadyExists)
  1618. {
  1619. if(freeSlots.empty())
  1620. continue;
  1621. auto currFreeSlot = freeSlots.front();
  1622. freeSlots.pop();
  1623. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1624. }
  1625. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1626. slotsLeft--;
  1627. }
  1628. if(slotsLeft == 1)
  1629. {
  1630. auto lastCreature = setSrc.getCreature(srcSlot);
  1631. auto slotToMove = SlotID();
  1632. // Try to find a slot for last creature
  1633. if(destMap.find(lastCreature) == destMap.end())
  1634. {
  1635. if(!freeSlots.empty())
  1636. slotToMove = freeSlots.front();
  1637. }
  1638. else
  1639. {
  1640. slotToMove = destMap[lastCreature];
  1641. }
  1642. if(slotToMove != SlotID())
  1643. {
  1644. const bool needsLastStack = armySrc->needsLastStack();
  1645. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1646. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1647. }
  1648. }
  1649. BulkRebalanceStacks bulkRS;
  1650. for(auto & move : moves)
  1651. {
  1652. RebalanceStacks rs;
  1653. rs.srcArmy = armySrc->id;
  1654. rs.dstArmy = armyDest->id;
  1655. rs.srcSlot = move.first;
  1656. rs.dstSlot = move.second.first;
  1657. rs.count = move.second.second;
  1658. bulkRS.moves.push_back(rs);
  1659. }
  1660. sendAndApply(&bulkRS);
  1661. return true;
  1662. }
  1663. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1664. {
  1665. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1666. return false;
  1667. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1668. const CCreatureSet & creatureSet = *army;
  1669. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1670. return false;
  1671. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1672. if(actualAmount <= 1 && complain(complainNoCreatures))
  1673. return false;
  1674. auto freeSlot = creatureSet.getFreeSlot();
  1675. auto currentCreature = creatureSet.getCreature(slotSrc);
  1676. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1677. return true;
  1678. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1679. TQuantity totalCreatures = 0;
  1680. for(auto slot : creatureSlots)
  1681. totalCreatures += creatureSet.getStackCount(slot);
  1682. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1683. return false;
  1684. if(freeSlot != SlotID())
  1685. creatureSlots.push_back(freeSlot);
  1686. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1687. return false;
  1688. const auto totalCreatureSlots = creatureSlots.size();
  1689. const auto rem = totalCreatures % totalCreatureSlots;
  1690. const auto quotient = totalCreatures / totalCreatureSlots;
  1691. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1692. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1693. BulkSmartRebalanceStacks bulkSRS;
  1694. if(freeSlot != SlotID())
  1695. {
  1696. RebalanceStacks rs;
  1697. rs.srcArmy = rs.dstArmy = army->id;
  1698. rs.srcSlot = slotSrc;
  1699. rs.dstSlot = freeSlot;
  1700. rs.count = 1;
  1701. bulkSRS.moves.push_back(rs);
  1702. }
  1703. auto currSlot = 0;
  1704. auto check = 0;
  1705. for(auto slot : creatureSlots)
  1706. {
  1707. ChangeStackCount csc;
  1708. csc.army = army->id;
  1709. csc.slot = slot;
  1710. csc.count = (currSlot < rem)
  1711. ? quotient + 1
  1712. : quotient;
  1713. csc.absoluteValue = true;
  1714. bulkSRS.changes.push_back(csc);
  1715. currSlot++;
  1716. check += csc.count;
  1717. }
  1718. if(check != totalCreatures)
  1719. {
  1720. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1721. return false;
  1722. }
  1723. sendAndApply(&bulkSRS);
  1724. return true;
  1725. }
  1726. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1727. {
  1728. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  1729. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1730. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1731. StackLocation sl1(s1, p1), sl2(s2, p2);
  1732. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1733. {
  1734. complain(complainInvalidSlot);
  1735. return false;
  1736. }
  1737. if (!isAllowedExchange(id1,id2))
  1738. {
  1739. complain("Cannot exchange stacks between these two objects!\n");
  1740. return false;
  1741. }
  1742. // We can always put stacks into locked garrison, but not take them out of it
  1743. auto notRemovable = [&](const CArmedInstance * army)
  1744. {
  1745. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1746. {
  1747. auto g = dynamic_cast<const CGGarrison *>(army);
  1748. if (g && !g->removableUnits)
  1749. {
  1750. complain("Stacks in this garrison are not removable!\n");
  1751. return true;
  1752. }
  1753. }
  1754. return false;
  1755. };
  1756. if (what==1) //swap
  1757. {
  1758. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1759. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1760. {
  1761. complain("Can't take troops from another player!");
  1762. return false;
  1763. }
  1764. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1765. {
  1766. complain("Cannot swap stacks - slots are the same!");
  1767. return false;
  1768. }
  1769. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1770. {
  1771. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1772. return false;
  1773. }
  1774. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1775. return false;
  1776. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1777. return false;
  1778. swapStacks(sl1, sl2);
  1779. }
  1780. else if (what==2)//merge
  1781. {
  1782. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1783. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1784. return false;
  1785. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1786. {
  1787. complain("Cannot merge empty stack!");
  1788. return false;
  1789. }
  1790. else if (notRemovable(sl1.army))
  1791. return false;
  1792. moveStack(sl1, sl2);
  1793. }
  1794. else if (what==3) //split
  1795. {
  1796. const int countToMove = val - s2->getStackCount(p2);
  1797. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1798. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1799. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1800. {
  1801. complain("Can't move troops of another player!");
  1802. return false;
  1803. }
  1804. //general conditions checking
  1805. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1806. || (val<1 && complain(complainNoCreatures)) )
  1807. {
  1808. return false;
  1809. }
  1810. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1811. {
  1812. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1813. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1814. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1815. )
  1816. {
  1817. return false;
  1818. }
  1819. if (notRemovable(sl1.army))
  1820. {
  1821. if (s1->getStackCount(p1) > countLeftOnSrc)
  1822. return false;
  1823. }
  1824. else if (notRemovable(sl2.army))
  1825. {
  1826. if (s2->getStackCount(p1) < countLeftOnSrc)
  1827. return false;
  1828. }
  1829. moveStack(sl1, sl2, countToMove);
  1830. //S2.slots[p2]->count = val;
  1831. //S1.slots[p1]->count = total - val;
  1832. }
  1833. else //split one stack to the two
  1834. {
  1835. if (s1->getStackCount(p1) < val)//not enough creatures
  1836. {
  1837. complain(complainNotEnoughCreatures);
  1838. return false;
  1839. }
  1840. if (notRemovable(sl1.army))
  1841. return false;
  1842. moveStack(sl1, sl2, val);
  1843. }
  1844. }
  1845. return true;
  1846. }
  1847. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1848. {
  1849. return connections.at(player).count(c);
  1850. }
  1851. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  1852. {
  1853. std::set<PlayerColor> all;
  1854. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  1855. if(vstd::contains(i->second, c))
  1856. all.insert(i->first);
  1857. switch(all.size())
  1858. {
  1859. case 0:
  1860. return PlayerColor::NEUTRAL;
  1861. case 1:
  1862. return *all.begin();
  1863. default:
  1864. {
  1865. //if we have more than one player at this connection, try to pick active one
  1866. if (vstd::contains(all, gs->currentPlayer))
  1867. return gs->currentPlayer;
  1868. else
  1869. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  1870. }
  1871. }
  1872. }
  1873. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1874. {
  1875. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1876. if (!vstd::contains(s1->stacks,pos))
  1877. {
  1878. complain("Illegal call to disbandCreature - no such stack in army!");
  1879. return false;
  1880. }
  1881. eraseStack(StackLocation(s1, pos));
  1882. return true;
  1883. }
  1884. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1885. {
  1886. const CGTownInstance * t = getTown(tid);
  1887. if(!t)
  1888. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1889. if(!t->town->buildings.count(requestedID))
  1890. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1891. if(t->hasBuilt(requestedID))
  1892. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1893. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1894. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1895. std::vector<const CBuilding*> remainingAutoBuildings;
  1896. std::set<BuildingID> buildingsThatWillBe;
  1897. //Check validity of request
  1898. if(!force)
  1899. {
  1900. switch(requestedBuilding->mode)
  1901. {
  1902. case CBuilding::BUILD_NORMAL :
  1903. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1904. COMPLAIN_RET("Cannot build that building!");
  1905. break;
  1906. case CBuilding::BUILD_AUTO :
  1907. case CBuilding::BUILD_SPECIAL:
  1908. COMPLAIN_RET("This building can not be constructed normally!");
  1909. case CBuilding::BUILD_GRAIL :
  1910. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1911. {
  1912. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1913. COMPLAIN_RET("Cannot build this without grail!")
