12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805 |
- /*
- * NetPacksLib.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "NetPacks.h"
- #include "CGeneralTextHandler.h"
- #include "mapObjects/CObjectClassesHandler.h"
- #include "CArtHandler.h"
- #include "CHeroHandler.h"
- #include "mapObjects/CObjectHandler.h"
- #include "CModHandler.h"
- #include "VCMI_Lib.h"
- #include "mapping/CMap.h"
- #include "spells/CSpellHandler.h"
- #include "CCreatureHandler.h"
- #include "CGameState.h"
- #include "CStack.h"
- #include "battle/BattleInfo.h"
- #include "CTownHandler.h"
- #include "mapping/CMapInfo.h"
- #include "StartInfo.h"
- #include "CPlayerState.h"
- #include "TerrainHandler.h"
- VCMI_LIB_NAMESPACE_BEGIN
- DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
- {
- assert(player < PlayerColor::PLAYER_LIMIT);
- if(abs)
- gs->getPlayerState(player)->resources = res;
- else
- gs->getPlayerState(player)->resources += res;
- //just ensure that player resources are not negative
- //server is responsible to check if player can afford deal
- //but events on server side are allowed to take more than player have
- gs->getPlayerState(player)->resources.positive();
- }
- DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
- {
- CGHeroInstance * hero = gs->getHero(id);
- assert(hero);
- hero->setPrimarySkill(which, val, abs);
- }
- DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs)
- {
- CGHeroInstance *hero = gs->getHero(id);
- hero->setSecSkillLevel(which, val, abs);
- }
- DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
- {
- CCommanderInstance * commander = gs->getHero(heroid)->commander;
- assert (commander);
- switch (which)
- {
- case BONUS:
- commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
- break;
- case SPECIAL_SKILL:
- commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
- commander->specialSKills.insert (additionalInfo);
- break;
- case SECONDARY_SKILL:
- commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
- break;
- case ALIVE:
- if (amount)
- commander->setAlive(true);
- else
- commander->setAlive(false);
- break;
- case EXPERIENCE:
- commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
- break;
- }
- }
- DLL_LINKAGE void AddQuest::applyGs(CGameState *gs)
- {
- assert (vstd::contains(gs->players, player));
- auto vec = &gs->players[player].quests;
- if (!vstd::contains(*vec, quest))
- vec->push_back (quest);
- else
- logNetwork->warn("Warning! Attempt to add duplicated quest");
- }
- DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs)
- {
- VLC->arth->minors = minors;
- VLC->arth->majors = majors;
- VLC->arth->treasures = treasures;
- VLC->arth->relics = relics;
- }
- DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState *gs)
- {
- gs->map->events = events;
- }
- DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState *gs)
- {
- auto t = gs->getTown(town);
- t->events = events;
- }
- DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs)
- {
- gs->getHero(hid)->setFormation(formation);
- }
- DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs)
- {
- CGHeroInstance *h = gs->getHero(hid);
- CGTownInstance *t = gs->getTown(tid);
- assert(h);
- assert(t);
- if(start())
- t->setVisitingHero(h);
- else
- t->setVisitingHero(nullptr);
- }
- DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
- {
- CGHeroInstance *hero = gs->getHero(hid);
- if(learn)
- for(auto sid : spells)
- hero->addSpellToSpellbook(sid);
- else
- for(auto sid : spells)
- hero->removeSpellFromSpellbook(sid);
- }
- DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
- {
- CGHeroInstance * hero = gs->getHero(hid);
- assert(hero);
- if(absolute)
- hero->mana = val;
- else
- hero->mana += val;
- vstd::amax(hero->mana, 0); //not less than 0
- }
- DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
- {
- CGHeroInstance *hero = gs->getHero(hid);
- assert(hero);
- if(absolute)
- hero->movement = val;
- else
- hero->movement += val;
- vstd::amax(hero->movement, 0); //not less than 0
- }
- DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
- {
- TeamState * team = gs->getPlayerTeam(player);
- auto fogOfWarMap = team->fogOfWarMap;
- for(int3 t : tiles)
- (*fogOfWarMap)[t.z][t.x][t.y] = mode;
- if (mode == 0) //do not hide too much
- {
- std::unordered_set<int3, ShashInt3> tilesRevealed;
- for (auto & elem : gs->map->objects)
- {
- const CGObjectInstance *o = elem;
- if (o)
- {
- switch(o->ID)
- {
- case Obj::HERO:
- case Obj::MINE:
- case Obj::TOWN:
- case Obj::ABANDONED_MINE:
- if(vstd::contains(team->players, o->tempOwner)) //check owned observators
- gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
- break;
- }
- }
- }
- for(int3 t : tilesRevealed) //probably not the most optimal solution ever
- (*fogOfWarMap)[t.z][t.x][t.y] = 1;
- }
- }
- DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
- {
- PlayerState *p = gs->getPlayerState(player);
- p->availableHeroes.clear();
- for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
- {
- CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
- if(h && army[i])
- h->setToArmy(army[i]);
- p->availableHeroes.push_back(h);
- }
- }
- DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
- {
- CBonusSystemNode *cbsn = nullptr;
- switch(who)
- {
- case HERO:
- cbsn = gs->getHero(ObjectInstanceID(id));
- break;
- case PLAYER:
- cbsn = gs->getPlayerState(PlayerColor(id));
- break;
