NetPacksLib.cpp 61 KB

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  1. /*
  2. * NetPacksLib.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 "NetPacks.h"
  12. #include "NetPackVisitor.h"
  13. #include "CGeneralTextHandler.h"
  14. #include "mapObjects/CObjectClassesHandler.h"
  15. #include "CArtHandler.h"
  16. #include "CHeroHandler.h"
  17. #include "mapObjects/CObjectHandler.h"
  18. #include "CModHandler.h"
  19. #include "VCMI_Lib.h"
  20. #include "mapping/CMap.h"
  21. #include "spells/CSpellHandler.h"
  22. #include "CCreatureHandler.h"
  23. #include "CGameState.h"
  24. #include "CStack.h"
  25. #include "battle/BattleInfo.h"
  26. #include "CTownHandler.h"
  27. #include "mapping/CMapInfo.h"
  28. #include "StartInfo.h"
  29. #include "CPlayerState.h"
  30. #include "TerrainHandler.h"
  31. #include "mapping/CCampaignHandler.h"
  32. VCMI_LIB_NAMESPACE_BEGIN
  33. void CPack::visit(ICPackVisitor & visitor)
  34. {
  35. visitBasic(visitor);
  36. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  37. if(visitor.callTyped())
  38. {
  39. visitTyped(visitor);
  40. }
  41. }
  42. void CPack::visitBasic(ICPackVisitor & visitor)
  43. {
  44. }
  45. void CPack::visitTyped(ICPackVisitor & visitor)
  46. {
  47. }
  48. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  49. {
  50. visitor.visitForClient(*this);
  51. }
  52. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  53. {
  54. visitor.visitForServer(*this);
  55. }
  56. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  57. {
  58. visitor.visitForLobby(*this);
  59. }
  60. bool CPackForLobby::isForServer() const
  61. {
  62. return false;
  63. }
  64. bool CLobbyPackToServer::isForServer() const
  65. {
  66. return true;
  67. }
  68. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  69. {
  70. visitor.visitPackageApplied(*this);
  71. }
  72. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  73. {
  74. visitor.visitSystemMessage(*this);
  75. }
  76. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  77. {
  78. visitor.visitPlayerBlocked(*this);
  79. }
  80. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  81. {
  82. visitor.visitPlayerCheated(*this);
  83. }
  84. void YourTurn::visitTyped(ICPackVisitor & visitor)
  85. {
  86. visitor.visitYourTurn(*this);
  87. }
  88. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  89. {
  90. visitor.visitEntitiesChanged(*this);
  91. }
  92. void SetResources::visitTyped(ICPackVisitor & visitor)
  93. {
  94. visitor.visitSetResources(*this);
  95. }
  96. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  97. {
  98. visitor.visitSetPrimSkill(*this);
  99. }
  100. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  101. {
  102. visitor.visitSetSecSkill(*this);
  103. }
  104. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  105. {
  106. visitor.visitHeroVisitCastle(*this);
  107. }
  108. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  109. {
  110. visitor.visitChangeSpells(*this);
  111. }
  112. void SetMana::visitTyped(ICPackVisitor & visitor)
  113. {
  114. visitor.visitSetMana(*this);
  115. }
  116. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  117. {
  118. visitor.visitSetMovePoints(*this);
  119. }
  120. void FoWChange::visitTyped(ICPackVisitor & visitor)
  121. {
  122. visitor.visitFoWChange(*this);
  123. }
  124. void SetAvailableHeroes::visitTyped(ICPackVisitor & visitor)
  125. {
  126. visitor.visitSetAvailableHeroes(*this);
  127. }
  128. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  129. {
  130. visitor.visitGiveBonus(*this);
  131. }
  132. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  133. {
  134. visitor.visitChangeObjPos(*this);
  135. }
  136. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  137. {
  138. visitor.visitPlayerEndsGame(*this);
  139. }
  140. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitPlayerReinitInterface(*this);
  143. }
  144. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitRemoveBonus(*this);
  147. }
  148. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitSetCommanderProperty(*this);
  151. }
  152. void AddQuest::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitAddQuest(*this);
  155. }
  156. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitUpdateArtHandlerLists(*this);
  159. }
  160. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitUpdateMapEvents(*this);
  163. }
  164. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitUpdateCastleEvents(*this);
  167. }
  168. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitChangeFormation(*this);
  171. }
  172. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitRemoveObject(*this);
  175. }
  176. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitTryMoveHero(*this);
  179. }
  180. void NewStructures::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitNewStructures(*this);