  1914. else
  1915. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1916. }
  1917. break;
  1918. }
  1919. }
  1920. //Performs stuff that has to be done before new building is built
  1921. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1922. {
  1923. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1924. {
  1925. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1926. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1927. if(upgradeNumber >= t->town->creatures.at(level).size())
  1928. {
  1929. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1930. "no creature found (upgrade number %d, level %d!")
  1931. % buildingID % upgradeNumber % level));
  1932. return;
  1933. }
  1934. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  1935. SetAvailableCreatures ssi;
  1936. ssi.tid = t->id;
  1937. ssi.creatures = t->creatures;
  1938. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1939. ssi.creatures[level].first = crea->getGrowth();
  1940. ssi.creatures[level].second.push_back(crea->getId());
  1941. sendAndApply(&ssi);
  1942. }
  1943. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1944. {
  1945. setPortalDwelling(t);
  1946. }
  1947. };
  1948. //Performs stuff that has to be done after new building is built
  1949. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1950. {
  1951. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1952. auto isLibrary = isMageGuild ? false
  1953. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1954. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1955. {
  1956. if(t->visitingHero)
  1957. giveSpells(t,t->visitingHero);
  1958. if(t->garrisonHero)
  1959. giveSpells(t,t->garrisonHero);
  1960. }
  1961. };
  1962. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1963. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  1964. {
  1965. return buildingsThatWillBe.count(buildID);
  1966. };
  1967. //Init the vectors
  1968. for(auto & build : t->town->buildings)
  1969. {
  1970. if(t->hasBuilt(build.first))
  1971. {
  1972. buildingsThatWillBe.insert(build.first);
  1973. }
  1974. else
  1975. {
  1976. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1977. remainingAutoBuildings.push_back(build.second);
  1978. }
  1979. }
  1980. //Prepare structure (list of building ids will be filled later)
  1981. NewStructures ns;
  1982. ns.tid = tid;
  1983. ns.builded = force ? t->builded : (t->builded+1);
  1984. std::queue<const CBuilding*> buildingsToAdd;
  1985. buildingsToAdd.push(requestedBuilding);
  1986. while(!buildingsToAdd.empty())
  1987. {
  1988. auto b = buildingsToAdd.front();
  1989. buildingsToAdd.pop();
  1990. ns.bid.insert(b->bid);
  1991. buildingsThatWillBe.insert(b->bid);
  1992. remainingAutoBuildings -= b;
  1993. for(auto autoBuilding : remainingAutoBuildings)
  1994. {
  1995. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1996. if(actualRequirements.test(areRequirementsFullfilled))
  1997. buildingsToAdd.push(autoBuilding);
  1998. }
  1999. }
  2000. // 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.
  2001. for(auto builtID : ns.bid)
  2002. processBeforeBuiltStructure(builtID);
  2003. //Take cost
  2004. if(!force)
  2005. giveResources(t->tempOwner, -requestedBuilding->resources);
  2006. //We know what has been built, apply changes. Do this as final step to properly update town window
  2007. sendAndApply(&ns);
  2008. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2009. for(auto builtID : ns.bid)
  2010. processAfterBuiltStructure(builtID);
  2011. // now when everything is built - reveal tiles for lookout tower
  2012. FoWChange fw;
  2013. fw.player = t->tempOwner;
  2014. fw.mode = 1;
  2015. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2016. sendAndApply(&fw);
  2017. if(t->visitingHero)
  2018. visitCastleObjects(t, t->visitingHero);
  2019. if(t->garrisonHero)
  2020. visitCastleObjects(t, t->garrisonHero);
  2021. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2022. return true;
  2023. }
  2024. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2025. {
  2026. ///incomplete, simply erases target building
  2027. const CGTownInstance * t = getTown(tid);
  2028. if (!vstd::contains(t->builtBuildings, bid))
  2029. return false;
  2030. RazeStructures rs;
  2031. rs.tid = tid;
  2032. rs.bid.insert(bid);
  2033. rs.destroyed = t->destroyed + 1;
  2034. sendAndApply(&rs);
  2035. //TODO: Remove dwellers
  2036. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2037. // {
  2038. // RemoveBonus rb(RemoveBonus::TOWN);
  2039. // rb.whoID = t->id;
  2040. // rb.source = BonusSource::TOWN_STRUCTURE;
  2041. // rb.id = 17;
  2042. // sendAndApply(&rb);
  2043. // }
  2044. return true;
  2045. }
  2046. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2047. {
  2048. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2049. const CArmedInstance *dst = nullptr;
  2050. const CCreature *c = VLC->creh->objects.at(crid);
  2051. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2052. //TODO: test for owning
  2053. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2054. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2055. assert(dw && dst);
  2056. //verify
  2057. bool found = false;
  2058. int level = 0;
  2059. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2060. {
  2061. if ((fromLvl != -1) && (level !=fromLvl))
  2062. continue;
  2063. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2064. int i = 0;
  2065. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2066. if (cur.second.at(i) == crid)
  2067. break;
  2068. if (i < cur.second.size())
  2069. {
  2070. found = true;
  2071. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2072. break;
  2073. }
  2074. }
  2075. SlotID slot = dst->getSlotFor(crid);
  2076. if ((!found && complain("Cannot recruit: no such creatures!"))
