CGameHandler.cpp 124 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "battles/BattleProcessor.h"
  16. #include "processors/HeroPoolProcessor.h"
  17. #include "processors/PlayerMessageProcessor.h"
  18. #include "processors/TurnOrderProcessor.h"
  19. #include "queries/QueriesProcessor.h"
  20. #include "queries/MapQueries.h"
  21. #include "../lib/ArtifactUtils.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CCreatureHandler.h"
  25. #include "../lib/CCreatureSet.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CHeroHandler.h"
  28. #include "../lib/CPlayerState.h"
  29. #include "../lib/CSoundBase.h"
  30. #include "../lib/CThreadHelper.h"
  31. #include "../lib/CTownHandler.h"
  32. #include "../lib/GameConstants.h"
  33. #include "../lib/UnlockGuard.h"
  34. #include "../lib/GameSettings.h"
  35. #include "../lib/ScriptHandler.h"
  36. #include "../lib/StartInfo.h"
  37. #include "../lib/TerrainHandler.h"
  38. #include "../lib/VCMIDirs.h"
  39. #include "../lib/VCMI_Lib.h"
  40. #include "../lib/int3.h"
  41. #include "../lib/battle/BattleInfo.h"
  42. #include "../lib/filesystem/FileInfo.h"
  43. #include "../lib/filesystem/Filesystem.h"
  44. #include "../lib/gameState/CGameState.h"
  45. #include "../lib/mapping/CMap.h"
  46. #include "../lib/mapping/CMapService.h"
  47. #include "../lib/mapObjects/CGMarket.h"
  48. #include "../lib/modding/ModIncompatibility.h"
  49. #include "../lib/networkPacks/StackLocation.h"
  50. #include "../lib/pathfinder/CPathfinder.h"
  51. #include "../lib/pathfinder/PathfinderOptions.h"
  52. #include "../lib/pathfinder/TurnInfo.h"
  53. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  54. #include "../lib/rmg/CMapGenOptions.h"
  55. #include "../lib/serializer/CSaveFile.h"
  56. #include "../lib/serializer/CLoadFile.h"
  57. #include "../lib/spells/CSpellHandler.h"
  58. #include "vstd/CLoggerBase.h"
  59. #include <vcmi/events/EventBus.h>
  60. #include <vcmi/events/GenericEvents.h>
  61. #include <vcmi/events/AdventureEvents.h>
  62. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  63. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  64. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  65. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  66. template <typename T> class CApplyOnGH;
  67. class CBaseForGHApply
  68. {
  69. public:
  70. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  71. virtual ~CBaseForGHApply(){}
  72. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  73. {
  74. return new CApplyOnGH<U>();
  75. }
  76. };
  77. template <typename T> class CApplyOnGH : public CBaseForGHApply
  78. {
  79. public:
  80. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  81. {
  82. T *ptr = static_cast<T*>(pack);
  83. try
  84. {
  85. ApplyGhNetPackVisitor applier(*gh);
  86. ptr->visit(applier);
  87. return applier.getResult();
  88. }
  89. catch(ExceptionNotAllowedAction & e)
  90. {
  91. (void)e;
  92. return false;
  93. }
  94. }
  95. };
  96. template <>
  97. class CApplyOnGH<CPack> : public CBaseForGHApply
  98. {
  99. public:
  100. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  101. {
  102. logGlobal->error("Cannot apply on GH plain CPack!");
  103. assert(0);
  104. return false;
  105. }
  106. };
  107. static inline double distance(int3 a, int3 b)
  108. {
  109. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  110. }
  111. template <typename T>
  112. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  113. {
  114. fun(args[which]);
  115. }
  116. const Services * CGameHandler::services() const
  117. {
  118. return VLC;
  119. }
  120. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  121. {
  122. return gs->getBattle(battleID);
  123. }
  124. const CGameHandler::GameCb * CGameHandler::game() const
  125. {
  126. return this;
  127. }
  128. vstd::CLoggerBase * CGameHandler::logger() const
  129. {
  130. return logGlobal;
  131. }
  132. events::EventBus * CGameHandler::eventBus() const
  133. {
  134. return serverEventBus.get();
  135. }
  136. CVCMIServer * CGameHandler::gameLobby() const
  137. {
  138. return lobby;
  139. }
  140. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  141. {
  142. changeSecSkill(hero, skill, 1, 0);
  143. expGiven(hero);
  144. }
  145. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  146. {
  147. // required exp for at least 1 lvl-up hasn't been reached
  148. if (!hero->gainsLevel())
  149. {
  150. return;
  151. }
  152. // give primary skill
  153. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  154. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  155. SetPrimSkill sps;
  156. sps.id = hero->id;
  157. sps.which = primarySkill;
  158. sps.abs = false;
  159. sps.val = 1;
  160. sendAndApply(&sps);
  161. HeroLevelUp hlu;
  162. hlu.player = hero->tempOwner;
  163. hlu.heroId = hero->id;
  164. hlu.primskill = primarySkill;
  165. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  166. if (hlu.skills.size() == 0)
  167. {
  168. sendAndApply(&hlu);
  169. levelUpHero(hero);
  170. }
  171. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  172. {
  173. sendAndApply(&hlu);
  174. levelUpHero(hero, hlu.skills.front());
  175. }
  176. else if (hlu.skills.size() > 1)
  177. {
  178. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  179. hlu.queryID = levelUpQuery->queryID;
  180. queries->addQuery(levelUpQuery);
  181. sendAndApply(&hlu);
  182. //level up will be called on query reply
  183. }
  184. }
  185. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  186. {
  187. SetCommanderProperty scp;
  188. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  189. if (hero)
  190. scp.heroid = hero->id;
  191. else
  192. {
  193. complain ("Commander is not led by hero!");
  194. return;
  195. }
  196. scp.accumulatedBonus.additionalInfo = 0;
  197. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  198. scp.accumulatedBonus.turnsRemain = 0;
  199. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  200. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  201. if (skill <= ECommander::SPELL_POWER)
  202. {
  203. scp.which = SetCommanderProperty::BONUS;
  204. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  205. {
  206. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  207. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  208. };
  209. switch (skill)
  210. {
  211. case ECommander::ATTACK:
  212. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  213. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  214. break;
  215. case ECommander::DEFENSE:
  216. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  217. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  218. break;
  219. case ECommander::HEALTH:
  220. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  221. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  222. break;
  223. case ECommander::DAMAGE:
  224. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  225. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  226. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  227. break;
  228. case ECommander::SPEED:
  229. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  230. break;
  231. case ECommander::SPELL_POWER:
  232. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  233. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  234. sendAndApply (&scp); //additional pack
  235. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  236. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  237. sendAndApply (&scp); //additional pack
  238. scp.accumulatedBonus.type = BonusType::CASTS;
  239. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  240. sendAndApply (&scp); //additional pack
  241. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  242. break;
  243. }
  244. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  245. sendAndApply (&scp);
  246. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  247. scp.additionalInfo = skill;
  248. scp.amount = c->secondarySkills.at(skill) + 1;
  249. sendAndApply (&scp);
  250. }
  251. else if (skill >= 100)
  252. {
  253. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  254. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  255. scp.additionalInfo = skill; //unnormalized
  256. sendAndApply (&scp);
  257. }
  258. expGiven(hero);
  259. }
  260. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  261. {
  262. if (!c->gainsLevel())
  263. {
  264. return;
  265. }
  266. CommanderLevelUp clu;
  267. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  268. if(hero)
  269. {
  270. clu.heroId = hero->id;
  271. clu.player = hero->tempOwner;
  272. }
  273. else
  274. {
  275. complain ("Commander is not led by hero!");
  276. return;
  277. }
  278. //picking sec. skills for choice
  279. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  280. {
  281. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  282. clu.skills.push_back(i);
  283. }
  284. int i = 100;
  285. for (auto specialSkill : VLC->creh->skillRequirements)
  286. {
  287. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  288. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  289. && !vstd::contains (c->specialSkills, i))
  290. clu.skills.push_back (i);
  291. ++i;
  292. }
  293. int skillAmount = static_cast<int>(clu.skills.size());
  294. if (!skillAmount)
  295. {
  296. sendAndApply(&clu);
  297. levelUpCommander(c);
  298. }
  299. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  300. {
  301. sendAndApply(&clu);
  302. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  303. }
  304. else if (skillAmount > 1) //apply and ask for secondary skill
  305. {
  306. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  307. clu.queryID = commanderLevelUp->queryID;
  308. queries->addQuery(commanderLevelUp);
  309. sendAndApply(&clu);
  310. }
  311. }
  312. void CGameHandler::expGiven(const CGHeroInstance *hero)
  313. {
  314. if (hero->gainsLevel())
  315. levelUpHero(hero);
  316. else if (hero->commander && hero->commander->gainsLevel())
  317. levelUpCommander(hero->commander);
  318. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  319. // levelUpCommander(hero->commander);
  320. // else
  321. // levelUpHero(hero);
  322. }
  323. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  324. {
  325. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  326. {
  327. if (gs->map->levelLimit != 0)
  328. {
  329. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  330. TExpType resultingExp = abs ? val : hero->exp + val;
  331. if (resultingExp > expLimit)
  332. {
  333. // set given experience to max possible, but don't decrease if hero already over top
  334. abs = true;
  335. val = std::max(expLimit, hero->exp);
  336. InfoWindow iw;
  337. iw.player = hero->tempOwner;
  338. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  339. iw.text.replaceRawString(hero->getNameTranslated());
  340. sendAndApply(&iw);
  341. }
  342. }
  343. }
  344. SetPrimSkill sps;
  345. sps.id = hero->id;
  346. sps.which = which;
  347. sps.abs = abs;
  348. sps.val = val;
  349. sendAndApply(&sps);
  350. //only for exp - hero may level up
  351. if (which == PrimarySkill::EXPERIENCE)
  352. {
  353. if (hero->commander && hero->commander->alive)
  354. {
  355. //FIXME: trim experience according to map limit?
  356. SetCommanderProperty scp;
  357. scp.heroid = hero->id;
  358. scp.which = SetCommanderProperty::EXPERIENCE;
  359. scp.amount = val;
  360. sendAndApply (&scp);
  361. CBonusSystemNode::treeHasChanged();
  362. }
  363. expGiven(hero);
  364. }
  365. }
  366. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  367. {
  368. if(!hero)
  369. {
  370. logGlobal->error("changeSecSkill provided no hero");
  371. return;
  372. }
  373. SetSecSkill sss;
  374. sss.id = hero->id;
  375. sss.which = which;
  376. sss.val = val;
  377. sss.abs = abs;
  378. sendAndApply(&sss);
  379. if (hero->visitedTown)
  380. giveSpells(hero->visitedTown, hero);
  381. }
  382. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  383. {
  384. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  385. return;
  386. for(auto & playerConnections : connections)
  387. {
  388. PlayerColor playerId = playerConnections.first;
  389. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  390. if(!playerSettings)
  391. continue;
  392. auto playerConnection = vstd::find(playerConnections.second, c);
  393. if(playerConnection != playerConnections.second.end())
  394. {
  395. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  396. playerMessages->broadcastMessage(playerId, messageText);
  397. }
  398. }
  399. }
  400. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  401. {
  402. //prepare struct informing that action was applied
  403. auto sendPackageResponse = [&](bool succesfullyApplied)
  404. {
  405. PackageApplied applied;
  406. applied.player = pack->player;
  407. applied.result = succesfullyApplied;
  408. applied.packType = CTypeList::getInstance().getTypeID(pack);
  409. applied.requestID = pack->requestID;
  410. pack->c->sendPack(&applied);
  411. };
  412. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  413. if(isBlockedByQueries(pack, pack->player))
  414. {
  415. sendPackageResponse(false);
  416. }
  417. else if(apply)
  418. {
  419. const bool result = apply->applyOnGH(this, this->gs, pack);
  420. if(result)
  421. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  422. else
  423. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  424. % typeid(*pack).name()).str());
  425. sendPackageResponse(true);
  426. }
  427. else
  428. {
  429. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  430. sendPackageResponse(false);
  431. }
  432. vstd::clear_pointer(pack);
  433. }
  434. CGameHandler::CGameHandler(CVCMIServer * lobby)
  435. : lobby(lobby)
  436. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  437. , battles(std::make_unique<BattleProcessor>(this))
  438. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  439. , queries(std::make_unique<QueriesProcessor>())
  440. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  441. , complainNoCreatures("No creatures to split")
  442. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  443. , complainInvalidSlot("Invalid slot accessed!")