  183. }
  184. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitRazeStructures(*this);
  187. }
  188. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitSetAvailableCreatures(*this);
  191. }
  192. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitSetHeroesInTown(*this);
  195. }
  196. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitHeroRecruited(*this);
  199. }
  200. void GiveHero::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitGiveHero(*this);
  203. }
  204. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitOpenWindow(*this);
  207. }
  208. void NewObject::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitNewObject(*this);
  211. }
  212. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitSetAvailableArtifacts(*this);
  215. }
  216. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitNewArtifact(*this);
  219. }
  220. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitChangeStackCount(*this);
  223. }
  224. void SetStackType::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitSetStackType(*this);
  227. }
  228. void EraseStack::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitEraseStack(*this);
  231. }
  232. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitSwapStacks(*this);
  235. }
  236. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitInsertNewStack(*this);
  239. }
  240. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitRebalanceStacks(*this);
  243. }
  244. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitBulkRebalanceStacks(*this);
  247. }
  248. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitBulkSmartRebalanceStacks(*this);
  251. }
  252. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitPutArtifact(*this);
  255. }
  256. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitEraseArtifact(*this);
  259. }
  260. void MoveArtifact::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitMoveArtifact(*this);
  263. }
  264. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitBulkMoveArtifacts(*this);
  267. }
  268. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitAssembledArtifact(*this);
  271. }
  272. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitDisassembledArtifact(*this);
  275. }
  276. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitHeroVisit(*this);
  279. }
  280. void NewTurn::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitNewTurn(*this);
  283. }
  284. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitInfoWindow(*this);
  287. }
  288. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitSetObjectProperty(*this);
  291. }
  292. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitChangeObjectVisitors(*this);
  295. }
  296. void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitPrepareHeroLevelUp(*this);
  299. }
  300. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitHeroLevelUp(*this);
  303. }
  304. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitCommanderLevelUp(*this);
  307. }
  308. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitBlockingDialog(*this);
  311. }
  312. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitGarrisonDialog(*this);
  315. }
  316. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitExchangeDialog(*this);
  319. }
  320. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitTeleportDialog(*this);
  323. }
  324. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitMapObjectSelectDialog(*this);
  327. }
  328. void BattleStart::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitBattleStart(*this);
  331. }
  332. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitBattleNextRound(*this);
  335. }
  336. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitBattleSetActiveStack(*this);
  339. }
  340. void BattleResult::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitBattleResult(*this);
  343. }
  344. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitBattleLogMessage(*this);
  347. }
  348. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitBattleStackMoved(*this);
  351. }
  352. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitBattleUnitsChanged(*this);
  355. }
  356. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleAttack(*this);
  359. }
  360. void StartAction::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitStartAction(*this);
  363. }
  364. void EndAction::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitEndAction(*this);
  367. }
  368. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleSpellCast(*this);
  371. }
  372. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitSetStackEffect(*this);
  375. }
  376. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitStacksInjured(*this);
  379. }
  380. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitBattleResultsApplied(*this);