- case TOWN:
- cbsn = gs->getTown(ObjectInstanceID(id));
- break;
- }
- assert(cbsn);
- if(Bonus::OneWeek(&bonus))
- bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
- auto b = std::make_shared<Bonus>(bonus);
- cbsn->addNewBonus(b);
- std::string &descr = b->description;
- if(!bdescr.message.size()
- && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
- {
- if (bonus.source == Bonus::OBJECT)
- {
- descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
- }
- else if(bonus.source == Bonus::TOWN_STRUCTURE)
- {
- descr = bonus.description;
- return;
- }
- else
- {
- bdescr.toString(descr);
- }
- }
- else
- {
- bdescr.toString(descr);
- }
- // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
- boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
- boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
- }
- DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
- {
- CGObjectInstance *obj = gs->getObjInstance(objid);
- if(!obj)
- {
- logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
- return;
- }
- gs->map->removeBlockVisTiles(obj);
- obj->pos = nPos;
- gs->map->addBlockVisTiles(obj);
- }
- DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
- {
- switch (mode) {
- case VISITOR_ADD:
- gs->getHero(hero)->visitedObjects.insert(object);
- gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
- break;
- case VISITOR_ADD_TEAM:
- {
- TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
- for (auto & color : ts->players)
- {
- gs->getPlayerState(color)->visitedObjects.insert(object);
- }
- }
- break;
- case VISITOR_CLEAR:
- for (CGHeroInstance * hero : gs->map->allHeroes)
- {
- if (hero)
- {
- hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
- }
- }
- for(auto &elem : gs->players)
- {
- elem.second.visitedObjects.erase(object);
- }
- break;
- case VISITOR_REMOVE:
- gs->getHero(hero)->visitedObjects.erase(object);
- break;
- }
- }
- DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
- {
- PlayerState *p = gs->getPlayerState(player);
- if(victoryLossCheckResult.victory())
- {
- p->status = EPlayerStatus::WINNER;
- // TODO: Campaign-specific code might as well go somewhere else
- if(p->human && gs->scenarioOps->campState)
- {
- std::vector<CGHeroInstance *> crossoverHeroes;
- for (CGHeroInstance * hero : gs->map->heroesOnMap)
- {
- if (hero->tempOwner == player)
- {
- // keep all heroes from the winning player
- crossoverHeroes.push_back(hero);
- }
- else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
- {
- // keep hero whether lost or won (like Xeron in AB campaign)
- crossoverHeroes.push_back(hero);
- }
- }
- // keep lost heroes which are in heroes pool
- for (auto & heroPair : gs->hpool.heroesPool)
- {
- if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
- {
- crossoverHeroes.push_back(heroPair.second.get());
- }
- }
- gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
- }
- }
- else
- {
- p->status = EPlayerStatus::LOSER;
- }
- }
- DLL_LINKAGE void PlayerReinitInterface::applyGs(CGameState *gs)
- {
- if(!gs || !gs->scenarioOps)
- return;
-
- //TODO: what does mean if more that one player connected?
- if(playerConnectionId == PlayerSettings::PLAYER_AI)
- {
- for(auto player : players)
- gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
- }
- }
- DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
- {
- CBonusSystemNode *node;
- if (who == HERO)
- node = gs->getHero(ObjectInstanceID(whoID));
- else
- node = gs->getPlayerState(PlayerColor(whoID));
- BonusList &bonuses = node->getExportedBonusList();
- for (int i = 0; i < bonuses.size(); i++)
- {
- auto b = bonuses[i];
- if(b->source == source && b->sid == id)
- {
- bonus = *b; //backup bonus (to show to interfaces later)
- node->removeBonus(b);
- break;
- }
- }
- }
- DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
- {
- CGObjectInstance *obj = gs->getObjInstance(id);
- logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
- //unblock tiles
- gs->map->removeBlockVisTiles(obj);
- if(obj->ID == Obj::HERO) //remove beaten hero
- {
- CGHeroInstance * beatenHero = static_cast<CGHeroInstance*>(obj);
- PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
- gs->map->heroesOnMap -= beatenHero;
- p->heroes -= beatenHero;
- beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));
- beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
- vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
- {
- return asi.artifact->artType->getId() == ArtifactID::GRAIL;
- });
- if(beatenHero->visitedTown)
- {
- if(beatenHero->visitedTown->garrisonHero == beatenHero)
- beatenHero->visitedTown->garrisonHero = nullptr;
- else
- beatenHero->visitedTown->visitingHero = nullptr;
- beatenHero->visitedTown = nullptr;
- beatenHero->inTownGarrison = false;
- }
- //return hero to the pool, so he may reappear in tavern
- gs->hpool.heroesPool[beatenHero->subID] = beatenHero;
- if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID))
- gs->hpool.pavailable[beatenHero->subID] = 0xff;
- gs->map->objects[id.getNum()] = nullptr;
- //If hero on Boat is removed, the Boat disappears
- if(beatenHero->boat)
- {
- gs->map->instanceNames.erase(beatenHero->boat->instanceName);
- gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
- beatenHero->boat = nullptr;
- }
- return;
- }
- auto quest = dynamic_cast<const IQuestObject *>(obj);
- if (quest)
- {
- gs->map->quests[quest->quest->qid] = nullptr;