  444. , turnTimerHandler(*this)
  445. {
  446. QID = 1;
  447. IObjectInterface::cb = this;
  448. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  449. registerTypesServerPacks(*applier);
  450. spellEnv = new ServerSpellCastEnvironment(this);
  451. }
  452. CGameHandler::~CGameHandler()
  453. {
  454. delete spellEnv;
  455. delete gs;
  456. gs = nullptr;
  457. }
  458. void CGameHandler::reinitScripting()
  459. {
  460. serverEventBus = std::make_unique<events::EventBus>();
  461. #if SCRIPTING_ENABLED
  462. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  463. #endif
  464. }
  465. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  466. {
  467. if (si->seedToBeUsed == 0)
  468. {
  469. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  470. }
  471. CMapService mapService;
  472. gs = new CGameState();
  473. gs->preInit(VLC);
  474. logGlobal->info("Gamestate created!");
  475. gs->init(&mapService, si, progressTracking);
  476. logGlobal->info("Gamestate initialized!");
  477. // reset seed, so that clients can't predict any following random values
  478. getRandomGenerator().resetSeed();
  479. for (auto & elem : gs->players)
  480. turnOrder->addPlayer(elem.first);
  481. for (auto & elem : gs->map->allHeroes)
  482. {
  483. if(elem)
  484. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  485. }
  486. reinitScripting();
  487. }
  488. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  489. {
  490. return a.earlierThan(b);
  491. }
  492. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  493. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  494. const PlayerState * p = getPlayerState(town->tempOwner);
  495. if (!p)
  496. {
  497. assert(town->tempOwner == PlayerColor::NEUTRAL);
  498. return;
  499. }
  500. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  501. {
  502. SetAvailableCreatures ssi;
  503. ssi.tid = town->id;
  504. ssi.creatures = town->creatures;
  505. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  506. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  507. if (dwellings.empty())//no dwellings - just remove
  508. {
  509. sendAndApply(&ssi);
  510. return;
  511. }
  512. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  513. // for multi-creature dwellings like Golem Factory
  514. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  515. if (clear)
  516. {
  517. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  518. }
  519. else
  520. {
  521. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  522. }
  523. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  524. sendAndApply(&ssi);
  525. }
  526. }
  527. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  528. {
  529. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  530. turnTimerHandler.onPlayerGetTurn(which);
  531. }
  532. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  533. {
  534. const auto * playerState = gs->getPlayerState(which);
  535. assert(playerState->status == EPlayerStatus::INGAME);
  536. if (playerState->towns.empty())
  537. {
  538. DaysWithoutTown pack;
  539. pack.player = which;
  540. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  541. sendAndApply(&pack);
  542. }
  543. else
  544. {
  545. if (playerState->daysWithoutCastle.has_value())
  546. {
  547. DaysWithoutTown pack;
  548. pack.player = which;
  549. pack.daysWithoutCastle = std::nullopt;
  550. sendAndApply(&pack);
  551. }
  552. }
  553. // check for 7 days without castle
  554. checkVictoryLossConditionsForPlayer(which);
  555. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  556. if (newWeek) //new heroes in tavern
  557. heroPool->onNewWeek(which);
  558. }
  559. void CGameHandler::onNewTurn()
  560. {
  561. logGlobal->trace("Turn %d", gs->day+1);
  562. NewTurn n;
  563. n.specialWeek = NewTurn::NO_ACTION;
  564. n.creatureid = CreatureID::NONE;
  565. n.day = gs->day + 1;
  566. bool firstTurn = !getDate(Date::DAY);
  567. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  568. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  569. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  570. if (firstTurn)
  571. {
  572. for (auto obj : gs->map->objects)
  573. {
  574. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  575. {
  576. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  577. }
  578. }
  579. }
  580. if (newWeek && !firstTurn)
  581. {
  582. n.specialWeek = NewTurn::NORMAL;
  583. bool deityOfFireBuilt = false;
  584. for (const CGTownInstance *t : gs->map->towns)
  585. {
  586. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  587. {
  588. deityOfFireBuilt = true;
  589. break;
  590. }
  591. }
  592. if (deityOfFireBuilt)
  593. {
  594. n.specialWeek = NewTurn::DEITYOFFIRE;
  595. n.creatureid = CreatureID::IMP;
  596. }
  597. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  598. {
  599. int monthType = getRandomGenerator().nextInt(99);
  600. if (newMonth) //new month
  601. {
  602. if (monthType < 40) //double growth
  603. {
  604. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  605. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  606. {
  607. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  608. }
  609. else if (VLC->creh->doubledCreatures.size())
  610. {
  611. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  612. }
  613. else
  614. {
  615. complain("Cannot find creature that can be spawned!");
  616. n.specialWeek = NewTurn::NORMAL;
  617. }
  618. }
  619. else if (monthType < 50)
  620. n.specialWeek = NewTurn::PLAGUE;
  621. }
  622. else //it's a week, but not full month
  623. {
  624. if (monthType < 25)
  625. {
  626. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  627. std::pair<int, CreatureID> newMonster(54, CreatureID());
  628. do
  629. {
  630. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  631. } while (VLC->creh->objects[newMonster.second] &&
  632. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  633. n.creatureid = newMonster.second;
  634. }
  635. }
  636. }
  637. }
  638. for (auto & elem : gs->players)
  639. {
  640. if (elem.first == PlayerColor::NEUTRAL)
  641. continue;
  642. assert(elem.first.isValidPlayer());//illegal player number!
  643. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  644. hadGold.insert(playerGold);
  645. if (firstTurn)
  646. heroPool->onNewWeek(elem.first);
  647. n.res[elem.first] = elem.second.resources;
  648. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  649. {
  650. bool hasCrystalGenCreature = false;
  651. for(CGHeroInstance * hero : elem.second.heroes)
  652. {
  653. for(auto stack : hero->stacks)
  654. {
  655. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  656. {
  657. hasCrystalGenCreature = true;
  658. break;
  659. }
  660. }
  661. }
  662. if(!hasCrystalGenCreature) //not found in armies, check towns
  663. {
  664. for(CGTownInstance * town : elem.second.towns)
  665. {
  666. for(auto stack : town->stacks)
  667. {
  668. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  669. {
  670. hasCrystalGenCreature = true;
  671. break;
  672. }
  673. }
  674. }
  675. }
  676. if(hasCrystalGenCreature)
  677. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  678. }
  679. for (CGHeroInstance *h : (elem).second.heroes)
  680. {
  681. if (h->visitedTown)
  682. giveSpells(h->visitedTown, h);
  683. NewTurn::Hero hth;
  684. hth.id = h->id;
  685. auto ti = std::make_unique<TurnInfo>(h, 1);
  686. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  687. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  688. hth.mana = h->getManaNewTurn();
  689. n.heroes.insert(hth);
  690. if (!firstTurn) //not first day
  691. {
  692. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  693. {
  694. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  695. }
  696. }
  697. }
  698. }
  699. for (CGTownInstance *t : gs->map->towns)
  700. {
  701. PlayerColor player = t->tempOwner;
  702. handleTownEvents(t, n);
  703. if (newWeek) //first day of week
  704. {
  705. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  706. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  707. if (!firstTurn)
  708. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  709. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  710. if (!vstd::contains(n.cres, t->id))
  711. {
  712. n.cres[t->id].tid = t->id;
  713. n.cres[t->id].creatures = t->creatures;
  714. }
  715. auto & sac = n.cres.at(t->id);
  716. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  717. {
  718. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  719. {
  720. ui32 &availableCount = sac.creatures.at(k).first;
  721. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  722. if (n.specialWeek == NewTurn::PLAGUE)
  723. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  724. else
  725. {
  726. if (firstTurn) //first day of game: use only basic growths
  727. availableCount = cre->getGrowth();
  728. else
  729. availableCount += t->creatureGrowth(k);
  730. //Deity of fire week - upgrade both imps and upgrades
  731. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  732. availableCount += 15;
  733. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  734. {
  735. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  736. availableCount *= 2;
  737. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  738. availableCount += 5;
  739. }
  740. }
  741. }
  742. }
  743. }
  744. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  745. {
  746. n.res[player] = n.res[player] + t->dailyIncome();
  747. }
  748. if(t->hasBuilt(BuildingID::GRAIL)
  749. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  750. {
  751. // Skyship, probably easier to handle same as Veil of darkness
  752. //do it every new day after veils apply
  753. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  754. {
  755. FoWChange fw;
  756. fw.mode = ETileVisibility::REVEALED;
  757. fw.player = player;
  758. // find all hidden tiles
  759. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  760. auto shape = fow->shape();
  761. for(size_t z = 0; z < shape[0]; z++)
  762. for(size_t x = 0; x < shape[1]; x++)
  763. for(size_t y = 0; y < shape[2]; y++)
  764. if (!(*fow)[z][x][y])
  765. fw.tiles.insert(int3(x, y, z));
  766. sendAndApply (&fw);
  767. }
  768. }
  769. if (t->hasBonusOfType (BonusType::DARKNESS))
  770. {
  771. for (auto & player : gs->players)
  772. {
  773. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  774. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  775. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  776. }
  777. }
  778. }
  779. if (newMonth)
  780. {
  781. SetAvailableArtifacts saa;
  782. saa.id = ObjectInstanceID::NONE;
  783. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  784. sendAndApply(&saa);
  785. }
  786. sendAndApply(&n);
  787. if (newWeek)
  788. {
  789. //spawn wandering monsters
  790. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  791. {
  792. spawnWanderingMonsters(n.creatureid);
  793. }
  794. //new week info popup
  795. if (!firstTurn)
  796. {
  797. InfoWindow iw;
  798. switch (n.specialWeek)
  799. {
  800. case NewTurn::DOUBLE_GROWTH:
  801. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  802. iw.text.replaceNameSingular(n.creatureid);
  803. iw.text.replaceNameSingular(n.creatureid);
  804. break;
  805. case NewTurn::PLAGUE:
  806. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  807. break;
  808. case NewTurn::BONUS_GROWTH:
  809. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  810. iw.text.replaceNameSingular(n.creatureid);
  811. iw.text.replaceNameSingular(n.creatureid);
  812. break;
  813. case NewTurn::DEITYOFFIRE:
  814. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  815. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  816. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  817. iw.text.replacePositiveNumber(15);//%+d 15
  818. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  819. iw.text.replacePositiveNumber(15);//%+d 15
  820. break;
  821. default:
  822. if (newMonth)
  823. {
  824. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  825. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  826. }
  827. else
  828. {
  829. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  830. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  831. }
  832. }
  833. for (auto & elem : gs->players)
  834. {
  835. iw.player = elem.first;
  836. sendAndApply(&iw);
  837. }
  838. }
  839. }
  840. if (!firstTurn)
  841. checkVictoryLossConditionsForAll(); // check for map turn limit
  842. logGlobal->trace("Info about turn %d has been sent!", n.day);
  843. handleTimeEvents();
  844. //call objects
  845. for (auto & elem : gs->map->objects)
  846. {
  847. if (elem)
  848. elem->newTurn(getRandomGenerator());
  849. }
  850. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  851. }
  852. void CGameHandler::run(bool resume)
  853. {
  854. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  855. for (auto cc : lobby->connections)
  856. {
  857. auto players = lobby->getAllClientPlayers(cc->connectionID);
  858. std::stringstream sbuffer;
  859. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  860. for (PlayerColor color : players)
  861. {
  862. sbuffer << color << " ";
  863. {
  864. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  865. connections[color].insert(cc);
  866. }
  867. }
  868. logGlobal->info(sbuffer.str());
  869. }
  870. #if SCRIPTING_ENABLED
  871. services()->scripts()->run(serverScripts);
  872. #endif
  873. if (!resume)
  874. {
  875. onNewTurn();
  876. events::TurnStarted::defaultExecute(serverEventBus.get());
  877. for(auto & player : gs->players)
  878. turnTimerHandler.onGameplayStart(player.first);
  879. }
  880. else
  881. events::GameResumed::defaultExecute(serverEventBus.get());
  882. turnOrder->onGameStarted();
  883. //wait till game is done
  884. auto clockLast = std::chrono::steady_clock::now();
  885. while(lobby->getState() == EServerState::GAMEPLAY)
  886. {
  887. const auto clockDuration = std::chrono::steady_clock::now() - clockLast;
  888. const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();
  889. clockLast += clockDuration;
  890. turnTimerHandler.update(timePassed);
  891. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  892. }
  893. }
  894. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  895. {
  896. if (!h->hasSpellbook())
  897. return; //hero hasn't spellbook
  898. ChangeSpells cs;
  899. cs.hid = h->id;
  900. cs.learn = true;
  901. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  902. {
  903. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  904. for (int i = 0; i < h->maxSpellLevel(); i++)
  905. {
  906. std::vector<SpellID> spells;
  907. getAllowedSpells(spells, i+1);
  908. for (auto & spell : spells)
  909. cs.spells.insert(spell);
  910. }
  911. }
  912. else
  913. {
  914. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  915. {
  916. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  917. {
  918. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  919. cs.spells.insert(t->spells.at(i).at(j));
  920. }
  921. }
  922. }
  923. if (!cs.spells.empty())
  924. sendAndApply(&cs);
  925. }
  926. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  927. {
  928. if (!obj || !getObj(obj->id))
  929. {
  930. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  931. return false;
  932. }
  933. RemoveObject ro;
  934. ro.objectID = obj->id;
  935. ro.initiator = initiator;
  936. sendAndApply(&ro);
  937. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  938. return true;
  939. }
  940. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  941. {
  942. const CGHeroInstance *h = getHero(hid);
  943. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  944. if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
  945. {
  946. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  947. return true; //timer expired, no error
  948. logGlobal->error("Illegal call to move hero!");
  949. return false;
  950. }
  951. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  952. const int3 hmpos = h->convertToVisitablePos(dst);
  953. if (!gs->map->isInTheMap(hmpos))
  954. {
  955. logGlobal->error("Destination tile is outside the map!");
  956. return false;
  957. }
  958. const TerrainTile t = *getTile(hmpos);
  959. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  960. CGObjectInstance * objectToVisit = nullptr;
  961. CGObjectInstance * guardian = nullptr;
  962. if (!t.visitableObjects.empty())
  963. objectToVisit = t.visitableObjects.back();
  964. if (isInTheMap(guardPos))
  965. guardian = getTile(guardPos)->visitableObjects.back();
  966. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  967. const bool disembarking = h->boat
  968. && t.terType->isLand()
  969. && (dst == h->pos
  970. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  971. //result structure for start - movement failed, no move points used
  972. TryMoveHero tmh;
  973. tmh.id = hid;
  974. tmh.start = h->pos;
  975. tmh.end = dst;
  976. tmh.result = TryMoveHero::FAILED;