  383. }
  384. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitBattleObstaclesChanged(*this);
  387. }
  388. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitBattleSetStackProperty(*this);
  391. }
  392. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitBattleTriggerEffect(*this);
  395. }
  396. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitBattleUpdateGateState(*this);
  399. }
  400. void ShowInInfobox::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitShowInInfobox(*this);
  403. }
  404. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitAdvmapSpellCast(*this);
  407. }
  408. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitShowWorldViewEx(*this);
  411. }
  412. void EndTurn::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitEndTurn(*this);
  415. }
  416. void DismissHero::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitDismissHero(*this);
  419. }
  420. void MoveHero::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitMoveHero(*this);
  423. }
  424. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitCastleTeleportHero(*this);
  427. }
  428. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitArrangeStacks(*this);
  431. }
  432. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitBulkMoveArmy(*this);
  435. }
  436. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitBulkSplitStack(*this);
  439. }
  440. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitBulkMergeStacks(*this);
  443. }
  444. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitBulkSmartSplitStack(*this);
  447. }
  448. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitDisbandCreature(*this);
  451. }
  452. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitBuildStructure(*this);
  455. }
  456. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitRazeStructure(*this);
  459. }
  460. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitRecruitCreatures(*this);
  463. }
  464. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitUpgradeCreature(*this);
  467. }
  468. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitGarrisonHeroSwap(*this);
  471. }
  472. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitExchangeArtifacts(*this);
  475. }
  476. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitBulkExchangeArtifacts(*this);
  479. }
  480. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitAssembleArtifacts(*this);
  483. }
  484. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitBuyArtifact(*this);
  487. }
  488. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitTradeOnMarketplace(*this);
  491. }
  492. void SetFormation::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitSetFormation(*this);
  495. }
  496. void HireHero::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitHireHero(*this);
  499. }
  500. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitBuildBoat(*this);
  503. }
  504. void QueryReply::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitQueryReply(*this);
  507. }
  508. void MakeAction::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitMakeAction(*this);
  511. }
  512. void MakeCustomAction::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitMakeCustomAction(*this);
  515. }
  516. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitDigWithHero(*this);
  519. }
  520. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitCastAdvSpell(*this);
  523. }
  524. void SaveGame::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitSaveGame(*this);
  527. }
  528. void SaveGameClient::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitSaveGameClient(*this);
  531. }
  532. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitPlayerMessage(*this);
  535. }
  536. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitPlayerMessageClient(*this);
  539. }
  540. void CenterView::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitCenterView(*this);
  543. }
  544. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitLobbyClientConnected(*this);
  547. }
  548. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitLobbyClientDisconnected(*this);
  551. }
  552. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitLobbyChatMessage(*this);
  555. }
  556. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitLobbyGuiAction(*this);
  559. }
  560. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitLobbyEndGame(*this);
  563. }
  564. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitLobbyStartGame(*this);
  567. }
  568. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitLobbyChangeHost(*this);
  571. }
  572. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitLobbyUpdateState(*this);
  575. }
  576. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitLobbySetMap(*this);
  579. }
  580. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbySetCampaign(*this);