- for (auto &player : gs->players)
- {
- for (auto &q : player.second.quests)
- {
- if (q.obj == obj)
- {
- q.obj = nullptr;
- }
- }
- }
- }
- for (TriggeredEvent & event : gs->map->triggeredEvents)
- {
- auto patcher = [&](EventCondition cond) -> EventExpression::Variant
- {
- if (cond.object == obj)
- {
- if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
- {
- cond.condition = EventCondition::CONST_VALUE;
- cond.value = 1; // destroyed object, from now on always fulfilled
- }
- else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
- {
- cond.condition = EventCondition::CONST_VALUE;
- cond.value = 0; // destroyed object, from now on can not be fulfilled
- }
- }
- return cond;
- };
- event.trigger = event.trigger.morph(patcher);
- }
- gs->map->instanceNames.erase(obj->instanceName);
- gs->map->objects[id.getNum()].dellNull();
- gs->map->calculateGuardingGreaturePositions();
- }
- static int getDir(int3 src, int3 dst)
- {
- int ret = -1;
- if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
- {
- ret = 1;
- }
- else if(dst.x == src.x && dst.y+1 == src.y) //t
- {
- ret = 2;
- }
- else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
- {
- ret = 3;
- }
- else if(dst.x-1 == src.x && dst.y == src.y) //r
- {
- ret = 4;
- }
- else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
- {
- ret = 5;
- }
- else if(dst.x == src.x && dst.y-1 == src.y) //b
- {
- ret = 6;
- }
- else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
- {
- ret = 7;
- }
- else if(dst.x+1 == src.x && dst.y == src.y) //l
- {
- ret = 8;
- }
- return ret;
- }
- void TryMoveHero::applyGs(CGameState *gs)
- {
- CGHeroInstance *h = gs->getHero(id);
- if (!h)
- {
- logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
- return;
- }
- h->movement = movePoints;
- if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
- {
- auto dir = getDir(start,end);
- if(dir > 0 && dir <= 8)
- h->moveDir = dir;
- //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
- }
- if(result == EMBARK) //hero enters boat at destination tile
- {
- const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
- assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
- CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
- gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
- h->boat = boat;
- boat->hero = h;
- }
- else if(result == DISEMBARK) //hero leaves boat to destination tile
- {
- CGBoat *b = const_cast<CGBoat *>(h->boat);
- b->direction = h->moveDir;
- b->pos = start;
- b->hero = nullptr;
- gs->map->addBlockVisTiles(b);
- h->boat = nullptr;
- }
- if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
- {
- gs->map->removeBlockVisTiles(h);
- h->pos = end;
- if(CGBoat *b = const_cast<CGBoat *>(h->boat))
- b->pos = end;
- gs->map->addBlockVisTiles(h);
- }
- auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
- for(int3 t : fowRevealed)
- (*fogOfWarMap)[t.z][t.x][t.y] = 1;
- }
- DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
- {
- CGTownInstance *t = gs->getTown(tid);
- for(const auto & id : bid)
- {
- assert(t->town->buildings.at(id) != nullptr);
- t->builtBuildings.insert(id);
- t->updateAppearance();
- auto currentBuilding = t->town->buildings.at(id);
- if(currentBuilding->overrideBids.empty())
- continue;
- for(auto overrideBid : currentBuilding->overrideBids)
- {
- t->overriddenBuildings.insert(overrideBid);
- t->deleteTownBonus(overrideBid);
- }
- }
- t->builded = builded;
- t->recreateBuildingsBonuses();
- }
- DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
- {
- CGTownInstance *t = gs->getTown(tid);
- for(const auto & id : bid)
- {
- t->builtBuildings.erase(id);
- t->updateAppearance();
- }
- t->destroyed = destroyed; //yeaha
- t->recreateBuildingsBonuses();
- }
- DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs)
- {
- CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
- assert(dw);
- dw->creatures = creatures;
- }
- DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
- {
- CGTownInstance *t = gs->getTown(tid);
- CGHeroInstance *v = gs->getHero(visiting),
- *g = gs->getHero(garrison);
- bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
- bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
- if(newVisitorComesFromGarrison)
- t->setGarrisonedHero(nullptr);
- if(newGarrisonComesFromVisiting)
- t->setVisitingHero(nullptr);
- if(!newGarrisonComesFromVisiting || v)
- t->setVisitingHero(v);
- if(!newVisitorComesFromGarrison || g)
- t->setGarrisonedHero(g);
- if(v)
- {
- gs->map->addBlockVisTiles(v);
- }
- if(g)
- {
- gs->map->removeBlockVisTiles(g);
- }
- }
- DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
- {
- assert(vstd::contains(gs->hpool.heroesPool, hid));
- CGHeroInstance *h = gs->hpool.heroesPool[hid];
- CGTownInstance *t = gs->getTown(tid);
- PlayerState *p = gs->getPlayerState(player);
- assert(!h->boat);
- h->setOwner(player);
- h->pos = tile;
- bool fresh = !h->isInitialized();
- if(fresh)
- { // this is a fresh hero who hasn't appeared yet
- h->movement = h->maxMovePoints(true);
- }
- gs->hpool.heroesPool.erase(hid);
- if(h->id == ObjectInstanceID())
- {
- h->id = ObjectInstanceID((si32)gs->map->objects.size());
- gs->map->objects.push_back(h);
- }
- else
- gs->map->objects[h->id.getNum()] = h;
- gs->map->heroesOnMap.push_back(h);
- p->heroes.push_back(h);
- h->attachTo(*p);
- if(fresh)
- {
- h->initObj(gs->getRandomGenerator());
- }