  977. tmh.movePoints = h->movementPointsRemaining();
  978. //check if destination tile is available
  979. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  980. auto ti = pathfinderHelper->getTurnInfo();
  981. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  982. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  983. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  984. const bool movingOntoObstacle = t.blocked && !t.visitable;
  985. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  986. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  987. const auto complainRet = [&](const std::string & message)
  988. {
  989. //send info about movement failure
  990. complain(message);
  991. sendAndApply(&tmh);
  992. return false;
  993. };
  994. if (guardian && getVisitingHero(guardian) != nullptr)
  995. return complainRet("Cannot move hero, destination monster is busy!");
  996. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  997. return complainRet("Cannot move hero, destination object is busy!");
  998. if (objectToVisit &&
  999. objectToVisit->getOwner().isValidPlayer() &&
  1000. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1001. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1002. return complainRet("Cannot move hero, destination player is busy!");
  1003. //it's a rock or blocked and not visitable tile
  1004. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1005. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1006. return complainRet("Cannot move hero, destination tile is blocked!");
  1007. //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1008. if(movingOntoWater && !canFly && !canWalkOnSea)
  1009. return complainRet("Cannot move hero, destination tile is on water!");
  1010. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1011. return complainRet("Cannot disembark hero, tile is blocked!");
  1012. if(distance(h->pos, dst) >= 1.5 && !teleporting)
  1013. return complainRet("Tiles are not neighboring!");
  1014. if(h->inTownGarrison)
  1015. return complainRet("Can not move garrisoned hero!");
  1016. if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1017. return complainRet("Hero doesn't have any movement points left!");
  1018. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1019. return complainRet("Hero cannot transit over this tile!");
  1020. //several generic blocks of code
  1021. // should be called if hero changes tile but before applying TryMoveHero package
  1022. auto leaveTile = [&]()
  1023. {
  1024. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1025. {
  1026. obj->onHeroLeave(h);
  1027. }
  1028. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1029. };
  1030. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1031. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1032. {
  1033. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1034. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1035. queries->addQuery(moveQuery);
  1036. if (leavingTile == LEAVING_TILE)
  1037. leaveTile();
  1038. if (isInTheMap(guardPos))
  1039. tmh.attackedFrom = std::make_optional(guardPos);
  1040. tmh.result = result;
  1041. sendAndApply(&tmh);
  1042. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1043. { // Hero should be always able to visit any object he staying on even if there guards around
  1044. visitObjectOnTile(t, h);
  1045. }
  1046. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1047. {
  1048. objectVisited(guardian, h);
  1049. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1050. }
  1051. else if (visitDest == VISIT_DEST)
  1052. {
  1053. visitObjectOnTile(t, h);
  1054. }
  1055. queries->popIfTop(moveQuery);
  1056. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1057. return result != TryMoveHero::FAILED;
  1058. };
  1059. //interaction with blocking object (like resources)
  1060. auto blockingVisit = [&]() -> bool
  1061. {
  1062. for (CGObjectInstance *obj : t.visitableObjects)
  1063. {
  1064. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1065. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1066. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1067. {
  1068. EVisitDest visitDest = VISIT_DEST;
  1069. if(h->boat && !h->boat->onboardVisitAllowed)
  1070. visitDest = DONT_VISIT_DEST;
  1071. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1072. }
  1073. }
  1074. return false;
  1075. };
  1076. if (!transit && embarking)
  1077. {
  1078. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1079. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1080. // In H3 embark ignore guards
  1081. }
  1082. if (disembarking)
  1083. {
  1084. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1085. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1086. }
  1087. if (teleporting)
  1088. {
  1089. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1090. return true;
  1091. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1092. // visit town for town portal \ castle gates
  1093. // do not use generic visitObjectOnTile to avoid double-teleporting
  1094. // if this moveHero call was triggered by teleporter
  1095. if (objectToVisit)
  1096. {
  1097. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1098. town->onHeroVisit(h);
  1099. }
  1100. return true;
  1101. }
  1102. //still here? it is standard movement!
  1103. {
  1104. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1105. ? h->movementPointsRemaining() - cost
  1106. : 0;
  1107. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1108. EVisitDest visitDest = VISIT_DEST;
  1109. if (transit)
  1110. {
  1111. if (CGTeleport::isTeleport(objectToVisit))
  1112. visitDest = DONT_VISIT_DEST;
  1113. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1114. {
  1115. lookForGuards = IGNORE_GUARDS;
  1116. visitDest = DONT_VISIT_DEST;
  1117. }
  1118. }
  1119. else if (blockingVisit())
  1120. return true;
  1121. if(h->boat && !h->boat->onboardAssaultAllowed)
  1122. lookForGuards = IGNORE_GUARDS;
  1123. turnTimerHandler.setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1124. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1125. return true;
  1126. }
  1127. }
  1128. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1129. {
  1130. const CGHeroInstance *h = getHero(hid);
  1131. const CGTownInstance *t = getTown(dstid);
  1132. if (!h || !t)
  1133. COMPLAIN_RET("Invalid call to teleportHero!");
  1134. const CGTownInstance *from = h->visitedTown;
  1135. if (((h->getOwner() != t->getOwner())
  1136. && complain("Cannot teleport hero to another player"))
  1137. || (from->town->faction->getId() != t->town->faction->getId()
  1138. && complain("Source town and destination town should belong to the same faction"))
  1139. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1140. && complain("Hero must be in town with Castle gate for teleporting"))
  1141. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1142. && complain("Cannot teleport hero to town without Castle gate in it")))
  1143. return false;
  1144. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1145. moveHero(hid,pos,1);
  1146. return true;
  1147. }
  1148. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1149. {
  1150. PlayerColor oldOwner = getOwner(obj->id);
  1151. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1152. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1153. checkVictoryLossConditions(playerColors);
  1154. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1155. if (town) //town captured
  1156. {
  1157. if (owner.isValidPlayer()) //new owner is real player
  1158. {
  1159. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1160. setPortalDwelling(town, true, false);
  1161. }
  1162. if (oldOwner.isValidPlayer()) //old owner is real player
  1163. {
  1164. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  1165. {
  1166. InfoWindow iw;
  1167. iw.player = oldOwner;
  1168. 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.
  1169. iw.text.replaceName(oldOwner);
  1170. sendAndApply(&iw);
  1171. }
  1172. }
  1173. }
  1174. const PlayerState * p = getPlayerState(owner);
  1175. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1176. {
  1177. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1178. {
  1179. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1180. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1181. }
  1182. }
  1183. }
  1184. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1185. {
  1186. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1187. queries->addQuery(dialogQuery);
  1188. iw->queryID = dialogQuery->queryID;
  1189. sendToAllClients(iw);
  1190. }
  1191. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1192. {
  1193. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1194. queries->addQuery(dialogQuery);
  1195. iw->queryID = dialogQuery->queryID;
  1196. sendToAllClients(iw);
  1197. }
  1198. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1199. {
  1200. if (!val) return; //don't waste time on empty call
  1201. TResources resources;
  1202. resources[which] = val;
  1203. giveResources(player, resources);
  1204. }
  1205. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1206. {
  1207. SetResources sr;
  1208. sr.abs = false;
  1209. sr.player = player;
  1210. sr.res = resources;
  1211. sendAndApply(&sr);
  1212. }
  1213. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1214. {
  1215. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1216. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1217. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1218. //first we move creatures to give to make them army of object-source
  1219. for (auto & elem : creatures.Slots())
  1220. {
  1221. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1222. }
  1223. tryJoiningArmy(obj, h, remove, true);
  1224. }
  1225. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1226. {
  1227. std::vector<CStackBasicDescriptor> cres = creatures;
  1228. if (cres.size() <= 0)
  1229. return;
  1230. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1231. for (CStackBasicDescriptor &sbd : cres)
  1232. {
  1233. TQuantity collected = 0;
  1234. while(collected < sbd.count)
  1235. {
  1236. bool foundSth = false;
  1237. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1238. {
  1239. if (i->second->type == sbd.type)
  1240. {
  1241. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1242. changeStackCount(StackLocation(obj, i->first), -take, false);
  1243. collected += take;
  1244. foundSth = true;
  1245. break;
  1246. }
  1247. }
  1248. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1249. {
  1250. complain("Unexpected failure during taking creatures!");
  1251. return;
  1252. }
  1253. }
  1254. }
  1255. }
  1256. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1257. {
  1258. HeroVisitCastle vc;
  1259. vc.hid = hero->id;
  1260. vc.tid = obj->id;
  1261. vc.flags |= 1;
  1262. sendAndApply(&vc);
  1263. visitCastleObjects(obj, hero);
  1264. giveSpells (obj, hero);
  1265. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1266. }
  1267. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1268. {
  1269. for (auto building : t->bonusingBuildings)
  1270. building->onHeroVisit(h);
  1271. }
  1272. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1273. {
  1274. HeroVisitCastle vc;
  1275. vc.hid = hero->id;
  1276. vc.tid = obj->id;
  1277. sendAndApply(&vc);
  1278. }
  1279. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1280. {
  1281. EraseArtifact ea;
  1282. ea.al = al;
  1283. sendAndApply(&ea);
  1284. }
  1285. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1286. {
  1287. ChangeSpells cs;
  1288. cs.hid = hero->id;
  1289. cs.spells = spells;
  1290. cs.learn = give;
  1291. sendAndApply(&cs);
  1292. }
  1293. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1294. {
  1295. sendAndApply(bonus);
  1296. }
  1297. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1298. {
  1299. sendAndApply(smp);
  1300. }
  1301. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1302. {
  1303. SetMana sm;
  1304. sm.hid = hid;
  1305. sm.val = val;
  1306. sm.absolute = true;
  1307. sendAndApply(&sm);
  1308. }
  1309. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1310. {
  1311. GiveHero gh;
  1312. gh.id = id;
  1313. gh.player = player;
  1314. gh.boatId = boatId;
  1315. sendAndApply(&gh);
  1316. //Reveal fow around new hero, especially released from Prison
  1317. auto h = getHero(id);
  1318. changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
  1319. }
  1320. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1321. {
  1322. ChangeObjPos cop;
  1323. cop.objid = objid;
  1324. cop.nPos = newPos;
  1325. cop.initiator = initiator;
  1326. sendAndApply(&cop);
  1327. }
  1328. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1329. {
  1330. const CGHeroInstance * h1 = getHero(fromHero);
  1331. const CGHeroInstance * h2 = getHero(toHero);
  1332. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1333. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1334. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1335. {
  1336. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1337. std::swap(fromHero, toHero);
  1338. }
  1339. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1340. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1341. return;//no scholar skill or no spellbook
  1342. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1343. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1344. ChangeSpells cs1;
  1345. cs1.learn = true;
  1346. cs1.hid = toHero;//giving spells to first hero
  1347. for (auto it : h1->getSpellsInSpellbook())
  1348. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1349. cs1.spells.insert(it);//spell to learn
  1350. ChangeSpells cs2;
  1351. cs2.learn = true;
  1352. cs2.hid = fromHero;
  1353. for (auto it : h2->getSpellsInSpellbook())
  1354. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1355. cs2.spells.insert(it);
  1356. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1357. {
  1358. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1359. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1360. InfoWindow iw;
  1361. iw.player = h1->tempOwner;
  1362. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1363. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1364. iw.text.replaceRawString(h1->getNameTranslated());
  1365. if (!cs2.spells.empty())//if found new spell - apply
  1366. {
  1367. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1368. int size = static_cast<int>(cs2.spells.size());
  1369. for (auto it : cs2.spells)
  1370. {
  1371. iw.components.emplace_back(ComponentType::SPELL, it);
  1372. iw.text.appendName(it);
  1373. switch (size--)
  1374. {
  1375. case 2:
  1376. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1377. case 1:
  1378. break;
  1379. default:
  1380. iw.text.appendRawString(", ");
  1381. }
  1382. }
  1383. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1384. iw.text.replaceRawString(h2->getNameTranslated());
  1385. sendAndApply(&cs2);
  1386. }
  1387. if (!cs1.spells.empty() && !cs2.spells.empty())
  1388. {
  1389. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1390. }
  1391. if (!cs1.spells.empty())
  1392. {
  1393. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1394. int size = static_cast<int>(cs1.spells.size());
  1395. for (auto it : cs1.spells)
  1396. {
  1397. iw.components.emplace_back(ComponentType::SPELL, it);
  1398. iw.text.appendName(it);
  1399. switch (size--)
  1400. {
  1401. case 2:
  1402. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1403. case 1:
  1404. break;
  1405. default:
  1406. iw.text.appendRawString(", ");
  1407. }
  1408. }
  1409. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1410. iw.text.replaceRawString(h2->getNameTranslated());
  1411. sendAndApply(&cs1);
  1412. }
  1413. sendAndApply(&iw);
  1414. }
  1415. }
  1416. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1417. {
  1418. auto h1 = getHero(hero1);
  1419. auto h2 = getHero(hero2);
  1420. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1421. {
  1422. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1423. ExchangeDialog hex;
  1424. hex.queryID = exchange->queryID;
  1425. hex.player = h1->getOwner();
  1426. hex.hero1 = hero1;
  1427. hex.hero2 = hero2;
  1428. sendAndApply(&hex);
  1429. useScholarSkill(hero1,hero2);
  1430. queries->addQuery(exchange);
  1431. }
  1432. }
  1433. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1434. {
  1435. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1436. for (auto c : lobby->connections)
  1437. {
  1438. if(!c->isOpen())
  1439. continue;
  1440. c->sendPack(pack);
  1441. }
  1442. }
  1443. void CGameHandler::sendAndApply(CPackForClient * pack)
  1444. {
  1445. sendToAllClients(pack);
  1446. gs->apply(pack);
  1447. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1448. }
  1449. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1450. {
  1451. sendAndApply(static_cast<CPackForClient *>(pack));
  1452. checkVictoryLossConditionsForAll();
  1453. }
  1454. void CGameHandler::sendAndApply(SetResources * pack)
  1455. {