  583. }
  584. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbySetCampaignMap(*this);
  587. }
  588. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbySetCampaignBonus(*this);
  591. }
  592. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbyChangePlayerOption(*this);
  595. }
  596. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbySetPlayer(*this);
  599. }
  600. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbySetTurnTime(*this);
  603. }
  604. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbySetDifficulty(*this);
  607. }
  608. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbyForceSetPlayer(*this);
  611. }
  612. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbyShowMessage(*this);
  615. }
  616. void SetResources::applyGs(CGameState * gs) const
  617. {
  618. assert(player < PlayerColor::PLAYER_LIMIT);
  619. if(abs)
  620. gs->getPlayerState(player)->resources = res;
  621. else
  622. gs->getPlayerState(player)->resources += res;
  623. //just ensure that player resources are not negative
  624. //server is responsible to check if player can afford deal
  625. //but events on server side are allowed to take more than player have
  626. gs->getPlayerState(player)->resources.positive();
  627. }
  628. void SetPrimSkill::applyGs(CGameState * gs) const
  629. {
  630. CGHeroInstance * hero = gs->getHero(id);
  631. assert(hero);
  632. hero->setPrimarySkill(which, val, abs);
  633. }
  634. void SetSecSkill::applyGs(CGameState * gs) const
  635. {
  636. CGHeroInstance *hero = gs->getHero(id);
  637. hero->setSecSkillLevel(which, val, abs);
  638. }
  639. void SetCommanderProperty::applyGs(CGameState *gs)
  640. {
  641. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  642. assert (commander);
  643. switch (which)
  644. {
  645. case BONUS:
  646. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  647. break;
  648. case SPECIAL_SKILL:
  649. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  650. commander->specialSKills.insert (additionalInfo);
  651. break;
  652. case SECONDARY_SKILL:
  653. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  654. break;
  655. case ALIVE:
  656. if (amount)
  657. commander->setAlive(true);
  658. else
  659. commander->setAlive(false);
  660. break;
  661. case EXPERIENCE:
  662. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  663. break;
  664. }
  665. }
  666. void AddQuest::applyGs(CGameState * gs) const
  667. {
  668. assert (vstd::contains(gs->players, player));
  669. auto * vec = &gs->players[player].quests;
  670. if (!vstd::contains(*vec, quest))
  671. vec->push_back (quest);
  672. else
  673. logNetwork->warn("Warning! Attempt to add duplicated quest");
  674. }
  675. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  676. {
  677. VLC->arth->minors = minors;
  678. VLC->arth->majors = majors;
  679. VLC->arth->treasures = treasures;
  680. VLC->arth->relics = relics;
  681. }
  682. void UpdateMapEvents::applyGs(CGameState * gs) const
  683. {
  684. gs->map->events = events;
  685. }
  686. void UpdateCastleEvents::applyGs(CGameState * gs) const
  687. {
  688. auto * t = gs->getTown(town);
  689. t->events = events;
  690. }
  691. void ChangeFormation::applyGs(CGameState * gs) const
  692. {
  693. gs->getHero(hid)->setFormation(formation);
  694. }
  695. void HeroVisitCastle::applyGs(CGameState * gs) const
  696. {
  697. CGHeroInstance *h = gs->getHero(hid);
  698. CGTownInstance *t = gs->getTown(tid);
  699. assert(h);
  700. assert(t);
  701. if(start())
  702. t->setVisitingHero(h);
  703. else
  704. t->setVisitingHero(nullptr);
  705. }
  706. void ChangeSpells::applyGs(CGameState *gs)
  707. {
  708. CGHeroInstance *hero = gs->getHero(hid);
  709. if(learn)
  710. for(const auto & sid : spells)
  711. hero->addSpellToSpellbook(sid);
  712. else
  713. for(const auto & sid : spells)
  714. hero->removeSpellFromSpellbook(sid);
  715. }
  716. void SetMana::applyGs(CGameState * gs) const
  717. {
  718. CGHeroInstance * hero = gs->getHero(hid);
  719. assert(hero);
  720. if(absolute)
  721. hero->mana = val;
  722. else
  723. hero->mana += val;
  724. vstd::amax(hero->mana, 0); //not less than 0
  725. }
  726. void SetMovePoints::applyGs(CGameState * gs) const
  727. {
  728. CGHeroInstance *hero = gs->getHero(hid);
  729. assert(hero);
  730. if(absolute)
  731. hero->movement = val;
  732. else
  733. hero->movement += val;
  734. vstd::amax(hero->movement, 0); //not less than 0
  735. }
  736. void FoWChange::applyGs(CGameState *gs)
  737. {
  738. TeamState * team = gs->getPlayerTeam(player);
  739. auto fogOfWarMap = team->fogOfWarMap;
  740. for(const int3 & t : tiles)
  741. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  742. if (mode == 0) //do not hide too much
  743. {
  744. std::unordered_set<int3, ShashInt3> tilesRevealed;