  2077. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2078. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2079. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2080. {
  2081. return false;
  2082. }
  2083. //recruit
  2084. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  2085. SetAvailableCreatures sac;
  2086. sac.tid = objid;
  2087. sac.creatures = dw->creatures;
  2088. sac.creatures[level].first -= cram;
  2089. sendAndApply(&sac);
  2090. if (warMachine)
  2091. {
  2092. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2093. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2094. ArtifactID artId = c->warMachine;
  2095. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2096. const CArtifact * art = artId.toArtifact();
  2097. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2098. return giveHeroNewArtifact(h, art);
  2099. }
  2100. else
  2101. {
  2102. addToSlot(StackLocation(dst, slot), c, cram);
  2103. }
  2104. return true;
  2105. }
  2106. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2107. {
  2108. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2109. if (!obj->hasStackAtSlot(pos))
  2110. {
  2111. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2112. }
  2113. UpgradeInfo ui;
  2114. fillUpgradeInfo(obj, pos, ui);
  2115. PlayerColor player = obj->tempOwner;
  2116. const PlayerState *p = getPlayerState(player);
  2117. int crQuantity = obj->stacks.at(pos)->count;
  2118. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2119. //check if upgrade is possible
  2120. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2121. {
  2122. return false;
  2123. }
  2124. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2125. //check if player has enough resources
  2126. if (!p->resources.canAfford(totalCost))
  2127. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2128. //take resources
  2129. giveResources(player, -totalCost);
  2130. //upgrade creature
  2131. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2132. return true;
  2133. }
  2134. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2135. {
  2136. if (!sl.army->hasStackAtSlot(sl.slot))
  2137. COMPLAIN_RET("Cannot find a stack to change type");
  2138. SetStackType sst;
  2139. sst.army = sl.army->id;
  2140. sst.slot = sl.slot;
  2141. sst.type = c->getId();
  2142. sendAndApply(&sst);
  2143. return true;
  2144. }
  2145. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2146. {
  2147. assert(src->canBeMergedWith(*dst, allowMerging));
  2148. while(src->stacksCount())//while there are unmoved creatures
  2149. {
  2150. auto i = src->Slots().begin(); //iterator to stack to move
  2151. StackLocation sl(src, i->first); //location of stack to move
  2152. SlotID pos = dst->getSlotFor(i->second->type);
  2153. if (!pos.validSlot())
  2154. {
  2155. //try to merge two other stacks to make place
  2156. std::pair<SlotID, SlotID> toMerge;
  2157. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2158. {
  2159. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2160. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2161. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2162. }
  2163. else
  2164. {
  2165. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2166. return;
  2167. }
  2168. }
  2169. else
  2170. {
  2171. moveStack(sl, StackLocation(dst, pos));
  2172. }
  2173. }
  2174. }
  2175. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2176. {
  2177. const CGTownInstance * town = getTown(tid);
  2178. if(!town->garrisonHero == !town->visitingHero)
  2179. return false;
  2180. SetHeroesInTown intown;
  2181. intown.tid = tid;
  2182. if(town->garrisonHero) //garrison -> vising
  2183. {
  2184. intown.garrison = ObjectInstanceID();
  2185. intown.visiting = town->garrisonHero->id;
  2186. }
  2187. else //visiting -> garrison
  2188. {
  2189. if(town->armedGarrison())
  2190. town->mergeGarrisonOnSiege();
  2191. intown.visiting = ObjectInstanceID();
  2192. intown.garrison = town->visitingHero->id;
  2193. }
  2194. sendAndApply(&intown);
  2195. return true;
  2196. }
  2197. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2198. {
  2199. const CGTownInstance * town = getTown(tid);
  2200. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2201. {
  2202. if (!town->visitingHero->canBeMergedWith(*town))
  2203. {
  2204. complain("Cannot make garrison swap, not enough free slots!");
  2205. return false;
  2206. }
  2207. moveArmy(town, town->visitingHero, true);
  2208. SetHeroesInTown intown;
  2209. intown.tid = tid;
  2210. intown.visiting = ObjectInstanceID();
  2211. intown.garrison = town->visitingHero->id;
  2212. sendAndApply(&intown);
  2213. return true;
  2214. }
  2215. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2216. {
  2217. //check if moving hero out of town will break 8 wandering heroes limit
  2218. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2219. {
  2220. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2221. return false;
  2222. }
  2223. SetHeroesInTown intown;
  2224. intown.tid = tid;
  2225. intown.garrison = ObjectInstanceID();
  2226. intown.visiting = town->garrisonHero->id;
  2227. sendAndApply(&intown);
  2228. return true;
  2229. }
  2230. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2231. {
  2232. SetHeroesInTown intown;
  2233. intown.tid = tid;
  2234. intown.garrison = town->visitingHero->id;
  2235. intown.visiting = town->garrisonHero->id;
  2236. sendAndApply(&intown);
  2237. return true;
  2238. }
  2239. else
  2240. {
  2241. complain("Cannot swap garrison hero!");
  2242. return false;
  2243. }
  2244. }
  2245. // With the amount of changes done to the function, it's more like transferArtifacts.
  2246. // 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.
  2247. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2248. {
  2249. ArtifactLocation src = al1, dst = al2;
  2250. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2251. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2252. // Make sure exchange is even possible between the two heroes.
  2253. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2254. COMPLAIN_RET("That heroes cannot make any exchange!");
  2255. const CArtifactInstance *srcArtifact = src.getArt();
  2256. const CArtifactInstance *destArtifact = dst.getArt();
  2257. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  2258. if(srcArtifact == nullptr)
  2259. COMPLAIN_RET("No artifact to move!");
  2260. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  2261. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2262. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2263. // Moving to the backpack is always allowed.
  2264. if((!srcArtifact || !isDstSlotBackpack)
  2265. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2266. COMPLAIN_RET("Cannot move artifact!");
  2267. auto srcSlot = src.getSlot();
  2268. auto dstSlot = dst.getSlot();
  2269. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  2270. COMPLAIN_RET("Cannot move artifact locks.");
  2271. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2272. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2273. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2274. COMPLAIN_RET("Cannot move catapult!");
  2275. if(isDstSlotBackpack)
  2276. {
  2277. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  2278. COMPLAIN_RET("Backpack is full!");
  2279. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2280. }
  2281. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  2282. {
  2283. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  2284. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2285. // Check if dst slot is occupied
  2286. if(!isDstSlotBackpack && destArtifact)
  2287. {
  2288. // Previous artifact must be removed first
  2289. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  2290. }
  2291. try
  2292. {
  2293. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  2294. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  2295. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2296. }
  2297. catch(const std::bad_variant_access &)
  2298. {
  2299. // object other than hero received an art - ignore
  2300. }
  2301. MoveArtifact ma(&src, &dst);
  2302. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  2303. ma.askAssemble = false;
  2304. sendAndApply(&ma);
  2305. }
  2306. return true;
  2307. }
  2308. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  2309. {
  2310. // Make sure exchange is even possible between the two heroes.