  1456. sendAndApply(static_cast<CPackForClient *>(pack));
  1457. checkVictoryLossConditionsForPlayer(pack->player);
  1458. }
  1459. void CGameHandler::sendAndApply(NewStructures * pack)
  1460. {
  1461. sendAndApply(static_cast<CPackForClient *>(pack));
  1462. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1463. }
  1464. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1465. {
  1466. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1467. }
  1468. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1469. {
  1470. if(pack->c)
  1471. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1472. logNetwork->error("Player is not allowed to perform this action!");
  1473. throw ExceptionNotAllowedAction();
  1474. }
  1475. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1476. {
  1477. std::ostringstream oss;
  1478. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1479. logNetwork->error(oss.str());
  1480. if(pack->c)
  1481. playerMessages->sendSystemMessage(pack->c, oss.str());
  1482. }
  1483. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1484. {
  1485. if(!isPlayerOwns(pack, id))
  1486. {
  1487. wrongPlayerMessage(pack, getOwner(id));
  1488. throwNotAllowedAction(pack);
  1489. }
  1490. }
  1491. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1492. {
  1493. throwIfWrongPlayer(pack, pack->player);
  1494. }
  1495. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1496. {
  1497. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1498. {
  1499. wrongPlayerMessage(pack, player);
  1500. throwNotAllowedAction(pack);
  1501. }
  1502. }
  1503. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1504. {
  1505. complain(txt);
  1506. throwNotAllowedAction(pack);
  1507. }
  1508. void CGameHandler::save(const std::string & filename)
  1509. {
  1510. logGlobal->info("Saving to %s", filename);
  1511. const auto stem = FileInfo::GetPathStem(filename);
  1512. const auto savefname = stem.to_string() + ".vsgm1";
  1513. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1514. CResourceHandler::get("local")->createResource(savefname);
  1515. try
  1516. {
  1517. {
  1518. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1519. saveCommonState(save);
  1520. logGlobal->info("Saving server state");
  1521. save << *this;
  1522. }
  1523. logGlobal->info("Game has been successfully saved!");
  1524. }
  1525. catch(std::exception &e)
  1526. {
  1527. logGlobal->error("Failed to save game: %s", e.what());
  1528. }
  1529. }
  1530. bool CGameHandler::load(const std::string & filename)
  1531. {
  1532. logGlobal->info("Loading from %s", filename);
  1533. const auto stem = FileInfo::GetPathStem(filename);
  1534. reinitScripting();
  1535. try
  1536. {
  1537. {
  1538. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  1539. loadCommonState(lf);
  1540. logGlobal->info("Loading server state");
  1541. lf >> *this;
  1542. }
  1543. logGlobal->info("Game has been successfully loaded!");
  1544. }
  1545. catch(const ModIncompatibility & e)
  1546. {
  1547. logGlobal->error("Failed to load game: %s", e.what());
  1548. std::string errorMsg;
  1549. if(!e.whatMissing().empty())
  1550. {
  1551. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1552. errorMsg += e.whatMissing();
  1553. }
  1554. if(!e.whatExcessive().empty())
  1555. {
  1556. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1557. errorMsg += e.whatExcessive();
  1558. }
  1559. lobby->announceMessage(errorMsg);
  1560. return false;
  1561. }
  1562. catch(const IdentifierResolutionException & e)
  1563. {
  1564. logGlobal->error("Failed to load game: %s", e.what());
  1565. MetaString errorMsg;
  1566. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1567. errorMsg.replaceRawString(e.identifierName);
  1568. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1569. return false;
  1570. }
  1571. catch(const std::exception & e)
  1572. {
  1573. logGlobal->error("Failed to load game: %s", e.what());
  1574. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1575. return false;
  1576. }
  1577. gs->preInit(VLC);
  1578. gs->updateOnLoad(lobby->si.get());
  1579. return true;
  1580. }
  1581. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1582. {
  1583. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1584. return false;
  1585. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1586. const CCreatureSet & creatureSet = *army;
  1587. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1588. || (howMany < 1 && complain("Invalid split parameter!")))
  1589. {
  1590. return false;
  1591. }
  1592. auto actualAmount = army->getStackCount(slotSrc);
  1593. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1594. return false;
  1595. auto freeSlots = creatureSet.getFreeSlots();
  1596. if(freeSlots.empty() && complain("No empty stacks"))
  1597. return false;
  1598. BulkRebalanceStacks bulkRS;
  1599. for(auto slot : freeSlots)
  1600. {
  1601. RebalanceStacks rs;
  1602. rs.srcArmy = army->id;
  1603. rs.dstArmy = army->id;
  1604. rs.srcSlot = slotSrc;
  1605. rs.dstSlot = slot;
  1606. rs.count = howMany;
  1607. bulkRS.moves.push_back(rs);
  1608. actualAmount -= howMany;
  1609. if(actualAmount <= howMany)
  1610. break;
  1611. }
  1612. sendAndApply(&bulkRS);
  1613. return true;
  1614. }
  1615. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1616. {
  1617. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1618. return false;
  1619. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1620. const CCreatureSet & creatureSet = *army;
  1621. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1622. return false;
  1623. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1624. if(actualAmount < 1 && complain(complainNoCreatures))
  1625. return false;
  1626. auto currentCreature = creatureSet.getCreature(slotSrc);
  1627. if(!currentCreature && complain(complainNoCreatures))
  1628. return false;
  1629. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1630. if(!creatureSlots.size())
  1631. return false;
  1632. BulkRebalanceStacks bulkRS;
  1633. for(auto slot : creatureSlots)
  1634. {
  1635. RebalanceStacks rs;
  1636. rs.srcArmy = army->id;
  1637. rs.dstArmy = army->id;
  1638. rs.srcSlot = slot;
  1639. rs.dstSlot = slotSrc;
  1640. rs.count = creatureSet.getStackCount(slot);
  1641. bulkRS.moves.push_back(rs);
  1642. }
  1643. sendAndApply(&bulkRS);
  1644. return true;
  1645. }
  1646. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1647. {
  1648. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1649. return false;
  1650. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1651. const CCreatureSet & setSrc = *armySrc;
  1652. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1653. return false;
  1654. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1655. const CCreatureSet & setDest = *armyDest;
  1656. auto freeSlots = setDest.getFreeSlotsQueue();
  1657. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1658. TRebalanceMap moves;
  1659. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1660. auto slotsLeft = setSrc.stacksCount();
  1661. auto destMap = setDest.getCreatureMap();
  1662. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1663. while(!srcQueue.empty())
  1664. {
  1665. auto pair = srcQueue.top();
  1666. srcQueue.pop();
  1667. auto currCreature = pair.first;
  1668. auto currSlot = pair.second;
  1669. const auto quantity = setSrc.getStackCount(currSlot);
  1670. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1671. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1672. if(!alreadyExists)
  1673. {
  1674. if(freeSlots.empty())
  1675. continue;
  1676. auto currFreeSlot = freeSlots.front();
  1677. freeSlots.pop();
  1678. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1679. }
  1680. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1681. slotsLeft--;
  1682. }
  1683. if(slotsLeft == 1)
  1684. {
  1685. auto lastCreature = setSrc.getCreature(srcSlot);
  1686. auto slotToMove = SlotID();
  1687. // Try to find a slot for last creature
  1688. if(destMap.find(lastCreature) == destMap.end())
  1689. {
  1690. if(!freeSlots.empty())
  1691. slotToMove = freeSlots.front();
  1692. }
  1693. else
  1694. {
  1695. slotToMove = destMap[lastCreature];
  1696. }
  1697. if(slotToMove != SlotID())
  1698. {
  1699. const bool needsLastStack = armySrc->needsLastStack();
  1700. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1701. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1702. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1703. }
  1704. }
  1705. BulkRebalanceStacks bulkRS;
  1706. for(auto & move : moves)
  1707. {
  1708. RebalanceStacks rs;
  1709. rs.srcArmy = armySrc->id;
  1710. rs.dstArmy = armyDest->id;
  1711. rs.srcSlot = move.first;
  1712. rs.dstSlot = move.second.first;
  1713. rs.count = move.second.second;
  1714. bulkRS.moves.push_back(rs);
  1715. }
  1716. sendAndApply(&bulkRS);
  1717. return true;
  1718. }
  1719. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1720. {
  1721. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1722. return false;
  1723. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1724. const CCreatureSet & creatureSet = *army;
  1725. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1726. return false;
  1727. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1728. if(actualAmount <= 1 && complain(complainNoCreatures))
  1729. return false;
  1730. auto freeSlot = creatureSet.getFreeSlot();
  1731. auto currentCreature = creatureSet.getCreature(slotSrc);
  1732. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1733. return true;
  1734. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1735. TQuantity totalCreatures = 0;
  1736. for(auto slot : creatureSlots)
  1737. totalCreatures += creatureSet.getStackCount(slot);
  1738. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1739. return false;
  1740. if(freeSlot != SlotID())
  1741. creatureSlots.push_back(freeSlot);
  1742. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1743. return false;
  1744. const auto totalCreatureSlots = creatureSlots.size();
  1745. const auto rem = totalCreatures % totalCreatureSlots;
  1746. const auto quotient = totalCreatures / totalCreatureSlots;
  1747. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1748. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1749. BulkSmartRebalanceStacks bulkSRS;
  1750. if(freeSlot != SlotID())
  1751. {
  1752. RebalanceStacks rs;
  1753. rs.srcArmy = rs.dstArmy = army->id;
  1754. rs.srcSlot = slotSrc;
  1755. rs.dstSlot = freeSlot;
  1756. rs.count = 1;
  1757. bulkSRS.moves.push_back(rs);
  1758. }
  1759. auto currSlot = 0;
  1760. auto check = 0;
  1761. for(auto slot : creatureSlots)
  1762. {
  1763. ChangeStackCount csc;
  1764. csc.army = army->id;
  1765. csc.slot = slot;
  1766. csc.count = (currSlot < rem)
  1767. ? quotient + 1
  1768. : quotient;
  1769. csc.absoluteValue = true;
  1770. bulkSRS.changes.push_back(csc);
  1771. currSlot++;
  1772. check += csc.count;
  1773. }
  1774. if(check != totalCreatures)
  1775. {
  1776. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1777. return false;
  1778. }
  1779. sendAndApply(&bulkSRS);
  1780. return true;
  1781. }
  1782. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1783. {
  1784. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1785. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1786. const CCreatureSet & S1 = *s1;
  1787. const CCreatureSet & S2 = *s2;
  1788. StackLocation sl1(s1, p1);
  1789. StackLocation sl2(s2, p2);
  1790. if (s1 == nullptr || s2 == nullptr)
  1791. {
  1792. complain("Cannot exchange stacks between non-existing objects!!\n");
  1793. return false;
  1794. }
  1795. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1796. {
  1797. complain(complainInvalidSlot);
  1798. return false;
  1799. }
  1800. if (!isAllowedExchange(id1,id2))
  1801. {
  1802. complain("Cannot exchange stacks between these two objects!\n");
  1803. return false;
  1804. }
  1805. // We can always put stacks into locked garrison, but not take them out of it
  1806. auto notRemovable = [&](const CArmedInstance * army)
  1807. {
  1808. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1809. {
  1810. auto g = dynamic_cast<const CGGarrison *>(army);
  1811. if (g && !g->removableUnits)
  1812. {
  1813. complain("Stacks in this garrison are not removable!\n");
  1814. return true;
  1815. }
  1816. }
  1817. return false;
  1818. };
  1819. if (what==1) //swap
  1820. {
  1821. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1822. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1823. {
  1824. complain("Can't take troops from another player!");
  1825. return false;
  1826. }
  1827. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1828. {
  1829. complain("Cannot swap stacks - slots are the same!");
  1830. return false;
  1831. }
  1832. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1833. {
  1834. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1835. return false;
  1836. }
  1837. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1838. return false;
  1839. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1840. return false;
  1841. swapStacks(sl1, sl2);
  1842. }
  1843. else if (what==2)//merge
  1844. {
  1845. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1846. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1847. return false;
  1848. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1849. {
  1850. complain("Cannot merge empty stack!");
  1851. return false;
  1852. }
  1853. else if (notRemovable(sl1.army))
  1854. return false;
  1855. moveStack(sl1, sl2);
  1856. }
  1857. else if (what==3) //split
  1858. {
  1859. const int countToMove = val - s2->getStackCount(p2);
  1860. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1861. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1862. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1863. {
  1864. complain("Can't move troops of another player!");
  1865. return false;
  1866. }
  1867. //general conditions checking
  1868. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1869. || (val<1 && complain(complainNoCreatures)) )
  1870. {
  1871. return false;
  1872. }
  1873. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1874. {
  1875. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1876. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1877. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1878. )
  1879. {
  1880. return false;
  1881. }
  1882. if (notRemovable(sl1.army))
  1883. {
  1884. if (s1->getStackCount(p1) > countLeftOnSrc)
  1885. return false;
  1886. }
  1887. else if (notRemovable(sl2.army))
  1888. {
  1889. if (s2->getStackCount(p1) < countLeftOnSrc)
  1890. return false;
  1891. }
  1892. moveStack(sl1, sl2, countToMove);
  1893. //S2.slots[p2]->count = val;
  1894. //S1.slots[p1]->count = total - val;
  1895. }
  1896. else //split one stack to the two
  1897. {
  1898. if (s1->getStackCount(p1) < val)//not enough creatures
  1899. {
  1900. complain(complainNotEnoughCreatures);
  1901. return false;
  1902. }
  1903. if (notRemovable(sl1.army))
  1904. return false;
  1905. moveStack(sl1, sl2, val);
  1906. }
  1907. }
  1908. return true;
  1909. }
  1910. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1911. {
  1912. return connections.count(player) && connections.at(player).count(c);
  1913. }
  1914. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1915. {
  1916. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1917. }
  1918. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1919. {
  1920. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1921. if (!vstd::contains(s1->stacks,pos))
  1922. {
  1923. complain("Illegal call to disbandCreature - no such stack in army!");
  1924. return false;
  1925. }
  1926. eraseStack(StackLocation(s1, pos));
  1927. return true;
  1928. }
  1929. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1930. {
  1931. const CGTownInstance * t = getTown(tid);
  1932. if(!t)
  1933. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1934. if(!t->town->buildings.count(requestedID))
  1935. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1936. if(t->hasBuilt(requestedID))
  1937. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1938. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1939. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1940. std::vector<const CBuilding*> remainingAutoBuildings;
  1941. std::set<BuildingID> buildingsThatWillBe;
  1942. //Check validity of request
  1943. if(!force)
  1944. {
  1945. switch(requestedBuilding->mode)
  1946. {
  1947. case CBuilding::BUILD_NORMAL :
  1948. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1949. COMPLAIN_RET("Cannot build that building!");
  1950. break;
  1951. case CBuilding::BUILD_AUTO :
  1952. case CBuilding::BUILD_SPECIAL:
  1953. COMPLAIN_RET("This building can not be constructed normally!");
  1954. case CBuilding::BUILD_GRAIL :
  1955. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1956. {
  1957. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1958. COMPLAIN_RET("Cannot build this without grail!")