- gs->map->addBlockVisTiles(h);
- if(t)
- {
- t->setVisitingHero(h);
- }
- }
- DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
- {
- CGHeroInstance *h = gs->getHero(id);
- //bonus system
- h->detachFrom(gs->globalEffects);
- h->attachTo(*gs->getPlayerState(player));
- auto oldVisitablePos = h->visitablePos();
- gs->map->removeBlockVisTiles(h,true);
- h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
- h->setOwner(player);
- h->movement = h->maxMovePoints(true);
- h->pos = h->convertFromVisitablePos(oldVisitablePos);
- gs->map->heroesOnMap.push_back(h);
- gs->getPlayerState(h->getOwner())->heroes.push_back(h);
- gs->map->addBlockVisTiles(h);
- h->inTownGarrison = false;
- }
- DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
- {
- TerrainId terrainType = ETerrainId::NONE;
- if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not
- {
- CGObjectInstance testObject = CGObjectInstance();
- testObject.pos = pos;
- testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(ETerrainId::WATER).front();
- const int3 previousXAxisTile = int3(pos.x - 1, pos.y, pos.z);
- assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile));
- MAYBE_UNUSED(previousXAxisTile);
- }
- else
- {
- const TerrainTile & t = gs->map->getTile(pos);
- terrainType = t.terType->getId();
- }
- CGObjectInstance *o = nullptr;
- switch(ID)
- {
- case Obj::BOAT:
- o = new CGBoat();
- terrainType = ETerrainId::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
- break;
- case Obj::MONSTER: //probably more options will be needed
- o = new CGCreature();
- {
- //CStackInstance hlp;
- CGCreature *cre = static_cast<CGCreature*>(o);
- //cre->slots[0] = hlp;
- cre->notGrowingTeam = cre->neverFlees = 0;
- cre->character = 2;
- cre->gainedArtifact = ArtifactID::NONE;
- cre->identifier = -1;
- cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
- }
- break;
- default:
- o = new CGObjectInstance();
- break;
- }
- o->ID = ID;
- o->subID = subID;
- o->pos = pos;
- o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
- id = o->id = ObjectInstanceID((si32)gs->map->objects.size());
- gs->map->objects.push_back(o);
- gs->map->addBlockVisTiles(o);
- o->initObj(gs->getRandomGenerator());
- gs->map->calculateGuardingGreaturePositions();
- logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
- }
- DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
- {
- assert(!vstd::contains(gs->map->artInstances, art));
- gs->map->addNewArtifactInstance(art);
- assert(!art->getParentNodes().size());
- art->setType(art->artType);
- if (CCombinedArtifactInstance* cart = dynamic_cast<CCombinedArtifactInstance*>(art.get()))
- cart->createConstituents();
- }
- DLL_LINKAGE const CStackInstance * StackLocation::getStack()
- {
- if(!army->hasStackAtSlot(slot))
- {
- logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
- return nullptr;
- }
- return &army->getStack(slot);
- }
- struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
- {
- const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
- {
- return h;
- }
- const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
- {
- return s->armyObj;
- }
- };
- template <typename T>
- struct GetBase : boost::static_visitor<T*>
- {
- template <typename TArg>
- T * operator()(TArg &arg) const
- {
- return arg;
- }
- };
- DLL_LINKAGE void ArtifactLocation::removeArtifact()
- {
- CArtifactInstance *a = getArt();
- assert(a);
- a->removeFrom(*this);
- }
- DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
- {
- return boost::apply_visitor(ObjectRetriever(), artHolder);
- }
- DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const
- {
- auto obj = relatedObj();
- return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
- }
- DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet()
- {
- return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
- }
- DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
- {
- return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);
- }
- DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
- {
- auto s = getSlot();
- if(s)
- return s->getArt();
- else
- return nullptr;
- }
- DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
- {
- ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
- return t->getHolderArtSet();
- }
- DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
- {
- ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
- return t->getHolderNode();
- }
- DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt()
- {
- const ArtifactLocation *t = this;
- return const_cast<CArtifactInstance*>(t->getArt());
- }
- DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
- {
- return getHolderArtSet()->getSlot(slot);
- }
- DLL_LINKAGE void ChangeStackCount::applyGs(CGameState * gs)
- {
- auto srcObj = gs->getArmyInstance(army);
- if(!srcObj)
- logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
- if(absoluteValue)
- srcObj->setStackCount(slot, count);
- else
- srcObj->changeStackCount(slot, count);
- }
- DLL_LINKAGE void SetStackType::applyGs(CGameState * gs)
- {
- auto srcObj = gs->getArmyInstance(army);
- if(!srcObj)
- logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
- srcObj->setStackType(slot, type);
- }
- DLL_LINKAGE void EraseStack::applyGs(CGameState * gs)
- {
- auto srcObj = gs->getArmyInstance(army);
- if(!srcObj)
- logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
- srcObj->eraseStack(slot);