  745. for (auto & elem : gs->map->objects)
  746. {
  747. const CGObjectInstance *o = elem;
  748. if (o)
  749. {
  750. switch(o->ID)
  751. {
  752. case Obj::HERO:
  753. case Obj::MINE:
  754. case Obj::TOWN:
  755. case Obj::ABANDONED_MINE:
  756. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  757. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  758. break;
  759. }
  760. }
  761. }
  762. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  763. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  764. }
  765. }
  766. void SetAvailableHeroes::applyGs(CGameState *gs)
  767. {
  768. PlayerState *p = gs->getPlayerState(player);
  769. p->availableHeroes.clear();
  770. for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
  771. {
  772. CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
  773. if(h && army[i])
  774. h->setToArmy(army[i]);
  775. p->availableHeroes.emplace_back(h);
  776. }
  777. }
  778. void GiveBonus::applyGs(CGameState *gs)
  779. {
  780. CBonusSystemNode *cbsn = nullptr;
  781. switch(who)
  782. {
  783. case HERO:
  784. cbsn = gs->getHero(ObjectInstanceID(id));
  785. break;
  786. case PLAYER:
  787. cbsn = gs->getPlayerState(PlayerColor(id));
  788. break;
  789. case TOWN:
  790. cbsn = gs->getTown(ObjectInstanceID(id));
  791. break;
  792. }
  793. assert(cbsn);
  794. if(Bonus::OneWeek(&bonus))
  795. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  796. auto b = std::make_shared<Bonus>(bonus);
  797. cbsn->addNewBonus(b);
  798. std::string &descr = b->description;
  799. if(bdescr.message.empty() && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
  800. {
  801. if (bonus.source == Bonus::OBJECT)
  802. {
  803. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  804. }
  805. else if(bonus.source == Bonus::TOWN_STRUCTURE)
  806. {
  807. descr = bonus.description;
  808. return;
  809. }
  810. else
  811. {
  812. bdescr.toString(descr);
  813. }
  814. }
  815. else
  816. {
  817. bdescr.toString(descr);
  818. }
  819. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  820. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  821. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  822. }
  823. void ChangeObjPos::applyGs(CGameState *gs)
  824. {
  825. CGObjectInstance *obj = gs->getObjInstance(objid);
  826. if(!obj)
  827. {
  828. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  829. return;
  830. }
  831. gs->map->removeBlockVisTiles(obj);
  832. obj->pos = nPos;
  833. gs->map->addBlockVisTiles(obj);
  834. }
  835. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  836. {
  837. switch (mode) {
  838. case VISITOR_ADD:
  839. gs->getHero(hero)->visitedObjects.insert(object);
  840. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  841. break;
  842. case VISITOR_ADD_TEAM:
  843. {
  844. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  845. for(const auto & color : ts->players)
  846. {
  847. gs->getPlayerState(color)->visitedObjects.insert(object);
  848. }
  849. }
  850. break;
  851. case VISITOR_CLEAR:
  852. for (CGHeroInstance * hero : gs->map->allHeroes)
  853. {
  854. if (hero)
  855. {
  856. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  857. }
  858. }
  859. for(auto &elem : gs->players)
  860. {
  861. elem.second.visitedObjects.erase(object);
  862. }
  863. break;
  864. case VISITOR_REMOVE:
  865. gs->getHero(hero)->visitedObjects.erase(object);
  866. break;
  867. }
  868. }
  869. void PlayerEndsGame::applyGs(CGameState * gs) const
  870. {
  871. PlayerState *p = gs->getPlayerState(player);
  872. if(victoryLossCheckResult.victory())
  873. {
  874. p->status = EPlayerStatus::WINNER;
  875. // TODO: Campaign-specific code might as well go somewhere else
  876. if(p->human && gs->scenarioOps->campState)
  877. {
  878. std::vector<CGHeroInstance *> crossoverHeroes;
  879. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  880. {
  881. if (hero->tempOwner == player)
  882. {
  883. // keep all heroes from the winning player
  884. crossoverHeroes.push_back(hero);
  885. }
  886. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  887. {
  888. // keep hero whether lost or won (like Xeron in AB campaign)
  889. crossoverHeroes.push_back(hero);
  890. }
  891. }
  892. // keep lost heroes which are in heroes pool
  893. for (auto & heroPair : gs->hpool.heroesPool)
  894. {
  895. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  896. {
  897. crossoverHeroes.push_back(heroPair.second.get());
  898. }
  899. }
  900. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  901. }
  902. }
  903. else
  904. {
  905. p->status = EPlayerStatus::LOSER;
  906. }
  907. }
  908. void PlayerReinitInterface::applyGs(CGameState *gs)
  909. {
  910. if(!gs || !gs->scenarioOps)
  911. return;
  912. //TODO: what does mean if more that one player connected?