  1959. else
  1960. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1961. }
  1962. break;
  1963. }
  1964. }
  1965. //Performs stuff that has to be done before new building is built
  1966. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1967. {
  1968. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1969. {
  1970. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1971. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1972. if(upgradeNumber >= t->town->creatures.at(level).size())
  1973. {
  1974. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1975. "no creature found (upgrade number %d, level %d!")
  1976. % buildingID % upgradeNumber % level));
  1977. return;
  1978. }
  1979. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  1980. SetAvailableCreatures ssi;
  1981. ssi.tid = t->id;
  1982. ssi.creatures = t->creatures;
  1983. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1984. ssi.creatures[level].first = crea->getGrowth();
  1985. ssi.creatures[level].second.push_back(crea->getId());
  1986. sendAndApply(&ssi);
  1987. }
  1988. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1989. {
  1990. setPortalDwelling(t);
  1991. }
  1992. };
  1993. //Performs stuff that has to be done after new building is built
  1994. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1995. {
  1996. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1997. auto isLibrary = isMageGuild ? false
  1998. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1999. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2000. {
  2001. if(t->visitingHero)
  2002. giveSpells(t,t->visitingHero);
  2003. if(t->garrisonHero)
  2004. giveSpells(t,t->garrisonHero);
  2005. }
  2006. };
  2007. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2008. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2009. {
  2010. return buildingsThatWillBe.count(buildID);
  2011. };
  2012. //Init the vectors
  2013. for(auto & build : t->town->buildings)
  2014. {
  2015. if(t->hasBuilt(build.first))
  2016. {
  2017. buildingsThatWillBe.insert(build.first);
  2018. }
  2019. else
  2020. {
  2021. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2022. remainingAutoBuildings.push_back(build.second);
  2023. }
  2024. }
  2025. //Prepare structure (list of building ids will be filled later)
  2026. NewStructures ns;
  2027. ns.tid = tid;
  2028. ns.builded = force ? t->builded : (t->builded+1);
  2029. std::queue<const CBuilding*> buildingsToAdd;
  2030. buildingsToAdd.push(requestedBuilding);
  2031. while(!buildingsToAdd.empty())
  2032. {
  2033. auto b = buildingsToAdd.front();
  2034. buildingsToAdd.pop();
  2035. ns.bid.insert(b->bid);
  2036. buildingsThatWillBe.insert(b->bid);
  2037. remainingAutoBuildings -= b;
  2038. for(auto autoBuilding : remainingAutoBuildings)
  2039. {
  2040. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2041. if(actualRequirements.test(areRequirementsFullfilled))
  2042. buildingsToAdd.push(autoBuilding);
  2043. }
  2044. }
  2045. // 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.
  2046. for(auto builtID : ns.bid)
  2047. processBeforeBuiltStructure(builtID);
  2048. //Take cost
  2049. if(!force)
  2050. giveResources(t->tempOwner, -requestedBuilding->resources);
  2051. //We know what has been built, apply changes. Do this as final step to properly update town window
  2052. sendAndApply(&ns);
  2053. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2054. for(auto builtID : ns.bid)
  2055. processAfterBuiltStructure(builtID);
  2056. // now when everything is built - reveal tiles for lookout tower
  2057. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2058. if(t->visitingHero)
  2059. visitCastleObjects(t, t->visitingHero);
  2060. if(t->garrisonHero)
  2061. visitCastleObjects(t, t->garrisonHero);
  2062. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2063. return true;
  2064. }
  2065. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2066. {
  2067. ///incomplete, simply erases target building
  2068. const CGTownInstance * t = getTown(tid);
  2069. if (!vstd::contains(t->builtBuildings, bid))
  2070. return false;
  2071. RazeStructures rs;
  2072. rs.tid = tid;
  2073. rs.bid.insert(bid);
  2074. rs.destroyed = t->destroyed + 1;
  2075. sendAndApply(&rs);
  2076. //TODO: Remove dwellers
  2077. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2078. // {
  2079. // RemoveBonus rb(RemoveBonus::TOWN);
  2080. // rb.whoID = t->id;
  2081. // rb.source = BonusSource::TOWN_STRUCTURE;
  2082. // rb.id = 17;
  2083. // sendAndApply(&rb);
  2084. // }
  2085. return true;
  2086. }
  2087. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2088. {
  2089. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2090. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2091. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2092. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2093. const CCreature * c = VLC->creh->objects.at(crid);
  2094. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2095. //TODO: check if hero is actually visiting object
  2096. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2097. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2098. if (town)
  2099. {
  2100. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2101. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2102. }
  2103. else
  2104. {
  2105. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2106. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2107. }
  2108. //verify
  2109. bool found = false;
  2110. int level = 0;
  2111. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2112. {
  2113. if ((fromLvl != -1) && (level !=fromLvl))
  2114. continue;
  2115. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2116. int i = 0;
  2117. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2118. if (cur.second.at(i) == crid)
  2119. break;
  2120. if (i < cur.second.size())
  2121. {
  2122. found = true;
  2123. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2124. break;
  2125. }
  2126. }
  2127. SlotID slot = army->getSlotFor(crid);
  2128. if ((!found && complain("Cannot recruit: no such creatures!"))
  2129. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2130. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2131. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2132. {
  2133. return false;
  2134. }
  2135. //recruit
  2136. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2137. SetAvailableCreatures sac;
  2138. sac.tid = objid;
  2139. sac.creatures = dwelling->creatures;
  2140. sac.creatures[level].first -= cram;
  2141. sendAndApply(&sac);
  2142. if (warMachine)
  2143. {
  2144. ArtifactID artId = c->warMachine;
  2145. const CArtifact * art = artId.toArtifact();
  2146. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2147. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2148. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2149. return giveHeroNewArtifact(hero, art);
  2150. }
  2151. else
  2152. {
  2153. addToSlot(StackLocation(army, slot), c, cram);
  2154. }
  2155. return true;
  2156. }
  2157. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2158. {
  2159. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2160. if (!obj->hasStackAtSlot(pos))
  2161. {
  2162. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2163. }
  2164. UpgradeInfo ui;
  2165. fillUpgradeInfo(obj, pos, ui);
  2166. PlayerColor player = obj->tempOwner;
  2167. const PlayerState *p = getPlayerState(player);
  2168. int crQuantity = obj->stacks.at(pos)->count;
  2169. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2170. //check if upgrade is possible
  2171. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2172. {
  2173. return false;
  2174. }
  2175. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2176. //check if player has enough resources
  2177. if (!p->resources.canAfford(totalCost))
  2178. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2179. //take resources
  2180. giveResources(player, -totalCost);
  2181. //upgrade creature
  2182. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  2183. return true;
  2184. }
  2185. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2186. {
  2187. if (!sl.army->hasStackAtSlot(sl.slot))
  2188. COMPLAIN_RET("Cannot find a stack to change type");
  2189. SetStackType sst;
  2190. sst.army = sl.army->id;
  2191. sst.slot = sl.slot;
  2192. sst.type = c->getId();
  2193. sendAndApply(&sst);
  2194. return true;
  2195. }
  2196. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2197. {
  2198. assert(src->canBeMergedWith(*dst, allowMerging));
  2199. while(src->stacksCount())//while there are unmoved creatures
  2200. {
  2201. auto i = src->Slots().begin(); //iterator to stack to move
  2202. StackLocation sl(src, i->first); //location of stack to move
  2203. SlotID pos = dst->getSlotFor(i->second->type);
  2204. if (!pos.validSlot())
  2205. {
  2206. //try to merge two other stacks to make place
  2207. std::pair<SlotID, SlotID> toMerge;
  2208. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2209. {
  2210. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2211. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2212. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2213. }
  2214. else
  2215. {
  2216. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2217. return;
  2218. }
  2219. }
  2220. else
  2221. {
  2222. moveStack(sl, StackLocation(dst, pos));
  2223. }
  2224. }
  2225. }
  2226. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2227. {
  2228. const CGTownInstance * town = getTown(tid);
  2229. if(!town->garrisonHero == !town->visitingHero)
  2230. return false;
  2231. SetHeroesInTown intown;
  2232. intown.tid = tid;
  2233. if(town->garrisonHero) //garrison -> vising
  2234. {
  2235. intown.garrison = ObjectInstanceID();
  2236. intown.visiting = town->garrisonHero->id;
  2237. }
  2238. else //visiting -> garrison
  2239. {
  2240. if(town->armedGarrison())
  2241. town->mergeGarrisonOnSiege();
  2242. intown.visiting = ObjectInstanceID();
  2243. intown.garrison = town->visitingHero->id;
  2244. }
  2245. sendAndApply(&intown);
  2246. return true;
  2247. }
  2248. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2249. {
  2250. const CGTownInstance * town = getTown(tid);
  2251. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2252. {
  2253. if (!town->visitingHero->canBeMergedWith(*town))
  2254. {
  2255. complain("Cannot make garrison swap, not enough free slots!");
  2256. return false;
  2257. }
  2258. moveArmy(town, town->visitingHero, true);
  2259. SetHeroesInTown intown;
  2260. intown.tid = tid;
  2261. intown.visiting = ObjectInstanceID();
  2262. intown.garrison = town->visitingHero->id;
  2263. sendAndApply(&intown);
  2264. return true;
  2265. }
  2266. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2267. {
  2268. //check if moving hero out of town will break 8 wandering heroes limit
  2269. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2270. {
  2271. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2272. return false;
  2273. }
  2274. SetHeroesInTown intown;
  2275. intown.tid = tid;
  2276. intown.garrison = ObjectInstanceID();
  2277. intown.visiting = town->garrisonHero->id;
  2278. sendAndApply(&intown);
  2279. return true;
  2280. }
  2281. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2282. {
  2283. SetHeroesInTown intown;
  2284. intown.tid = tid;
  2285. intown.garrison = town->visitingHero->id;
  2286. intown.visiting = town->garrisonHero->id;
  2287. sendAndApply(&intown);
  2288. return true;
  2289. }
  2290. else
  2291. {
  2292. complain("Cannot swap garrison hero!");
  2293. return false;
  2294. }
  2295. }
  2296. // With the amount of changes done to the function, it's more like transferArtifacts.