- }
- DLL_LINKAGE void SwapStacks::applyGs(CGameState * gs)
- {
- auto srcObj = gs->getArmyInstance(srcArmy);
- if(!srcObj)
- logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
- auto dstObj = gs->getArmyInstance(dstArmy);
- if(!dstObj)
- logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
- CStackInstance * s1 = srcObj->detachStack(srcSlot);
- CStackInstance * s2 = dstObj->detachStack(dstSlot);
- srcObj->putStack(srcSlot, s2);
- dstObj->putStack(dstSlot, s1);
- }
- DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
- {
- if(auto obj = gs->getArmyInstance(army))
- obj->putStack(slot, new CStackInstance(type, count));
- else
- logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
- }
- DLL_LINKAGE void RebalanceStacks::applyGs(CGameState * gs)
- {
- auto srcObj = gs->getArmyInstance(srcArmy);
- if(!srcObj)
- logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
- auto dstObj = gs->getArmyInstance(dstArmy);
- if(!dstObj)
- logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
- StackLocation src(srcObj, srcSlot);
- StackLocation dst(dstObj, dstSlot);
- const CCreature * srcType = src.army->getCreature(src.slot);
- TQuantity srcCount = src.army->getStackCount(src.slot);
- bool stackExp = VLC->modh->modules.STACK_EXP;
- if(srcCount == count) //moving whole stack
- {
- if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
- {
- assert(c == srcType);
- MAYBE_UNUSED(c);
- auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
- auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
- auto artHere = alHere.getArt();
- auto artDest = alDest.getArt();
- if (artHere)
- {
- if (alDest.getArt())
- {
- auto hero = dynamic_cast <CGHeroInstance *>(src.army.get());
- if (hero)
- {
- artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));
- }
- //else - artifact cna be lost :/
- else
- {
- logNetwork->warn("Artifact is present at destination slot!");
- }
- artHere->move (alHere, alDest);
- //TODO: choose from dialog
- }
- else //just move to the other slot before stack gets erased
- {
- artHere->move (alHere, alDest);
- }
- }
- if (stackExp)
- {
- ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
- src.army->eraseStack(src.slot);
- dst.army->changeStackCount(dst.slot, count);
- dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
- }
- else
- {
- src.army->eraseStack(src.slot);
- dst.army->changeStackCount(dst.slot, count);
- }
- }
- else //move stack to an empty slot, no exp change needed
- {
- CStackInstance *stackDetached = src.army->detachStack(src.slot);
- dst.army->putStack(dst.slot, stackDetached);
- }
- }
- else
- {
- if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
- {
- assert(c == srcType);
- MAYBE_UNUSED(c);
- if (stackExp)
- {
- ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
- src.army->changeStackCount(src.slot, -count);
- dst.army->changeStackCount(dst.slot, count);
- dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
- }
- else
- {
- src.army->changeStackCount(src.slot, -count);
- dst.army->changeStackCount(dst.slot, count);
- }
- }
- else //split stack to an empty slot
- {
- src.army->changeStackCount(src.slot, -count);
- dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
- if (stackExp)
- dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
- }
- }
- CBonusSystemNode::treeHasChanged();
- }
- DLL_LINKAGE void BulkRebalanceStacks::applyGs(CGameState * gs)
- {
- for(auto & move : moves)
- move.applyGs(gs);
- }
- DLL_LINKAGE void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
- {
- for(auto & move : moves)
- move.applyGs(gs);
- for(auto & change : changes)
- change.applyGs(gs);
- }
- DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
- {
- assert(art->canBePutAt(al));
- art->putAt(al);
- //al.hero->putArtifact(al.slot, art);
- }
- DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
- {
- auto slot = al.getSlot();
- if(slot->locked)
- {
- logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
- DisassembledArtifact dis;
- dis.al.artHolder = al.artHolder;
- auto aset = al.getHolderArtSet();
- #ifndef NDEBUG
- bool found = false;
- #endif
- for(auto& p : aset->artifactsWorn)
- {
- auto art = p.second.artifact;
- if(art->canBeDisassembled() && art->isPart(slot->artifact))
- {
- dis.al.slot = aset->getArtPos(art);
- #ifndef NDEBUG
- found = true;
- #endif
- break;
- }
- }
- assert(found && "Failed to determine the assembly this locked artifact belongs to");
- logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
- dis.applyGs(gs);
- }
- else
- {
- logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
- }
- al.removeArtifact();
- }
- DLL_LINKAGE void MoveArtifact::applyGs(CGameState * gs)
- {
- CArtifactInstance * art = src.getArt();
- if(!ArtifactUtils::isSlotBackpack(dst.slot))
- assert(!dst.getArt());
- art->move(src, dst);
- }
- DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
- {
- enum class EBulkArtsOp
- {
- BULK_MOVE,
- BULK_REMOVE,
- BULK_PUT
- };
- auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
- CArtifactSet * artSet, EBulkArtsOp operation) -> void
- {
- int numBackpackArtifactsMoved = 0;
- for(auto & slot : artsPack)
- {
- // When an object gets removed from the backpack, the backpack shrinks
- // so all the following indices will be affected. Thus, we need to update
- // the subsequent artifact slots to account for that
- auto srcPos = slot.srcPos;