  2311. if(!isAllowedExchange(srcHero, dstHero))
  2312. COMPLAIN_RET("That heroes cannot make any exchange!");
  2313. auto psrcHero = getHero(srcHero);
  2314. auto pdstHero = getHero(dstHero);
  2315. if((!psrcHero) || (!pdstHero))
  2316. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2317. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  2318. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  2319. auto & slotsSrcDst = ma.artsPack0;
  2320. auto & slotsDstSrc = ma.artsPack1;
  2321. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2322. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2323. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2324. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2325. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2326. {
  2327. assert(artifact);
  2328. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2329. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2330. {
  2331. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2332. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2333. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2334. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2335. }
  2336. };
  2337. if(swap)
  2338. {
  2339. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2340. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2341. {
  2342. for(auto & artifact : srcHero->artifactsWorn)
  2343. {
  2344. if(ArtifactUtils::isArtRemovable(artifact))
  2345. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2346. }
  2347. };
  2348. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2349. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2350. {
  2351. for(auto & slotInfo : artSet->artifactsInBackpack)
  2352. {
  2353. auto slot = artSet->getArtPos(slotInfo.artifact);
  2354. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2355. }
  2356. };
  2357. // Move over artifacts that are worn srcHero -> dstHero
  2358. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2359. artFittingSet.artifactsWorn.clear();
  2360. // Move over artifacts that are worn dstHero -> srcHero
  2361. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2362. // Move over artifacts that are in backpack srcHero -> dstHero
  2363. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2364. // Move over artifacts that are in backpack dstHero -> srcHero
  2365. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2366. }
  2367. else
  2368. {
  2369. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2370. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2371. // Move over artifacts that are worn
  2372. for(auto & artInfo : psrcHero->artifactsWorn)
  2373. {
  2374. if(ArtifactUtils::isArtRemovable(artInfo))
  2375. {
  2376. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2377. }
  2378. }
  2379. // Move over artifacts that are in backpack
  2380. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2381. {
  2382. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2383. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2384. }
  2385. }
  2386. sendAndApply(&ma);
  2387. return true;
  2388. }
  2389. /**
  2390. * Assembles or disassembles a combination artifact.
  2391. * @param heroID ID of hero holding the artifact(s).
  2392. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2393. * @param assemble True for assembly operation, false for disassembly.
  2394. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2395. * artifact to assemble to. Otherwise it's not used.
  2396. */
  2397. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2398. {
  2399. const CGHeroInstance * hero = getHero(heroID);
  2400. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2401. if(!destArtifact)
  2402. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2403. if(assemble)
  2404. {
  2405. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2406. if(!combinedArt->isCombined())
  2407. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2408. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  2409. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  2410. {
  2411. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2412. }
  2413. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2414. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2415. AssembledArtifact aa;
  2416. aa.al = ArtifactLocation(hero, artifactSlot);
  2417. aa.builtArt = combinedArt;
  2418. sendAndApply(&aa);
  2419. }
  2420. else
  2421. {
  2422. if(!destArtifact->isCombined())
  2423. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2424. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2425. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2426. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2427. DisassembledArtifact da;
  2428. da.al = ArtifactLocation(hero, artifactSlot);
  2429. sendAndApply(&da);
  2430. }
  2431. return true;
  2432. }
  2433. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2434. {
  2435. const auto * hero = getHero(al.relatedObj()->id);
  2436. if(hero == nullptr)
  2437. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2438. const auto * art = al.getArt();
  2439. if(art == nullptr)
  2440. COMPLAIN_RET("Cannot remove artifact!");
  2441. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2442. COMPLAIN_RET("Illegal artifact removal request");
  2443. removeArtifact(al);
  2444. return true;
  2445. }
  2446. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2447. {
  2448. const CGHeroInstance * hero = getHero(hid);
  2449. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2450. const CGTownInstance * town = hero->visitedTown;
  2451. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2452. if (aid==ArtifactID::SPELLBOOK)
  2453. {
  2454. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2455. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2456. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2457. )
  2458. return false;
  2459. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2460. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2461. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2462. giveSpells(town,hero);
  2463. return true;
  2464. }
  2465. else
  2466. {
  2467. const CArtifact * art = aid.toArtifact();
  2468. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2469. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2470. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2471. const int price = art->getPrice();
  2472. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2473. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2474. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2475. {
  2476. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2477. return giveHeroNewArtifact(hero, art);
  2478. }
  2479. else
  2480. COMPLAIN_RET("This machine is unavailable here!");
  2481. }
  2482. }
  2483. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2484. {
  2485. if(!h)
  2486. COMPLAIN_RET("Only hero can buy artifacts!");
  2487. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2488. COMPLAIN_RET("That artifact is unavailable!");
  2489. int b1, b2;
  2490. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2491. if (getResource(h->tempOwner, rid) < b1)
  2492. COMPLAIN_RET("You can't afford to buy this artifact!");
  2493. giveResource(h->tempOwner, rid, -b1);
  2494. SetAvailableArtifacts saa;
  2495. if(dynamic_cast<const CGTownInstance *>(m))
  2496. {
  2497. saa.id = -1;
  2498. saa.arts = CGTownInstance::merchantArtifacts;
  2499. }
  2500. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2501. {
  2502. saa.id = bm->id.getNum();
  2503. saa.arts = bm->artifacts;
  2504. }
  2505. else
  2506. COMPLAIN_RET("Wrong marktet...");
  2507. bool found = false;
  2508. for (const CArtifact *&art : saa.arts)
  2509. {
  2510. if (art && art->getId() == aid)
  2511. {
  2512. art = nullptr;
  2513. found = true;
  2514. break;
  2515. }
  2516. }
  2517. if (!found)
  2518. COMPLAIN_RET("Cannot find selected artifact on the list");
  2519. sendAndApply(&saa);
  2520. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2521. return true;
  2522. }
  2523. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2524. {
  2525. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2526. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2527. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2528. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2529. int resVal = 0, dump = 1;
  2530. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2531. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2532. giveResource(h->tempOwner, rid, resVal);
  2533. return true;
  2534. }
  2535. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2536. {
  2537. if (!h)
  2538. COMPLAIN_RET("You need hero to buy a skill!");
  2539. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2540. COMPLAIN_RET("Hero already know this skill");
  2541. if (!h->canLearnSkill())
  2542. COMPLAIN_RET("Hero can't learn any more skills");
  2543. if (!h->canLearnSkill(skill))
  2544. COMPLAIN_RET("The hero can't learn this skill!");
  2545. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2546. COMPLAIN_RET("That skill is unavailable!");
  2547. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2548. COMPLAIN_RET("You can't afford to buy this skill");
  2549. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2550. changeSecSkill(h, skill, 1, true);
  2551. return true;
  2552. }
  2553. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2554. {
  2555. TResourceCap r1 = getPlayerState(player)->resources[id1];
  2556. vstd::amin(val, r1); //can't trade more resources than have
  2557. int b1, b2; //base quantities for trade
  2558. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2559. int units = val / b1; //how many base quantities we trade
  2560. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2561. {
  2562. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2563. }
  2564. giveResource(player, GameResID(id1), - b1 * units);
  2565. giveResource(player, GameResID(id2), b2 * units);
  2566. return true;
  2567. }
  2568. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2569. {
  2570. if(!hero)
  2571. COMPLAIN_RET("Only hero can sell creatures!");
  2572. if (!vstd::contains(hero->Slots(), slot))
  2573. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2574. const CStackInstance &s = hero->getStack(slot);
  2575. if (s.count < (TQuantity)count //can't sell more creatures than have
  2576. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2577. {
  2578. COMPLAIN_RET("Not enough creatures in army!");
  2579. }
  2580. int b1, b2; //base quantities for trade
  2581. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2582. int units = count / b1; //how many base quantities we trade
  2583. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2584. {
  2585. //TODO: complain?