  2297. // 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.
  2298. bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst)
  2299. {
  2300. const auto srcArtSet = getArtSet(src);
  2301. const auto dstArtSet = getArtSet(dst);
  2302. assert(srcArtSet);
  2303. assert(dstArtSet);
  2304. // Make sure exchange is even possible between the two heroes.
  2305. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2306. COMPLAIN_RET("That heroes cannot make any exchange!");
  2307. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2308. const auto dstArtifact = dstArtSet->getArt(dst.slot);
  2309. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dst.slot) : false;
  2310. if(srcArtifact == nullptr)
  2311. COMPLAIN_RET("No artifact to move!");
  2312. if(dstArtifact && getHero(src.artHolder)->getOwner() != getHero(dst.artHolder)->getOwner() && !isDstSlotBackpack)
  2313. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2314. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2315. // Moving to the backpack is always allowed.
  2316. if((!srcArtifact || !isDstSlotBackpack) && srcArtifact && !srcArtifact->canBePutAt(dstArtSet, dst.slot, true))
  2317. COMPLAIN_RET("Cannot move artifact!");
  2318. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2319. auto dstSlotInfo = dstArtSet->getSlot(dst.slot);
  2320. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2321. COMPLAIN_RET("Cannot move artifact locks.");
  2322. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2323. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2324. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2325. COMPLAIN_RET("Cannot move catapult!");
  2326. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2327. COMPLAIN_RET("Backpack is full!");
  2328. auto dstSlot = std::min(dst.slot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2329. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2330. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2331. BulkMoveArtifacts ma(src.artHolder, dst.artHolder, false);
  2332. ma.srcCreature = src.creature;
  2333. ma.dstCreature = dst.creature;
  2334. // Check if dst slot is occupied
  2335. if(!isDstSlotBackpack && dstArtifact)
  2336. {
  2337. // Previous artifact must be removed
  2338. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2339. ma.swap = true;
  2340. }
  2341. auto hero = getHero(dst.artHolder);
  2342. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2343. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2344. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2345. if(src.artHolder != dst.artHolder)
  2346. ma.askAssemble = true;
  2347. sendAndApply(&ma);
  2348. return true;
  2349. }
  2350. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack)
  2351. {
  2352. // Make sure exchange is even possible between the two heroes.
  2353. if(!isAllowedExchange(srcHero, dstHero))
  2354. COMPLAIN_RET("That heroes cannot make any exchange!");
  2355. auto psrcHero = getHero(srcHero);
  2356. auto pdstHero = getHero(dstHero);
  2357. if((!psrcHero) || (!pdstHero))
  2358. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2359. BulkMoveArtifacts ma(srcHero, dstHero, swap);
  2360. auto & slotsSrcDst = ma.artsPack0;
  2361. auto & slotsDstSrc = ma.artsPack1;
  2362. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2363. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  2364. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  2365. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  2366. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2367. {
  2368. assert(artifact);
  2369. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2370. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2371. {
  2372. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2373. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2374. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2375. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2376. }
  2377. };
  2378. if(swap)
  2379. {
  2380. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  2381. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2382. {
  2383. for(auto & artifact : srcHero->artifactsWorn)
  2384. {
  2385. if(ArtifactUtils::isArtRemovable(artifact))
  2386. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  2387. }
  2388. };
  2389. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2390. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2391. {
  2392. for(auto & slotInfo : artSet->artifactsInBackpack)
  2393. {
  2394. auto slot = artSet->getArtPos(slotInfo.artifact);
  2395. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2396. }
  2397. };
  2398. if(equipped)
  2399. {
  2400. // Move over artifacts that are worn srcHero -> dstHero
  2401. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  2402. artFittingSet.artifactsWorn.clear();
  2403. // Move over artifacts that are worn dstHero -> srcHero
  2404. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  2405. }
  2406. if(backpack)
  2407. {
  2408. // Move over artifacts that are in backpack srcHero -> dstHero
  2409. moveArtsInBackpack(psrcHero, slotsSrcDst);
  2410. // Move over artifacts that are in backpack dstHero -> srcHero
  2411. moveArtsInBackpack(pdstHero, slotsDstSrc);
  2412. }
  2413. }
  2414. else
  2415. {
  2416. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  2417. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  2418. if(equipped)
  2419. {
  2420. // Move over artifacts that are worn
  2421. for(auto & artInfo : psrcHero->artifactsWorn)
  2422. {
  2423. if(ArtifactUtils::isArtRemovable(artInfo))
  2424. {
  2425. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  2426. }
  2427. }
  2428. }
  2429. if(backpack)
  2430. {
  2431. // Move over artifacts that are in backpack
  2432. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  2433. {
  2434. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  2435. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  2436. }
  2437. }
  2438. }
  2439. sendAndApply(&ma);
  2440. return true;
  2441. }
  2442. /**
  2443. * Assembles or disassembles a combination artifact.
  2444. * @param heroID ID of hero holding the artifact(s).
  2445. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2446. * @param assemble True for assembly operation, false for disassembly.
  2447. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2448. * artifact to assemble to. Otherwise it's not used.
  2449. */
  2450. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2451. {
  2452. const CGHeroInstance * hero = getHero(heroID);
  2453. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2454. if(!destArtifact)
  2455. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2456. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2457. if(assemble)
  2458. {
  2459. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  2460. if(!combinedArt->isCombined())
  2461. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2462. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2463. {
  2464. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2465. }
  2466. if(!destArtifact->canBePutAt(hero, artifactSlot)
  2467. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START))
  2468. {
  2469. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2470. }
  2471. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2472. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2473. AssembledArtifact aa;
  2474. aa.al = dstLoc;
  2475. aa.builtArt = combinedArt;
  2476. sendAndApply(&aa);
  2477. }
  2478. else
  2479. {
  2480. if(!destArtifact->isCombined())
  2481. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2482. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2483. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2484. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2485. DisassembledArtifact da;
  2486. da.al = dstLoc;
  2487. sendAndApply(&da);
  2488. }
  2489. return true;
  2490. }
  2491. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2492. {
  2493. const auto * hero = getHero(al.artHolder);
  2494. if(hero == nullptr)
  2495. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2496. const auto * art = hero->getArt(al.slot);
  2497. if(art == nullptr)
  2498. COMPLAIN_RET("Cannot remove artifact!");
  2499. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2500. COMPLAIN_RET("Illegal artifact removal request");
  2501. removeArtifact(al);
  2502. return true;
  2503. }
  2504. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2505. {
  2506. const CGHeroInstance * hero = getHero(hid);
  2507. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2508. const CGTownInstance * town = hero->visitedTown;
  2509. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2510. if (aid==ArtifactID::SPELLBOOK)
  2511. {
  2512. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2513. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2514. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2515. )
  2516. return false;
  2517. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2518. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2519. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2520. giveSpells(town,hero);
  2521. return true;
  2522. }
  2523. else
  2524. {
  2525. const CArtifact * art = aid.toArtifact();
  2526. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2527. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2528. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2529. const int price = art->getPrice();
  2530. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2531. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2532. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2533. {
  2534. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2535. return giveHeroNewArtifact(hero, art);
  2536. }
  2537. else
  2538. COMPLAIN_RET("This machine is unavailable here!");
  2539. }
  2540. }
  2541. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2542. {
  2543. if(!h)
  2544. COMPLAIN_RET("Only hero can buy artifacts!");
  2545. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2546. COMPLAIN_RET("That artifact is unavailable!");
  2547. int b1;
  2548. int b2;
  2549. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2550. if (getResource(h->tempOwner, rid) < b1)
  2551. COMPLAIN_RET("You can't afford to buy this artifact!");
  2552. giveResource(h->tempOwner, rid, -b1);
  2553. SetAvailableArtifacts saa;
  2554. if(dynamic_cast<const CGTownInstance *>(m))
  2555. {
  2556. saa.id = ObjectInstanceID::NONE;
  2557. saa.arts = CGTownInstance::merchantArtifacts;
  2558. }
  2559. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2560. {
  2561. saa.id = bm->id;
  2562. saa.arts = bm->artifacts;
  2563. }
  2564. else
  2565. COMPLAIN_RET("Wrong marktet...");
  2566. bool found = false;
  2567. for (const CArtifact *&art : saa.arts)
  2568. {
  2569. if (art && art->getId() == aid)
  2570. {
  2571. art = nullptr;
  2572. found = true;
  2573. break;
  2574. }
  2575. }
  2576. if (!found)
  2577. COMPLAIN_RET("Cannot find selected artifact on the list");
  2578. sendAndApply(&saa);
  2579. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  2580. return true;
  2581. }
  2582. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2583. {
  2584. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2585. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2586. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2587. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2588. int resVal = 0;
  2589. int dump = 1;
  2590. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2591. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2592. giveResource(h->tempOwner, rid, resVal);
  2593. return true;
  2594. }
  2595. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2596. {
  2597. if (!h)
  2598. COMPLAIN_RET("You need hero to buy a skill!");
  2599. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2600. COMPLAIN_RET("Hero already know this skill");
  2601. if (!h->canLearnSkill())
  2602. COMPLAIN_RET("Hero can't learn any more skills");
  2603. if (!h->canLearnSkill(skill))
  2604. COMPLAIN_RET("The hero can't learn this skill!");
  2605. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2606. COMPLAIN_RET("That skill is unavailable!");
  2607. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2608. COMPLAIN_RET("You can't afford to buy this skill");
  2609. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2610. changeSecSkill(h, skill, 1, true);
  2611. return true;
  2612. }
  2613. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2614. {
  2615. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2616. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2617. int b1; //base quantities for trade
  2618. int b2;
  2619. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2620. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2621. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2622. {
  2623. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2624. }
  2625. giveResource(player, toSell, -b1 * amountToBoy);
  2626. giveResource(player, toBuy, b2 * amountToBoy);
  2627. return true;
  2628. }
  2629. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2630. {
  2631. if(!hero)
  2632. COMPLAIN_RET("Only hero can sell creatures!");
  2633. if (!vstd::contains(hero->Slots(), slot))
  2634. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2635. const CStackInstance &s = hero->getStack(slot);
  2636. if (s.count < (TQuantity)count //can't sell more creatures than have
  2637. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2638. {
  2639. COMPLAIN_RET("Not enough creatures in army!");
  2640. }
  2641. int b1; //base quantities for trade
  2642. int b2;
  2643. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2644. int units = count / b1; //how many base quantities we trade
  2645. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2646. {
  2647. //TODO: complain?