- if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
- {
- srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
- }
- auto slotInfo = artSet->getSlot(srcPos);
- assert(slotInfo);
- auto art = const_cast<CArtifactInstance*>(slotInfo->getArt());
- assert(art);
- switch(operation)
- {
- case EBulkArtsOp::BULK_MOVE:
- const_cast<CArtifactInstance*>(art)->move(
- ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
- break;
- case EBulkArtsOp::BULK_REMOVE:
- art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
- break;
- case EBulkArtsOp::BULK_PUT:
- art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
- break;
- default:
- break;
- }
- if(srcPos >= GameConstants::BACKPACK_START)
- {
- numBackpackArtifactsMoved++;
- }
- }
- };
-
- if(swap)
- {
- // Swap
- auto leftSet = getSrcHolderArtSet();
- auto rightSet = getDstHolderArtSet();
- CArtifactFittingSet artFittingSet(leftSet->bearerType());
- artFittingSet.artifactsWorn = rightSet->artifactsWorn;
- artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
- bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
- bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
- bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
- }
- else
- {
- bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
- }
- }
- DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
- {
- CArtifactSet * artSet = al.getHolderArtSet();
- const CArtifactInstance *transformedArt = al.getArt();
- assert(transformedArt);
- bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
- assert(vstd::contains_if(transformedArt->assemblyPossibilities(artSet, combineEquipped), [=](const CArtifact * art)->bool
- {
- return art->getId() == builtArt->getId();
- }));
- MAYBE_UNUSED(transformedArt);
- auto combinedArt = new CCombinedArtifactInstance(builtArt);
- gs->map->addNewArtifactInstance(combinedArt);
- // Retrieve all constituents
- for(const CArtifact * constituent : *builtArt->constituents)
- {
- ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
- artSet->getArtBackpackPos(constituent->getId());
- assert(pos >= 0);
- CArtifactInstance * constituentInstance = artSet->getArt(pos);
- //move constituent from hero to be part of new, combined artifact
- constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
- combinedArt->addAsConstituent(constituentInstance, pos);
- if(combineEquipped)
- {
- if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot)
- && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
- al.slot = pos;
- }
- else
- {
- al.slot = std::min(al.slot, pos);
- }
- }
- //put new combined artifacts
- combinedArt->putAt(al);
- }
- DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
- {
- CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
- assert(disassembled);
- std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
- disassembled->removeFrom(al);
- for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
- {
- ArtifactLocation constituentLoc = al;
- constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
- disassembled->detachFrom(*ci.art);
- ci.art->putAt(constituentLoc);
- }
- gs->map->eraseArtifactInstance(disassembled);
- }
- DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
- {
- }
- DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs)
- {
- if(id >= 0)
- {
- if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
- {
- bm->artifacts = arts;
- }
- else
- {
- logNetwork->error("Wrong black market id!");
- }
- }
- else
- {
- CGTownInstance::merchantArtifacts = arts;
- }
- }
- DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
- {
- gs->day = day;
- // Update bonuses before doing anything else so hero don't get more MP than needed
- gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
- gs->globalEffects.reduceBonusDurations(Bonus::NDays);
- gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
- //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
- for(NewTurn::Hero h : heroes) //give mana/movement point
- {
- CGHeroInstance *hero = gs->getHero(h.id);
- if(!hero)
- {
- // retreated or surrendered hero who has not been reset yet
- for(auto& hp : gs->hpool.heroesPool)
- {
- if(hp.second->id == h.id)
- {
- hero = hp.second;
- break;
- }
- }
- }
- if(!hero)
- {
- logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
- continue;
- }
- hero->movement = h.move;
- hero->mana = h.mana;
- }
- for(auto i = res.cbegin(); i != res.cend(); i++)
- {
- assert(i->first < PlayerColor::PLAYER_LIMIT);
- gs->getPlayerState(i->first)->resources = i->second;
- }
- for(auto creatureSet : cres) //set available creatures in towns
- creatureSet.second.applyGs(gs);
- for(CGTownInstance* t : gs->map->towns)
- t->builded = 0;
- if(gs->getDate(Date::DAY_OF_WEEK) == 1)
- gs->updateRumor();
- //count days without town for all players, regardless of their turn order
- for (auto &p : gs->players)
- {
- PlayerState & playerState = p.second;
- if (playerState.status == EPlayerStatus::INGAME)
- {
- if (playerState.towns.empty())
- {
- if (playerState.daysWithoutCastle)
- ++(*playerState.daysWithoutCastle);
- else
- playerState.daysWithoutCastle = boost::make_optional(0);
- }
- else
- {
- playerState.daysWithoutCastle = boost::none;
- }
- }
- }
- }
- DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
- {
- CGObjectInstance *obj = gs->getObjInstance(id);
- if(!obj)
- {
- logNetwork->error("Wrong object ID - property cannot be set!");
- return;
- }
- CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
- if(what == ObjProperty::OWNER && cai)
- {
- if(obj->ID == Obj::TOWN)
- {
- CGTownInstance *t = static_cast<CGTownInstance*>(obj);
- if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
- gs->getPlayerState(t->tempOwner)->towns -= t;
- if(val < PlayerColor::PLAYER_LIMIT_I)
- {
- PlayerState * p = gs->getPlayerState(PlayerColor(val));
- p->towns.push_back(t);
- //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
- if(p->daysWithoutCastle)
- p->daysWithoutCastle = boost::none;
- }
- }
- CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
- nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
- obj->setProperty(what,val);
- nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
- }
- else //not an armed instance
- {
- obj->setProperty(what,val);
- }
- }
- DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState * gs)
- {
- auto hero = gs->getHero(heroId);
- assert(hero);
- auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
- if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
- {
- skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
- }
- else
- {
- skills = proposedSkills;
- }
- }
- DLL_LINKAGE void HeroLevelUp::applyGs(CGameState * gs)
- {
- auto hero = gs->getHero(heroId);
- assert(hero);
- hero->levelUp(skills);
- }
- DLL_LINKAGE void CommanderLevelUp::applyGs(CGameState * gs)
- {
- auto hero = gs->getHero(heroId);
- assert(hero);
- auto commander = hero->commander;
- assert(commander);
- commander->levelUp();
- }
- DLL_LINKAGE void BattleStart::applyGs(CGameState *gs)
- {
- gs->curB = info;
- gs->curB->localInit();
- }
- DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
- {
- gs->curB->nextRound(round);
- }
- DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
- {
- gs->curB->nextTurn(stack);
- }
- DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
- {
- CStack * st = gs->curB->getStack(stackID);
- assert(st);
- switch(effect)
- {
- case Bonus::HP_REGENERATION:
- {
- int64_t toHeal = val;
- st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
- break;
- }
- case Bonus::MANA_DRAIN:
- {
- CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
- st->drainedMana = true;
- h->mana -= val;
- vstd::amax(h->mana, 0);
- break;
- }
- case Bonus::POISON:
- {
- auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
- .And(Selector::type()(Bonus::STACK_HEALTH)));
- if (b)
- b->val = val;
- break;
- }
- case Bonus::ENCHANTER:
- break;
- case Bonus::FEAR:
- st->fear = true;
- break;
- default:
- logNetwork->error("Unrecognized trigger effect type %d", effect);
- }
- }
- DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
- {
- if(gs->curB)
- gs->curB->si.gateState = state;
- }
- void BattleResult::applyGs(CGameState *gs)
- {
- for (auto & elem : gs->curB->stacks)
- delete elem;
- for(int i = 0; i < 2; ++i)
- {
- if(auto h = gs->curB->battleGetFightingHero(i))
- {
- h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
- if (h->commander && h->commander->alive)
- {
- for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
- {
- art.second.artifact->artType->levelUpArtifact (art.second.artifact);
- }
- }
- }
- }
- if(VLC->modh->modules.STACK_EXP)
- {
- for(int i = 0; i < 2; i++)
- if(exp[i])
- gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
- CBonusSystemNode::treeHasChanged();
- }
- for(int i = 0; i < 2; i++)
- gs->curB->battleGetArmyObject(i)->battle = nullptr;
- gs->curB.dellNull();
- }
- DLL_LINKAGE void BattleLogMessage::applyGs(CGameState *gs)
- {
- //nothing
- }
- DLL_LINKAGE void BattleLogMessage::applyBattle(IBattleState * battleState)
- {
- //nothing
- }
- DLL_LINKAGE void BattleStackMoved::applyGs(CGameState *gs)
- {
- applyBattle(gs->curB);
- }
- DLL_LINKAGE void BattleStackMoved::applyBattle(IBattleState * battleState)
- {
- battleState->moveUnit(stack, tilesToMove.back());
- }
- DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState * gs)
- {
- applyBattle(gs->curB);
- }
- DLL_LINKAGE void BattleStackAttacked::applyBattle(IBattleState * battleState)
- {
- battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
- }
- DLL_LINKAGE void BattleAttack::applyGs(CGameState * gs)
- {
- CStack * attacker = gs->curB->getStack(stackAttacking);
- assert(attacker);
- attackerChanges.applyGs(gs);
- for(BattleStackAttacked & stackAttacked : bsa)
- stackAttacked.applyGs(gs);
- attacker->removeBonusesRecursive(Bonus::UntilAttack);
- }
- DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
- {
- CStack *st = gs->curB->getStack(ba.stackNumber);
- if(ba.actionType == EActionType::END_TACTIC_PHASE)
- {
- gs->curB->tacticDistance = 0;
- return;
- }
- if(gs->curB->tacticDistance)
- {
- // moves in tactics phase do not affect creature status
- // (tactics stack queue is managed by client)
- return;
- }
- if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
- {
- assert(st);
- }
- else
- {
- gs->curB->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.actionSubtype));
- }
- switch(ba.actionType)
- {
- case EActionType::DEFEND:
- st->waiting = false;
- st->defending = true;
- st->defendingAnim = true;
- break;
- case EActionType::WAIT:
- st->defendingAnim = false;
- st->waiting = true;
- st->waitedThisTurn = true;
- break;
- case EActionType::HERO_SPELL: //no change in current stack state
- break;
- default: //any active stack action - attack, catapult, heal, spell...