  2586. assert(0);
  2587. }
  2588. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2589. giveResource(hero->tempOwner, resourceID, b2 * units);
  2590. return true;
  2591. }
  2592. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2593. {
  2594. const CArmedInstance *army = nullptr;
  2595. if (hero)
  2596. army = hero;
  2597. else
  2598. army = dynamic_cast<const CGTownInstance *>(market);
  2599. if (!army)
  2600. COMPLAIN_RET("Incorrect call to transform in undead!");
  2601. if (!army->hasStackAtSlot(slot))
  2602. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2603. const CStackInstance &s = army->getStack(slot);
  2604. //resulting creature - bone dragons or skeletons
  2605. CreatureID resCreature = CreatureID::SKELETON;
  2606. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2607. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2608. || (s.getCreatureID() == CreatureID::HYDRA)
  2609. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2610. resCreature = CreatureID::BONE_DRAGON;
  2611. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2612. return true;
  2613. }
  2614. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2615. {
  2616. const PlayerState *p2 = getPlayerState(r2, false);
  2617. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2618. {
  2619. complain("Dest player must be in game!");
  2620. return false;
  2621. }
  2622. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2623. vstd::amin(val, curRes1);
  2624. giveResource(player, r1, -(int)val);
  2625. giveResource(r2, r1, val);
  2626. return true;
  2627. }
  2628. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  2629. {
  2630. const CGHeroInstance *h = getHero(hid);
  2631. if (!h)
  2632. {
  2633. logGlobal->error("Hero doesn't exist!");
  2634. return false;
  2635. }
  2636. ChangeFormation cf;
  2637. cf.hid = hid;
  2638. cf.formation = formation;
  2639. sendAndApply(&cf);
  2640. return true;
  2641. }
  2642. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  2643. {
  2644. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2645. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2646. logGlobal->trace(answer.toJson());
  2647. auto topQuery = queries->topQuery(player);
  2648. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2649. if(topQuery->queryID != qid)
  2650. {
  2651. auto currentQuery = queries->getQuery(qid);
  2652. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2653. currentQuery->setReply(answer);
  2654. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2655. }
  2656. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2657. topQuery->setReply(answer);
  2658. queries->popQuery(topQuery);
  2659. return true;
  2660. }
  2661. void CGameHandler::handleTimeEvents()
  2662. {
  2663. gs->map->events.sort(evntCmp);
  2664. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2665. {
  2666. CMapEvent ev = gs->map->events.front();
  2667. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2668. {
  2669. auto color = PlayerColor(player);
  2670. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2671. if (pinfo //player exists
  2672. && (ev.players & 1<<player) //event is enabled to this player
  2673. && ((ev.computerAffected && !pinfo->human)
  2674. || (ev.humanAffected && pinfo->human)
  2675. )
  2676. )
  2677. {
  2678. //give resources
  2679. giveResources(color, ev.resources);
  2680. //prepare dialog
  2681. InfoWindow iw;
  2682. iw.player = color;
  2683. iw.text.appendRawString(ev.message);
  2684. for (int i=0; i<ev.resources.size(); i++)
  2685. {
  2686. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2687. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  2688. }
  2689. sendAndApply(&iw); //show dialog
  2690. }
  2691. } //PLAYERS LOOP
  2692. if (ev.nextOccurence)
  2693. {
  2694. gs->map->events.pop_front();
  2695. ev.firstOccurence += ev.nextOccurence;
  2696. auto it = gs->map->events.begin();
  2697. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2698. it++;
  2699. gs->map->events.insert(it, ev);
  2700. }
  2701. else
  2702. {
  2703. gs->map->events.pop_front();
  2704. }
  2705. }
  2706. //TODO send only if changed
  2707. UpdateMapEvents ume;
  2708. ume.events = gs->map->events;
  2709. sendAndApply(&ume);
  2710. }
  2711. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2712. {
  2713. town->events.sort(evntCmp);
  2714. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2715. {
  2716. PlayerColor player = town->tempOwner;
  2717. CCastleEvent ev = town->events.front();
  2718. const PlayerState * pinfo = getPlayerState(player, false);
  2719. if (pinfo //player exists
  2720. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2721. && ((ev.computerAffected && !pinfo->human)
  2722. || (ev.humanAffected && pinfo->human)))
  2723. {
  2724. // dialog
  2725. InfoWindow iw;
  2726. iw.player = player;
  2727. iw.text.appendRawString(ev.message);
  2728. if (ev.resources.nonZero())
  2729. {
  2730. TResources was = n.res[player];
  2731. n.res[player] += ev.resources;
  2732. n.res[player].amax(0);
  2733. for (int i=0; i<ev.resources.size(); i++)
  2734. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2735. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  2736. }
  2737. for (auto & i : ev.buildings)
  2738. {
  2739. if (!town->hasBuilt(i))
  2740. {
  2741. buildStructure(town->id, i, true);
  2742. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  2743. }
  2744. }
  2745. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2746. {
  2747. n.cres[town->id].tid = town->id;
  2748. n.cres[town->id].creatures = town->creatures;
  2749. }
  2750. auto & sac = n.cres[town->id];
  2751. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2752. {
  2753. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2754. {
  2755. sac.creatures[i].first += ev.creatures.at(i);
  2756. iw.components.emplace_back(Component::EComponentType::CREATURE,
  2757. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  2758. }
  2759. }
  2760. sendAndApply(&iw); //show dialog
  2761. }
  2762. if (ev.nextOccurence)
  2763. {
  2764. town->events.pop_front();
  2765. ev.firstOccurence += ev.nextOccurence;
  2766. auto it = town->events.begin();
  2767. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2768. it++;
  2769. town->events.insert(it, ev);
  2770. }
  2771. else
  2772. {
  2773. town->events.pop_front();
  2774. }
  2775. }
  2776. //TODO send only if changed
  2777. UpdateCastleEvents uce;
  2778. uce.town = town->id;
  2779. uce.events = town->events;
  2780. sendAndApply(&uce);
  2781. }
  2782. bool CGameHandler::complain(const std::string &problem)
  2783. {
  2784. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2785. logGlobal->error(problem);
  2786. return true;
  2787. }
  2788. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2789. {
  2790. //PlayerColor player = getOwner(hid);
  2791. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2792. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2793. assert(lowerArmy);