  2648. assert(0);
  2649. }
  2650. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2651. giveResource(hero->tempOwner, resourceID, b2 * units);
  2652. return true;
  2653. }
  2654. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2655. {
  2656. const CArmedInstance *army = nullptr;
  2657. if (hero)
  2658. army = hero;
  2659. else
  2660. army = dynamic_cast<const CGTownInstance *>(market);
  2661. if (!army)
  2662. COMPLAIN_RET("Incorrect call to transform in undead!");
  2663. if (!army->hasStackAtSlot(slot))
  2664. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2665. const CStackInstance &s = army->getStack(slot);
  2666. //resulting creature - bone dragons or skeletons
  2667. CreatureID resCreature = CreatureID::SKELETON;
  2668. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2669. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2670. || (s.getCreatureID() == CreatureID::HYDRA)
  2671. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2672. resCreature = CreatureID::BONE_DRAGON;
  2673. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2674. return true;
  2675. }
  2676. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2677. {
  2678. const PlayerState *p2 = getPlayerState(r2, false);
  2679. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2680. {
  2681. complain("Dest player must be in game!");
  2682. return false;
  2683. }
  2684. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2685. vstd::amin(val, curRes1);
  2686. giveResource(player, r1, -(int)val);
  2687. giveResource(r2, r1, val);
  2688. return true;
  2689. }
  2690. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2691. {
  2692. const CGHeroInstance *h = getHero(hid);
  2693. if (!h)
  2694. {
  2695. logGlobal->error("Hero doesn't exist!");
  2696. return false;
  2697. }
  2698. ChangeFormation cf;
  2699. cf.hid = hid;
  2700. cf.formation = formation;
  2701. sendAndApply(&cf);
  2702. return true;
  2703. }
  2704. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2705. {
  2706. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2707. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2708. if (answer)
  2709. logGlobal->trace("%d", *answer);
  2710. auto topQuery = queries->topQuery(player);
  2711. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2712. if(topQuery->queryID != qid)
  2713. {
  2714. auto currentQuery = queries->getQuery(qid);
  2715. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2716. currentQuery->setReply(answer);
  2717. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2718. }
  2719. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2720. topQuery->setReply(answer);
  2721. queries->popQuery(topQuery);
  2722. return true;
  2723. }
  2724. void CGameHandler::handleTimeEvents()
  2725. {
  2726. gs->map->events.sort(evntCmp);
  2727. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2728. {
  2729. CMapEvent ev = gs->map->events.front();
  2730. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2731. {
  2732. auto color = PlayerColor(player);
  2733. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2734. if (pinfo //player exists
  2735. && (ev.players & 1<<player) //event is enabled to this player
  2736. && ((ev.computerAffected && !pinfo->human)
  2737. || (ev.humanAffected && pinfo->human)
  2738. )
  2739. )
  2740. {
  2741. //give resources
  2742. giveResources(color, ev.resources);
  2743. //prepare dialog
  2744. InfoWindow iw;
  2745. iw.player = color;
  2746. iw.text = ev.message;
  2747. for (GameResID i : GameResID::ALL_RESOURCES())
  2748. {
  2749. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2750. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2751. }
  2752. sendAndApply(&iw); //show dialog
  2753. }
  2754. } //PLAYERS LOOP
  2755. if (ev.nextOccurence)
  2756. {
  2757. gs->map->events.pop_front();
  2758. ev.firstOccurence += ev.nextOccurence;
  2759. auto it = gs->map->events.begin();
  2760. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2761. it++;
  2762. gs->map->events.insert(it, ev);
  2763. }
  2764. else
  2765. {
  2766. gs->map->events.pop_front();
  2767. }
  2768. }
  2769. //TODO send only if changed
  2770. UpdateMapEvents ume;
  2771. ume.events = gs->map->events;
  2772. sendAndApply(&ume);
  2773. }
  2774. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2775. {
  2776. town->events.sort(evntCmp);
  2777. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2778. {
  2779. PlayerColor player = town->tempOwner;
  2780. CCastleEvent ev = town->events.front();
  2781. const PlayerState * pinfo = getPlayerState(player, false);
  2782. if (pinfo //player exists
  2783. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2784. && ((ev.computerAffected && !pinfo->human)
  2785. || (ev.humanAffected && pinfo->human)))
  2786. {
  2787. // dialog
  2788. InfoWindow iw;
  2789. iw.player = player;
  2790. iw.text = ev.message;
  2791. if (ev.resources.nonZero())
  2792. {
  2793. TResources was = n.res[player];
  2794. n.res[player] += ev.resources;
  2795. n.res[player].amax(0);
  2796. for (GameResID i : GameResID::ALL_RESOURCES())
  2797. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2798. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2799. }
  2800. for (auto & i : ev.buildings)
  2801. {
  2802. if (!town->hasBuilt(i))
  2803. {
  2804. buildStructure(town->id, i, true);
  2805. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2806. }
  2807. }
  2808. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2809. {
  2810. n.cres[town->id].tid = town->id;
  2811. n.cres[town->id].creatures = town->creatures;
  2812. }
  2813. auto & sac = n.cres[town->id];
  2814. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2815. {
  2816. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2817. {
  2818. sac.creatures[i].first += ev.creatures.at(i);
  2819. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2820. }
  2821. }
  2822. sendAndApply(&iw); //show dialog
  2823. }
  2824. if (ev.nextOccurence)
  2825. {
  2826. town->events.pop_front();
  2827. ev.firstOccurence += ev.nextOccurence;
  2828. auto it = town->events.begin();
  2829. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2830. it++;
  2831. town->events.insert(it, ev);
  2832. }
  2833. else
  2834. {
  2835. town->events.pop_front();
  2836. }
  2837. }
  2838. //TODO send only if changed
  2839. UpdateCastleEvents uce;
  2840. uce.town = town->id;
  2841. uce.events = town->events;
  2842. sendAndApply(&uce);
  2843. }
  2844. bool CGameHandler::complain(const std::string &problem)
  2845. {
  2846. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2847. logGlobal->error(problem);
  2848. return true;
  2849. }
  2850. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2851. {
  2852. //PlayerColor player = getOwner(hid);
  2853. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2854. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2855. assert(lowerArmy);
  2856. assert(upperArmy);
  2857. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2858. queries->addQuery(garrisonQuery);
  2859. GarrisonDialog gd;
  2860. gd.hid = hid;
  2861. gd.objid = upobj;
  2862. gd.removableUnits = removableUnits;
  2863. gd.queryID = garrisonQuery->queryID;
  2864. sendAndApply(&gd);
  2865. }
  2866. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2867. {
  2868. OpenWindow pack;
  2869. pack.window = window;
  2870. pack.object = object->id;
  2871. pack.visitor = visitor->id;
  2872. if (addQuery)
  2873. {
  2874. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2875. pack.queryID = windowQuery->queryID;
  2876. queries->addQuery(windowQuery);
  2877. }
  2878. sendAndApply(&pack);
  2879. }
  2880. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2881. {
  2882. if (id1 == id2)
  2883. return true;
  2884. const CGObjectInstance *o1 = getObj(id1);
  2885. const CGObjectInstance *o2 = getObj(id2);
  2886. if (!o1 || !o2)
  2887. return true; //arranging stacks within an object should be always allowed
  2888. if (o1 && o2)
  2889. {
  2890. if (o1->ID == Obj::TOWN)
  2891. {
  2892. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2893. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2894. return true;
  2895. }
  2896. if (o2->ID == Obj::TOWN)
  2897. {
  2898. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2899. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2900. return true;
  2901. }
  2902. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2903. {
  2904. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2905. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2906. // two heroes in same town (garrisoned and visiting)
  2907. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2908. return true;
  2909. }
  2910. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2911. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2912. if (!dialog)
  2913. {
  2914. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2915. }
  2916. if (dialog)
  2917. {
  2918. auto topArmy = dialog->exchangingArmies.at(0);
  2919. auto bottomArmy = dialog->exchangingArmies.at(1);
  2920. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2921. return true;
  2922. }
  2923. }
  2924. return false;
  2925. }
  2926. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2927. {
  2928. using events::ObjectVisitStarted;
  2929. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2930. if (getVisitingHero(obj) != nullptr)
  2931. {
  2932. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2933. throw std::runtime_error("Can not visit object that is being visited");
  2934. }
  2935. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2936. auto startVisit = [&](ObjectVisitStarted & event)
  2937. {
  2938. auto visitedObject = obj;
  2939. if(obj->ID == Obj::HERO)
  2940. {
  2941. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2942. const auto visitedTown = visitedHero->visitedTown;
  2943. if(visitedTown)
  2944. {
  2945. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2946. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2947. visitedObject = visitedTown;
  2948. }
  2949. }
  2950. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2951. queries->addQuery(visitQuery); //TODO real visit pos
  2952. HeroVisit hv;
  2953. hv.objId = obj->id;
  2954. hv.heroId = h->id;
  2955. hv.player = h->tempOwner;
  2956. hv.starting = true;
  2957. sendAndApply(&hv);
  2958. obj->onHeroVisit(h);
  2959. };
  2960. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2961. if(visitQuery)
  2962. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2963. }
  2964. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2965. {
  2966. using events::ObjectVisitEnded;
  2967. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2968. auto endVisit = [&](ObjectVisitEnded & event)
  2969. {
  2970. HeroVisit hv;
  2971. hv.player = event.getPlayer();
  2972. hv.heroId = event.getHero();
  2973. hv.starting = false;
  2974. sendAndApply(&hv);
  2975. };
  2976. //TODO: ObjectVisitEnded should also have id of visited object,
  2977. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2978. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2979. }
  2980. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2981. {
  2982. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2983. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2984. {
  2985. complain("Cannot build boat in this shipyard!");
  2986. return false;
  2987. }
  2988. TResources boatCost;
  2989. obj->getBoatCost(boatCost);
  2990. TResources aviable = getPlayerState(playerID)->resources;
  2991. if (!aviable.canAfford(boatCost))
  2992. {
  2993. complain("Not enough resources to build a boat!");
  2994. return false;
  2995. }
  2996. int3 tile = obj->bestLocation();
  2997. if (!gs->map->isInTheMap(tile))
  2998. {
  2999. complain("Cannot find appropriate tile for a boat!");
  3000. return false;
  3001. }
  3002. giveResources(playerID, -boatCost);
  3003. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  3004. return true;
  3005. }
  3006. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3007. {
  3008. for (auto playerColor : playerColors)
  3009. {
  3010. if (getPlayerState(playerColor, false))
  3011. checkVictoryLossConditionsForPlayer(playerColor);
  3012. }
  3013. }
  3014. void CGameHandler::checkVictoryLossConditionsForAll()
  3015. {
  3016. std::set<PlayerColor> playerColors;
  3017. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3018. {
  3019. playerColors.insert(PlayerColor(i));
  3020. }
  3021. checkVictoryLossConditions(playerColors);
  3022. }
  3023. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3024. {
  3025. const PlayerState * p = getPlayerState(player);
  3026. if(!p || p->status != EPlayerStatus::INGAME) return;
  3027. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3028. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3029. {
  3030. InfoWindow iw;
  3031. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3032. sendAndApply(&iw);
  3033. PlayerEndsGame peg;
  3034. peg.player = player;
  3035. peg.victoryLossCheckResult = victoryLossCheckResult;
  3036. sendAndApply(&peg);
  3037. turnOrder->onPlayerEndsGame(player);
  3038. if (victoryLossCheckResult.victory())
  3039. {
  3040. //one player won -> all enemies lost
  3041. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3042. {
  3043. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3044. {
  3045. peg.player = i->first;
  3046. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3047. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3048. InfoWindow iw;
  3049. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3050. iw.player = i->first;
  3051. sendAndApply(&iw);
  3052. sendAndApply(&peg);
  3053. }
  3054. }
  3055. if(p->human)
  3056. {
  3057. lobby->setState(EServerState::GAMEPLAY_ENDED);
  3058. }
  3059. }
  3060. else
  3061. {
  3062. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3063. auto hlp = p->heroes;
  3064. for (auto h : hlp) //eliminate heroes
  3065. {
  3066. if (h.get())
  3067. removeObject(h, player);
  3068. }
  3069. //player lost -> all his objects become unflagged (neutral)
  3070. for (auto obj : gs->map->objects) //unflag objs
  3071. {
  3072. if (obj.get() && obj->tempOwner == player)
  3073. setOwner(obj, PlayerColor::NEUTRAL);
  3074. }
  3075. //eliminating one player may cause victory of another:
  3076. std::set<PlayerColor> playerColors;
  3077. //do not copy player state (CBonusSystemNode) by value
  3078. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3079. {
  3080. if (p.first != player)
  3081. playerColors.insert(p.first);
  3082. }
  3083. //notify all players
  3084. for (auto pc : playerColors)
  3085. {
  3086. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3087. {
  3088. InfoWindow iw;
  3089. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3090. iw.player = pc;
  3091. sendAndApply(&iw);
  3092. }
  3093. }
  3094. checkVictoryLossConditions(playerColors);
  3095. }
  3096. }
  3097. }
  3098. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3099. {
  3100. out.player = player;
  3101. out.text = victoryLossCheckResult.messageToSelf;
  3102. out.text.replaceName(player);
  3103. out.components.emplace_back(ComponentType::FLAG, player);
  3104. }
  3105. bool CGameHandler::dig(const CGHeroInstance *h)
  3106. {
  3107. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3108. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3109. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3110. //take MPs
  3111. SetMovePoints smp;
  3112. smp.hid = h->id;
  3113. smp.val = 0;
  3114. sendAndApply(&smp);
  3115. InfoWindow iw;
  3116. iw.type = EInfoWindowMode::AUTO;
  3117. iw.player = h->tempOwner;
  3118. if (gs->map->grailPos == h->visitablePos())
  3119. {