- st->waiting = false;
- st->defendingAnim = false;
- st->movedThisRound = true;
- break;
- }
- }
- DLL_LINKAGE void BattleSpellCast::applyGs(CGameState *gs)
- {
- assert(gs->curB);
- if(castByHero)
- {
- if(side < 2)
- {
- gs->curB->sides[side].castSpellsCount++;
- }
- }
- }
- DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
- {
- applyBattle(gs->curB);
- }
- DLL_LINKAGE void SetStackEffect::applyBattle(IBattleState * battleState)
- {
- for(const auto & stackData : toRemove)
- battleState->removeUnitBonus(stackData.first, stackData.second);
- for(const auto & stackData : toUpdate)
- battleState->updateUnitBonus(stackData.first, stackData.second);
- for(const auto & stackData : toAdd)
- battleState->addUnitBonus(stackData.first, stackData.second);
- }
- DLL_LINKAGE void StacksInjured::applyGs(CGameState *gs)
- {
- applyBattle(gs->curB);
- }
- DLL_LINKAGE void StacksInjured::applyBattle(IBattleState * battleState)
- {
- for(BattleStackAttacked stackAttacked : stacks)
- stackAttacked.applyBattle(battleState);
- }
- DLL_LINKAGE void BattleUnitsChanged::applyGs(CGameState *gs)
- {
- applyBattle(gs->curB);
- }
- DLL_LINKAGE void BattleUnitsChanged::applyBattle(IBattleState * battleState)
- {
- for(auto & elem : changedStacks)
- {
- switch(elem.operation)
- {
- case BattleChanges::EOperation::RESET_STATE:
- battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
- break;
- case BattleChanges::EOperation::REMOVE:
- battleState->removeUnit(elem.id);
- break;
- case BattleChanges::EOperation::ADD:
- battleState->addUnit(elem.id, elem.data);
- break;
- case BattleChanges::EOperation::UPDATE:
- battleState->updateUnit(elem.id, elem.data);
- break;
- default:
- logNetwork->error("Unknown unit operation %d", (int)elem.operation);
- break;
- }
- }
- }
- DLL_LINKAGE void BattleObstaclesChanged::applyGs(CGameState * gs)
- {
- if(gs->curB)
- applyBattle(gs->curB);
- }
- DLL_LINKAGE void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
- {
- for(const auto & change : changes)
- {
- switch(change.operation)
- {
- case BattleChanges::EOperation::REMOVE:
- battleState->removeObstacle(change.id);
- break;
- case BattleChanges::EOperation::ADD:
- battleState->addObstacle(change);
- break;
- case BattleChanges::EOperation::ACTIVATE_AND_UPDATE:
- case BattleChanges::EOperation::UPDATE:
- battleState->updateObstacle(change);
- break;
- default:
- logNetwork->error("Unknown obstacle operation %d", (int)change.operation);
- break;
- }
- }
- }
- DLL_LINKAGE CatapultAttack::CatapultAttack()
- {
- attacker = -1;
- }
- DLL_LINKAGE CatapultAttack::~CatapultAttack()
- {
- }
- DLL_LINKAGE void CatapultAttack::applyGs(CGameState * gs)
- {
- if(gs->curB)
- applyBattle(gs->curB);
- }
- DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
- {
- auto town = battleState->getDefendedTown();
- if(!town)
- return;
- if(town->fortLevel() == CGTownInstance::NONE)
- return;
- for(const auto & part : attackedParts)
- {
- auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
- battleState->setWallState(part.attackedPart, newWallState);
- }
- }
- DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs)
- {
- CStack * stack = gs->curB->getStack(stackID);
- switch(which)
- {
- case CASTS:
- {
- if(absolute)
- logNetwork->error("Can not change casts in absolute mode");
- else
- stack->casts.use(-val);
- break;
- }
- case ENCHANTER_COUNTER:
- {
- auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
- if(absolute)
- counter = val;
- else
- counter += val;
- vstd::amax(counter, 0);
- break;
- }
- case UNBIND:
- {
- stack->removeBonusesRecursive(Selector::type()(Bonus::BIND_EFFECT));
- break;
- }
- case CLONED:
- {
- stack->cloned = true;
- break;
- }
- case HAS_CLONE:
- {
- stack->cloneID = val;
- break;
- }
- }
- }
- DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs)
- {
- if(!player.isValidPlayer())
- return;
- gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
- gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
- }
- DLL_LINKAGE void YourTurn::applyGs(CGameState *gs)
- {
- gs->currentPlayer = player;
- auto & playerState = gs->players[player];
- playerState.daysWithoutCastle = daysWithoutCastle;
- }
- DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
- : id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
- {
- }
- DLL_LINKAGE void EntitiesChanged::applyGs(CGameState * gs)
- {
- for(const auto & change : changes)
- gs->updateEntity(change.metatype, change.entityIndex, change.data);
- }
- const CArtifactInstance * ArtSlotInfo::getArt() const
- {
- if(locked)
- {
- logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
- return nullptr;
- }
- return artifact;
- }
- CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
- {
- return boost::apply_visitor(GetBase<CArtifactSet>(), srcArtHolder);
- }
- CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
- {
- return boost::apply_visitor(GetBase<CArtifactSet>(), dstArtHolder);
- }
- VCMI_LIB_NAMESPACE_END
|