  2794. assert(upperArmy);
  2795. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2796. queries->addQuery(garrisonQuery);
  2797. GarrisonDialog gd;
  2798. gd.hid = hid;
  2799. gd.objid = upobj;
  2800. gd.removableUnits = removableUnits;
  2801. gd.queryID = garrisonQuery->queryID;
  2802. sendAndApply(&gd);
  2803. }
  2804. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  2805. {
  2806. OpenWindow ow;
  2807. ow.window = EOpenWindowMode::THIEVES_GUILD;
  2808. ow.id1 = player.getNum();
  2809. ow.id2 = requestingObjId.getNum();
  2810. sendAndApply(&ow);
  2811. }
  2812. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2813. {
  2814. if (id1 == id2)
  2815. return true;
  2816. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2817. if (!o1 || !o2)
  2818. return true; //arranging stacks within an object should be always allowed
  2819. if (o1 && o2)
  2820. {
  2821. if (o1->ID == Obj::TOWN)
  2822. {
  2823. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2824. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2825. return true;
  2826. }
  2827. if (o2->ID == Obj::TOWN)
  2828. {
  2829. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2830. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2831. return true;
  2832. }
  2833. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2834. {
  2835. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2836. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2837. // two heroes in same town (garrisoned and visiting)
  2838. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2839. return true;
  2840. }
  2841. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2842. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2843. if (!dialog)
  2844. {
  2845. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2846. }
  2847. if (dialog)
  2848. {
  2849. auto topArmy = dialog->exchangingArmies.at(0);
  2850. auto bottomArmy = dialog->exchangingArmies.at(1);
  2851. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2852. return true;
  2853. }
  2854. }
  2855. return false;
  2856. }
  2857. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2858. {
  2859. using events::ObjectVisitStarted;
  2860. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  2861. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2862. auto startVisit = [&](ObjectVisitStarted & event)
  2863. {
  2864. auto visitedObject = obj;
  2865. if(obj->ID == Obj::HERO)
  2866. {
  2867. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2868. const auto visitedTown = visitedHero->visitedTown;
  2869. if(visitedTown)
  2870. {
  2871. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2872. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2873. visitedObject = visitedTown;
  2874. }
  2875. }
  2876. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2877. queries->addQuery(visitQuery); //TODO real visit pos
  2878. HeroVisit hv;
  2879. hv.objId = obj->id;
  2880. hv.heroId = h->id;
  2881. hv.player = h->tempOwner;
  2882. hv.starting = true;
  2883. sendAndApply(&hv);
  2884. obj->onHeroVisit(h);
  2885. };
  2886. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2887. if(visitQuery)
  2888. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2889. }
  2890. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2891. {
  2892. using events::ObjectVisitEnded;
  2893. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2894. auto endVisit = [&](ObjectVisitEnded & event)
  2895. {
  2896. HeroVisit hv;
  2897. hv.player = event.getPlayer();
  2898. hv.heroId = event.getHero();
  2899. hv.starting = false;
  2900. sendAndApply(&hv);
  2901. };
  2902. //TODO: ObjectVisitEnded should also have id of visited object,
  2903. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2904. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2905. }
  2906. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2907. {
  2908. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2909. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2910. {
  2911. complain("Cannot build boat in this shipyard!");
  2912. return false;
  2913. }
  2914. TResources boatCost;
  2915. obj->getBoatCost(boatCost);
  2916. TResources aviable = getPlayerState(playerID)->resources;
  2917. if (!aviable.canAfford(boatCost))
  2918. {
  2919. complain("Not enough resources to build a boat!");
  2920. return false;
  2921. }
  2922. int3 tile = obj->bestLocation();
  2923. if (!gs->map->isInTheMap(tile))
  2924. {
  2925. complain("Cannot find appropriate tile for a boat!");
  2926. return false;
  2927. }
  2928. giveResources(playerID, -boatCost);
  2929. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  2930. return true;
  2931. }
  2932. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2933. {
  2934. for (auto playerColor : playerColors)
  2935. {
  2936. if (getPlayerState(playerColor, false))
  2937. checkVictoryLossConditionsForPlayer(playerColor);
  2938. }
  2939. }
  2940. void CGameHandler::checkVictoryLossConditionsForAll()
  2941. {
  2942. std::set<PlayerColor> playerColors;
  2943. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2944. {
  2945. playerColors.insert(PlayerColor(i));
  2946. }
  2947. checkVictoryLossConditions(playerColors);
  2948. }
  2949. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2950. {
  2951. const PlayerState * p = getPlayerState(player);
  2952. if(!p || p->status != EPlayerStatus::INGAME) return;
  2953. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  2954. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2955. {
  2956. InfoWindow iw;
  2957. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2958. sendAndApply(&iw);
  2959. PlayerEndsGame peg;
  2960. peg.player = player;
  2961. peg.victoryLossCheckResult = victoryLossCheckResult;
  2962. sendAndApply(&peg);
  2963. turnOrder->onPlayerEndsGame(player);
  2964. if (victoryLossCheckResult.victory())
  2965. {
  2966. //one player won -> all enemies lost
  2967. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  2968. {
  2969. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  2970. {
  2971. peg.player = i->first;
  2972. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  2973. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2974. InfoWindow iw;
  2975. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  2976. iw.player = i->first;
  2977. sendAndApply(&iw);
  2978. sendAndApply(&peg);
  2979. }
  2980. }
  2981. if(p->human)
  2982. {
  2983. lobby->setState(EServerState::GAMEPLAY_ENDED);
  2984. }
  2985. }
  2986. else
  2987. {
  2988. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2989. auto hlp = p->heroes;
  2990. for (auto h : hlp) //eliminate heroes
  2991. {
  2992. if (h.get())
  2993. removeObject(h);
  2994. }
  2995. //player lost -> all his objects become unflagged (neutral)
  2996. for (auto obj : gs->map->objects) //unflag objs
  2997. {