  3120. ArtifactID grail = ArtifactID::GRAIL;
  3121. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3122. iw.text.replaceName(grail);
  3123. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3124. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3125. sendAndApply(&iw);
  3126. iw.soundID = soundBase::invalid;
  3127. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3128. iw.text.clear();
  3129. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3130. sendAndApply(&iw);
  3131. }
  3132. else
  3133. {
  3134. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3135. iw.soundID = soundBase::Dig;
  3136. sendAndApply(&iw);
  3137. }
  3138. return true;
  3139. }
  3140. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3141. {
  3142. if (!t.visitableObjects.empty())
  3143. {
  3144. //to prevent self-visiting heroes on space press
  3145. if (t.visitableObjects.back() != h)
  3146. objectVisited(t.visitableObjects.back(), h);
  3147. else if (t.visitableObjects.size() > 1)
  3148. objectVisited(*(t.visitableObjects.end()-2),h);
  3149. }
  3150. }
  3151. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3152. {
  3153. if (!hero)
  3154. COMPLAIN_RET("You need hero to sacrifice creature!");
  3155. int expSum = 0;
  3156. auto finish = [this, &hero, &expSum]()
  3157. {
  3158. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3159. };
  3160. for(int i = 0; i < slot.size(); ++i)
  3161. {
  3162. int oldCount = hero->getStackCount(slot[i]);
  3163. if(oldCount < (int)count[i])
  3164. {
  3165. finish();
  3166. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3167. }
  3168. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3169. {
  3170. finish();
  3171. COMPLAIN_RET("Cannot sacrifice last creature!");
  3172. }
  3173. int crid = hero->getStack(slot[i]).type->getId();
  3174. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3175. int dump;
  3176. int exp;
  3177. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3178. exp *= count[i];
  3179. expSum += exp;
  3180. }
  3181. finish();
  3182. return true;
  3183. }
  3184. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  3185. {
  3186. if (!hero)
  3187. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3188. int expSum = 0;
  3189. auto finish = [this, &hero, &expSum]()
  3190. {
  3191. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  3192. };
  3193. for(int i = 0; i < slot.size(); ++i)
  3194. {
  3195. ArtifactLocation al(hero->id, slot[i]);
  3196. const CArtifactInstance * a = hero->getArt(al.slot);
  3197. if(!a)
  3198. {
  3199. finish();
  3200. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3201. }
  3202. const CArtifactInstance * art = hero->getArt(slot[i]);
  3203. if(!art)
  3204. {
  3205. finish();
  3206. COMPLAIN_RET("No artifact at position to sacrifice!");
  3207. }
  3208. si32 typId = art->artType->getId();
  3209. int dmp;
  3210. int expToGive;
  3211. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3212. expSum += expToGive;
  3213. removeArtifact(al);
  3214. }
  3215. finish();
  3216. return true;
  3217. }
  3218. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3219. {
  3220. if (sl.army->hasStackAtSlot(sl.slot))
  3221. COMPLAIN_RET("Slot is already taken!");
  3222. if (!sl.slot.validSlot())
  3223. COMPLAIN_RET("Cannot insert stack to that slot!");
  3224. InsertNewStack ins;
  3225. ins.army = sl.army->id;
  3226. ins.slot = sl.slot;
  3227. ins.type = c->getId();
  3228. ins.count = count;
  3229. sendAndApply(&ins);
  3230. return true;
  3231. }
  3232. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3233. {
  3234. if (!sl.army->hasStackAtSlot(sl.slot))
  3235. COMPLAIN_RET("Cannot find a stack to erase");
  3236. if (sl.army->stacksCount() == 1 //from the last stack
  3237. && sl.army->needsLastStack() //that must be left
  3238. && !forceRemoval) //ignore above conditions if we are forcing removal
  3239. {
  3240. COMPLAIN_RET("Cannot erase the last stack!");
  3241. }
  3242. EraseStack es;
  3243. es.army = sl.army->id;
  3244. es.slot = sl.slot;
  3245. sendAndApply(&es);
  3246. return true;
  3247. }
  3248. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3249. {
  3250. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3251. if ((absoluteValue && count < 0)
  3252. || (!absoluteValue && -count > currentCount))
  3253. {
  3254. COMPLAIN_RET("Cannot take more stacks than present!");
  3255. }
  3256. if ((currentCount == -count && !absoluteValue)
  3257. || (!count && absoluteValue))
  3258. {
  3259. eraseStack(sl);
  3260. }
  3261. else
  3262. {
  3263. ChangeStackCount csc;
  3264. csc.army = sl.army->id;
  3265. csc.slot = sl.slot;
  3266. csc.count = count;
  3267. csc.absoluteValue = absoluteValue;
  3268. sendAndApply(&csc);
  3269. }
  3270. return true;
  3271. }
  3272. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3273. {
  3274. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3275. if (!slotC) //slot is empty
  3276. insertNewStack(sl, c, count);
  3277. else if (c == slotC)
  3278. changeStackCount(sl, count);
  3279. else
  3280. {
  3281. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3282. }
  3283. return true;
  3284. }
  3285. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3286. {
  3287. if (removeObjWhenFinished)
  3288. removeAfterVisit(src);
  3289. if (!src->canBeMergedWith(*dst, allowMerging))
  3290. {
  3291. if (allowMerging) //do that, add all matching creatures.
  3292. {
  3293. bool cont = true;
  3294. while (cont)
  3295. {
  3296. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3297. {
  3298. SlotID pos = dst->getSlotFor(i->second->type);
  3299. if (pos.validSlot())
  3300. {
  3301. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3302. cont = true;
  3303. break; //or iterator crashes
  3304. }
  3305. cont = false;
  3306. }
  3307. }
  3308. }
  3309. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3310. }
  3311. else //merge
  3312. {
  3313. moveArmy(src, dst, allowMerging);
  3314. }
  3315. }
  3316. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3317. {
  3318. if (!src.army->hasStackAtSlot(src.slot))
  3319. COMPLAIN_RET("No stack to move!");
  3320. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3321. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3322. if (!dst.slot.validSlot())
  3323. COMPLAIN_RET("Cannot move stack to that slot!");
  3324. if (count == -1)
  3325. {
  3326. count = src.army->getStackCount(src.slot);
  3327. }
  3328. if (src.army != dst.army //moving away
  3329. && count == src.army->getStackCount(src.slot) //all creatures
  3330. && src.army->stacksCount() == 1 //from the last stack
  3331. && src.army->needsLastStack()) //that must be left
  3332. {
  3333. COMPLAIN_RET("Cannot move away the last creature!");
  3334. }
  3335. RebalanceStacks rs;
  3336. rs.srcArmy = src.army->id;
  3337. rs.dstArmy = dst.army->id;
  3338. rs.srcSlot = src.slot;
  3339. rs.dstSlot = dst.slot;
  3340. rs.count = count;
  3341. sendAndApply(&rs);
  3342. return true;
  3343. }
  3344. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3345. {
  3346. const CSpell * s = spellID.toSpell();
  3347. if(!s)
  3348. return;
  3349. AdventureSpellCastParameters p;
  3350. p.caster = caster;
  3351. p.pos = pos;
  3352. s->adventureCast(spellEnv, p);
  3353. }
  3354. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3355. {
  3356. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3357. {
  3358. return moveStack(sl2, sl1);
  3359. }
  3360. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3361. {
  3362. return moveStack(sl1, sl2);
  3363. }
  3364. else
  3365. {
  3366. SwapStacks ss;
  3367. ss.srcArmy = sl1.army->id;
  3368. ss.dstArmy = sl2.army->id;
  3369. ss.srcSlot = sl1.slot;
  3370. ss.dstSlot = sl2.slot;
  3371. sendAndApply(&ss);
  3372. return true;
  3373. }
  3374. }
  3375. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3376. {
  3377. assert(art && art->artType);
  3378. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3379. dst.creature = al.creature;
  3380. auto putTo = getArtSet(al);
  3381. assert(putTo);
  3382. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3383. {
  3384. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3385. }
  3386. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3387. {
  3388. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3389. }
  3390. else
  3391. {
  3392. dst.slot = al.slot;
  3393. }
  3394. if(!askAssemble.has_value())
  3395. {
  3396. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3397. askAssemble = true;
  3398. else
  3399. askAssemble = false;
  3400. }
  3401. if(art->canBePutAt(putTo, dst.slot))
  3402. {
  3403. PutArtifact pa(dst, askAssemble.value());
  3404. pa.art = art;
  3405. sendAndApply(&pa);
  3406. return true;
  3407. }
  3408. else
  3409. {
  3410. return false;
  3411. }
  3412. }
  3413. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3414. {
  3415. assert(artType);
  3416. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3417. {
  3418. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3419. COMPLAIN_RET("Cannot put artifact in that slot!");
  3420. }
  3421. else if(ArtifactUtils::isSlotBackpack(pos))
  3422. {
  3423. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3424. COMPLAIN_RET("Cannot put artifact in that slot!");
  3425. }
  3426. else
  3427. {
  3428. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3429. }
  3430. auto * newArtInst = new CArtifactInstance();
  3431. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3432. NewArtifact na;
  3433. na.art = newArtInst;
  3434. sendAndApply(&na); // -> updates newArtInst!!!
  3435. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3436. return true;
  3437. else
  3438. return false;
  3439. }
  3440. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3441. {
  3442. std::vector<int3>::iterator tile;
  3443. std::vector<int3> tiles;
  3444. getFreeTiles(tiles);
  3445. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3446. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3447. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3448. const CCreature *cre = VLC->creh->objects.at(creatureID);
  3449. for (int i = 0; i < (int)amount; ++i)
  3450. {
  3451. tile = tiles.begin();
  3452. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3453. {
  3454. auto count = cre->getRandomAmount(std::rand);
  3455. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3456. auto monsterId = getTopObj(*tile)->id;
  3457. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3458. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3459. }
  3460. tiles.erase(tile); //not use it again
  3461. }
  3462. }
  3463. void CGameHandler::synchronizeArtifactHandlerLists()
  3464. {
  3465. UpdateArtHandlerLists uahl;
  3466. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3467. sendAndApply(&uahl);
  3468. }
  3469. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3470. {
  3471. return vstd::contains(gs->map->objects, obj);
  3472. }
  3473. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3474. {
  3475. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3476. return false;
  3477. auto query = queries->topQuery(player);
  3478. if (query && query->blocksPack(pack))
  3479. {
  3480. complain(boost::str(boost::format(
  3481. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3482. % boost::to_upper_copy<std::string>(player.toString())
  3483. % query->toString()
  3484. ));
  3485. return true;
  3486. }
  3487. return false;
  3488. }
  3489. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3490. {
  3491. //If the object is being visited, there must be a matching query
  3492. for (const auto &query : queries->allQueries())
  3493. {
  3494. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3495. {
  3496. if (someVistQuery->visitedObject == object)
  3497. {
  3498. someVistQuery->removeObjectAfterVisit = true;
  3499. return;
  3500. }
  3501. }
  3502. }
  3503. //If we haven't returned so far, there is no query and no visit, call was wrong
  3504. assert("This function needs to be called during the object visit!");
  3505. }
  3506. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3507. {
  3508. std::unordered_set<int3> tiles;
  3509. if (mode == ETileVisibility::HIDDEN)
  3510. {
  3511. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3512. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3513. auto p = getPlayerState(player);
  3514. for (auto h : p->heroes)
  3515. {
  3516. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3517. }
  3518. for (auto t : p->towns)
  3519. {
  3520. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3521. }
  3522. for (auto tile : observedTiles)
  3523. vstd::erase_if_present (tiles, tile);
  3524. }
  3525. else
  3526. {
  3527. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3528. }
  3529. changeFogOfWar(tiles, player, mode);
  3530. }
  3531. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3532. {
  3533. FoWChange fow;
  3534. fow.tiles = tiles;
  3535. fow.player = player;
  3536. fow.mode = mode;
  3537. sendAndApply(&fow);
  3538. }
  3539. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3540. {
  3541. assert(obj);
  3542. for(const auto & query : queries->allQueries())
  3543. {
  3544. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3545. if (visit && visit->visitedObject == obj)
  3546. return visit->visitingHero;
  3547. }
  3548. return nullptr;
  3549. }
  3550. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3551. {
  3552. assert(obj);
  3553. assert(hero);
  3554. assert(getVisitingHero(obj) == hero);
  3555. // Check top query of targeted player:
  3556. // If top query is NOT visit to targeted object then we assume that
  3557. // visitation query is covered by other query that must be answered first
  3558. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3559. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3560. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3561. return true;
  3562. }
  3563. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3564. {
  3565. SetObjectProperty sob;
  3566. sob.id = objid;
  3567. sob.what = prop;
  3568. sob.identifier = NumericID(value);
  3569. sendAndApply(&sob);
  3570. }
  3571. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3572. {
  3573. SetObjectProperty sob;
  3574. sob.id = objid;
  3575. sob.what = prop;
  3576. sob.identifier = identifier;
  3577. sendAndApply(&sob);
  3578. }
  3579. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3580. {
  3581. sendAndApply(iw);
  3582. }
  3583. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  3584. {
  3585. InfoWindow iw;
  3586. iw.player = player;
  3587. iw.text.appendRawString(msg);
  3588. showInfoDialog(&iw);
  3589. }
  3590. CRandomGenerator & CGameHandler::getRandomGenerator()
  3591. {
  3592. return CRandomGenerator::getDefault();
  3593. }
  3594. #if SCRIPTING_ENABLED
  3595. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3596. {
  3597. return serverScripts.get();
  3598. }
  3599. //scripting::Pool * CGameHandler::getContextPool() const
  3600. //{
  3601. // return serverScripts.get();
  3602. //}
  3603. #endif
  3604. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3605. {
  3606. NewObject no;
  3607. no.ID = type;
  3608. no.subID = subtype;
  3609. no.initiator = initiator;
  3610. no.targetPos = visitablePosition;
  3611. sendAndApply(&no);
  3612. }
  3613. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3614. {
  3615. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3616. }
  3617. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3618. {
  3619. battles->startBattleI(army1, army2, tile, creatureBank);
  3620. }
  3621. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3622. {
  3623. battles->startBattleI(army1, army2, creatureBank);
  3624. }