  2998. if (obj.get() && obj->tempOwner == player)
  2999. setOwner(obj, PlayerColor::NEUTRAL);
  3000. }
  3001. //eliminating one player may cause victory of another:
  3002. std::set<PlayerColor> playerColors;
  3003. //do not copy player state (CBonusSystemNode) by value
  3004. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3005. {
  3006. if (p.first != player)
  3007. playerColors.insert(p.first);
  3008. }
  3009. //notify all players
  3010. for (auto pc : playerColors)
  3011. {
  3012. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3013. {
  3014. InfoWindow iw;
  3015. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3016. iw.player = pc;
  3017. sendAndApply(&iw);
  3018. }
  3019. }
  3020. checkVictoryLossConditions(playerColors);
  3021. }
  3022. }
  3023. }
  3024. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3025. {
  3026. out.player = player;
  3027. out.text = victoryLossCheckResult.messageToSelf;
  3028. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  3029. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  3030. }
  3031. bool CGameHandler::dig(const CGHeroInstance *h)
  3032. {
  3033. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3034. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  3035. createObject(h->visitablePos(), Obj::HOLE, 0 );
  3036. //take MPs
  3037. SetMovePoints smp;
  3038. smp.hid = h->id;
  3039. smp.val = 0;
  3040. sendAndApply(&smp);
  3041. InfoWindow iw;
  3042. iw.type = EInfoWindowMode::AUTO;
  3043. iw.player = h->tempOwner;
  3044. if (gs->map->grailPos == h->visitablePos())
  3045. {
  3046. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3047. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  3048. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3049. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  3050. sendAndApply(&iw);
  3051. iw.soundID = soundBase::invalid;
  3052. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  3053. iw.text.clear();
  3054. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  3055. sendAndApply(&iw);
  3056. }
  3057. else
  3058. {
  3059. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3060. iw.soundID = soundBase::Dig;
  3061. sendAndApply(&iw);
  3062. }
  3063. return true;
  3064. }
  3065. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3066. {
  3067. if (!t.visitableObjects.empty())
  3068. {
  3069. //to prevent self-visiting heroes on space press
  3070. if (t.visitableObjects.back() != h)
  3071. objectVisited(t.visitableObjects.back(), h);
  3072. else if (t.visitableObjects.size() > 1)
  3073. objectVisited(*(t.visitableObjects.end()-2),h);
  3074. }
  3075. }
  3076. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3077. {
  3078. if (!hero)
  3079. COMPLAIN_RET("You need hero to sacrifice creature!");
  3080. int expSum = 0;
  3081. auto finish = [this, &hero, &expSum]()
  3082. {
  3083. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3084. };
  3085. for(int i = 0; i < slot.size(); ++i)
  3086. {
  3087. int oldCount = hero->getStackCount(slot[i]);
  3088. if(oldCount < (int)count[i])
  3089. {
  3090. finish();
  3091. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3092. }
  3093. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3094. {
  3095. finish();
  3096. COMPLAIN_RET("Cannot sacrifice last creature!");
  3097. }
  3098. int crid = hero->getStack(slot[i]).type->getId();
  3099. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3100. int dump, exp;
  3101. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3102. exp *= count[i];
  3103. expSum += exp;
  3104. }
  3105. finish();
  3106. return true;
  3107. }
  3108. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3109. {
  3110. if (!hero)
  3111. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3112. int expSum = 0;
  3113. auto finish = [this, &hero, &expSum]()
  3114. {
  3115. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3116. };
  3117. for(int i = 0; i < slot.size(); ++i)
  3118. {
  3119. ArtifactLocation al(hero, slot[i]);
  3120. const CArtifactInstance * a = al.getArt();
  3121. if(!a)
  3122. {
  3123. finish();
  3124. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3125. }
  3126. const CArtifactInstance * art = hero->getArt(slot[i]);
  3127. if(!art)
  3128. {
  3129. finish();
  3130. COMPLAIN_RET("No artifact at position to sacrifice!");
  3131. }
  3132. si32 typId = art->artType->getId();
  3133. int dmp, expToGive;
  3134. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3135. expSum += expToGive;
  3136. removeArtifact(al);
  3137. }
  3138. finish();
  3139. return true;
  3140. }
  3141. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3142. {
  3143. if (sl.army->hasStackAtSlot(sl.slot))
  3144. COMPLAIN_RET("Slot is already taken!");
  3145. if (!sl.slot.validSlot())
  3146. COMPLAIN_RET("Cannot insert stack to that slot!");
  3147. InsertNewStack ins;
  3148. ins.army = sl.army->id;
  3149. ins.slot = sl.slot;
  3150. ins.type = c->getId();
  3151. ins.count = count;
  3152. sendAndApply(&ins);
  3153. return true;
  3154. }
  3155. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3156. {
  3157. if (!sl.army->hasStackAtSlot(sl.slot))
  3158. COMPLAIN_RET("Cannot find a stack to erase");
  3159. if (sl.army->stacksCount() == 1 //from the last stack
  3160. && sl.army->needsLastStack() //that must be left
  3161. && !forceRemoval) //ignore above conditions if we are forcing removal
  3162. {
  3163. COMPLAIN_RET("Cannot erase the last stack!");
  3164. }
  3165. EraseStack es;
  3166. es.army = sl.army->id;
  3167. es.slot = sl.slot;
  3168. sendAndApply(&es);
  3169. return true;
  3170. }
  3171. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3172. {
  3173. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3174. if ((absoluteValue && count < 0)
  3175. || (!absoluteValue && -count > currentCount))
  3176. {
  3177. COMPLAIN_RET("Cannot take more stacks than present!");
  3178. }
  3179. if ((currentCount == -count && !absoluteValue)
  3180. || (!count && absoluteValue))
  3181. {
  3182. eraseStack(sl);
  3183. }
  3184. else
  3185. {
  3186. ChangeStackCount csc;
  3187. csc.army = sl.army->id;
  3188. csc.slot = sl.slot;
  3189. csc.count = count;
  3190. csc.absoluteValue = absoluteValue;
  3191. sendAndApply(&csc);
  3192. }
  3193. return true;
  3194. }
  3195. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3196. {
  3197. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3198. if (!slotC) //slot is empty
  3199. insertNewStack(sl, c, count);
  3200. else if (c == slotC)
  3201. changeStackCount(sl, count);
  3202. else
  3203. {
  3204. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3205. }
  3206. return true;
  3207. }
  3208. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3209. {
  3210. if (removeObjWhenFinished)
  3211. removeAfterVisit(src);
  3212. if (!src->canBeMergedWith(*dst, allowMerging))
  3213. {
  3214. if (allowMerging) //do that, add all matching creatures.
  3215. {
  3216. bool cont = true;
  3217. while (cont)
  3218. {
  3219. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3220. {
  3221. SlotID pos = dst->getSlotFor(i->second->type);
  3222. if (pos.validSlot())
  3223. {
  3224. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3225. cont = true;
  3226. break; //or iterator crashes
  3227. }
  3228. cont = false;
  3229. }
  3230. }
  3231. }
  3232. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3233. }
  3234. else //merge
  3235. {
  3236. moveArmy(src, dst, allowMerging);
  3237. }
  3238. }
  3239. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3240. {
  3241. if (!src.army->hasStackAtSlot(src.slot))
  3242. COMPLAIN_RET("No stack to move!");
  3243. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3244. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3245. if (!dst.slot.validSlot())
  3246. COMPLAIN_RET("Cannot move stack to that slot!");
  3247. if (count == -1)
  3248. {
  3249. count = src.army->getStackCount(src.slot);
  3250. }
  3251. if (src.army != dst.army //moving away
  3252. && count == src.army->getStackCount(src.slot) //all creatures
  3253. && src.army->stacksCount() == 1 //from the last stack
  3254. && src.army->needsLastStack()) //that must be left
  3255. {
  3256. COMPLAIN_RET("Cannot move away the last creature!");
  3257. }
  3258. RebalanceStacks rs;
  3259. rs.srcArmy = src.army->id;
  3260. rs.dstArmy = dst.army->id;
  3261. rs.srcSlot = src.slot;
  3262. rs.dstSlot = dst.slot;
  3263. rs.count = count;
  3264. sendAndApply(&rs);
  3265. return true;
  3266. }
  3267. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3268. {
  3269. const CSpell * s = spellID.toSpell();
  3270. if(!s)
  3271. return;
  3272. AdventureSpellCastParameters p;
  3273. p.caster = caster;
  3274. p.pos = pos;
  3275. s->adventureCast(spellEnv, p);
  3276. }
  3277. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3278. {
  3279. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3280. {
  3281. return moveStack(sl2, sl1);
  3282. }
  3283. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3284. {
  3285. return moveStack(sl1, sl2);
  3286. }
  3287. else
  3288. {
  3289. SwapStacks ss;
  3290. ss.srcArmy = sl1.army->id;
  3291. ss.dstArmy = sl2.army->id;
  3292. ss.srcSlot = sl1.slot;
  3293. ss.dstSlot = sl2.slot;
  3294. sendAndApply(&ss);
  3295. return true;
  3296. }
  3297. }
  3298. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  3299. {
  3300. assert(a->artType);
  3301. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  3302. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3303. {
  3304. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  3305. }
  3306. else if(ArtifactUtils::isSlotBackpack(pos))
  3307. {
  3308. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  3309. }
  3310. else
  3311. {
  3312. al.slot = pos;
  3313. }
  3314. if(a->canBePutAt(al))
  3315. putArtifact(al, a);
  3316. else
  3317. return false;
  3318. return true;
  3319. }
  3320. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  3321. {
  3322. PutArtifact pa;
  3323. pa.art = a;
  3324. pa.al = al;
  3325. sendAndApply(&pa);
  3326. }
  3327. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3328. {
  3329. assert(artType);
  3330. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3331. {
  3332. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3333. COMPLAIN_RET("Cannot put artifact in that slot!");
  3334. }
  3335. else if(ArtifactUtils::isSlotBackpack(pos))
  3336. {
  3337. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3338. COMPLAIN_RET("Cannot put artifact in that slot!");
  3339. }
  3340. else
  3341. {
  3342. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3343. }
  3344. auto * newArtInst = new CArtifactInstance();
  3345. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3346. NewArtifact na;
  3347. na.art = newArtInst;
  3348. sendAndApply(&na); // -> updates newArtInst!!!
  3349. if(giveHeroArtifact(h, newArtInst, pos))
  3350. return true;
  3351. else
  3352. return false;
  3353. }
  3354. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3355. {
  3356. std::vector<int3>::iterator tile;
  3357. std::vector<int3> tiles;
  3358. getFreeTiles(tiles);
  3359. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3360. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3361. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3362. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3363. for (int i = 0; i < (int)amount; ++i)
  3364. {
  3365. tile = tiles.begin();
  3366. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3367. {
  3368. auto count = cre->getRandomAmount(std::rand);
  3369. createObject(*tile, Obj::MONSTER, creatureID);
  3370. auto monsterId = getTopObj(*tile)->id;
  3371. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  3372. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3373. }
  3374. tiles.erase(tile); //not use it again
  3375. }
  3376. }
  3377. void CGameHandler::synchronizeArtifactHandlerLists()
  3378. {
  3379. UpdateArtHandlerLists uahl;
  3380. uahl.treasures = VLC->arth->treasures;
  3381. uahl.minors = VLC->arth->minors;
  3382. uahl.majors = VLC->arth->majors;
  3383. uahl.relics = VLC->arth->relics;
  3384. sendAndApply(&uahl);
  3385. }
  3386. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3387. {
  3388. return vstd::contains(gs->map->objects, obj);
  3389. }
  3390. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3391. {
  3392. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3393. return false;
  3394. auto query = queries->topQuery(player);
  3395. if (query && query->blocksPack(pack))
  3396. {
  3397. complain(boost::str(boost::format(
  3398. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3399. % boost::to_upper_copy<std::string>(player.getStr())
  3400. % query->toString()
  3401. ));
  3402. return true;
  3403. }
  3404. return false;
  3405. }
  3406. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3407. {
  3408. //If the object is being visited, there must be a matching query
  3409. for (const auto &query : queries->allQueries())
  3410. {
  3411. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3412. {
  3413. if (someVistQuery->visitedObject == object)
  3414. {
  3415. someVistQuery->removeObjectAfterVisit = true;
  3416. return;
  3417. }
  3418. }
  3419. }
  3420. //If we haven't returned so far, there is no query and no visit, call was wrong
  3421. assert("This function needs to be called during the object visit!");
  3422. }
  3423. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  3424. {
  3425. std::unordered_set<int3> tiles;
  3426. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  3427. if (hide)
  3428. {
  3429. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3430. auto p = getPlayerState(player);
  3431. for (auto h : p->heroes)
  3432. {
  3433. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  3434. }
  3435. for (auto t : p->towns)
  3436. {
  3437. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  3438. }
  3439. for (auto tile : observedTiles)
  3440. vstd::erase_if_present (tiles, tile);
  3441. }
  3442. changeFogOfWar(tiles, player, hide);
  3443. }
  3444. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  3445. {
  3446. FoWChange fow;
  3447. fow.tiles = tiles;
  3448. fow.player = player;
  3449. fow.mode = hide? 0 : 1;
  3450. sendAndApply(&fow);
  3451. }
  3452. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3453. {
  3454. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3455. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3456. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3457. return true;
  3458. }
  3459. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  3460. {
  3461. SetObjectProperty sob;
  3462. sob.id = objid;
  3463. sob.what = prop;
  3464. sob.val = static_cast<ui32>(val);
  3465. sendAndApply(&sob);
  3466. }
  3467. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3468. {
  3469. sendAndApply(iw);
  3470. }
  3471. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3472. {
  3473. InfoWindow iw;
  3474. iw.player = player;
  3475. iw.text.appendRawString(msg);
  3476. showInfoDialog(&iw);
  3477. }
  3478. CRandomGenerator & CGameHandler::getRandomGenerator()
  3479. {
  3480. return CRandomGenerator::getDefault();
  3481. }
  3482. #if SCRIPTING_ENABLED
  3483. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3484. {
  3485. return serverScripts.get();
  3486. }
  3487. scripting::Pool * CGameHandler::getContextPool() const
  3488. {
  3489. return serverScripts.get();
  3490. }
  3491. #endif
  3492. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  3493. {
  3494. NewObject no;
  3495. no.ID = type;
  3496. no.subID= subtype;
  3497. no.targetPos = visitablePosition;
  3498. sendAndApply(&no);
  3499. }
  3500. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3501. {
  3502. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3503. }
  3504. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3505. {
  3506. battles->startBattleI(army1, army2, tile, creatureBank);
  3507. }
  3508. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3509. {
  3510. battles->startBattleI(army1, army2, creatureBank);
  3511. }