  913. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  914. {
  915. for(const auto & player : players)
  916. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  917. }
  918. }
  919. void RemoveBonus::applyGs(CGameState *gs)
  920. {
  921. CBonusSystemNode * node = nullptr;
  922. if (who == HERO)
  923. node = gs->getHero(ObjectInstanceID(whoID));
  924. else
  925. node = gs->getPlayerState(PlayerColor(whoID));
  926. BonusList &bonuses = node->getExportedBonusList();
  927. for(const auto & b : bonuses)
  928. {
  929. if(b->source == source && b->sid == id)
  930. {
  931. bonus = *b; //backup bonus (to show to interfaces later)
  932. node->removeBonus(b);
  933. break;
  934. }
  935. }
  936. }
  937. void RemoveObject::applyGs(CGameState *gs)
  938. {
  939. CGObjectInstance *obj = gs->getObjInstance(id);
  940. logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
  941. //unblock tiles
  942. gs->map->removeBlockVisTiles(obj);
  943. if(obj->ID == Obj::HERO) //remove beaten hero
  944. {
  945. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  946. assert(beatenHero);
  947. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  948. gs->map->heroesOnMap -= beatenHero;
  949. p->heroes -= beatenHero;
  950. beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));
  951. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  952. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  953. {
  954. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  955. });
  956. if(beatenHero->visitedTown)
  957. {
  958. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  959. beatenHero->visitedTown->garrisonHero = nullptr;
  960. else
  961. beatenHero->visitedTown->visitingHero = nullptr;
  962. beatenHero->visitedTown = nullptr;
  963. beatenHero->inTownGarrison = false;
  964. }
  965. //return hero to the pool, so he may reappear in tavern
  966. gs->hpool.heroesPool[beatenHero->subID] = beatenHero;
  967. if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID))
  968. gs->hpool.pavailable[beatenHero->subID] = 0xff;
  969. gs->map->objects[id.getNum()] = nullptr;
  970. //If hero on Boat is removed, the Boat disappears
  971. if(beatenHero->boat)
  972. {
  973. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  974. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  975. beatenHero->boat = nullptr;
  976. }
  977. return;
  978. }
  979. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  980. if (quest)
  981. {
  982. gs->map->quests[quest->quest->qid] = nullptr;
  983. for (auto &player : gs->players)
  984. {
  985. for (auto &q : player.second.quests)
  986. {
  987. if (q.obj == obj)
  988. {
  989. q.obj = nullptr;
  990. }
  991. }
  992. }
  993. }
  994. for (TriggeredEvent & event : gs->map->triggeredEvents)
  995. {
  996. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  997. {
  998. if (cond.object == obj)
  999. {
  1000. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  1001. {
  1002. cond.condition = EventCondition::CONST_VALUE;
  1003. cond.value = 1; // destroyed object, from now on always fulfilled
  1004. }
  1005. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  1006. {
  1007. cond.condition = EventCondition::CONST_VALUE;
  1008. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1009. }
  1010. }
  1011. return cond;
  1012. };
  1013. event.trigger = event.trigger.morph(patcher);
  1014. }
  1015. gs->map->instanceNames.erase(obj->instanceName);
  1016. gs->map->objects[id.getNum()].dellNull();
  1017. gs->map->calculateGuardingGreaturePositions();
  1018. }
  1019. static int getDir(const int3 & src, const int3 & dst)
  1020. {
  1021. int ret = -1;
  1022. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1023. {
  1024. ret = 1;
  1025. }
  1026. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1027. {
  1028. ret = 2;
  1029. }
  1030. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1031. {
  1032. ret = 3;
  1033. }
  1034. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1035. {
  1036. ret = 4;
  1037. }
  1038. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1039. {
  1040. ret = 5;
  1041. }
  1042. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1043. {
  1044. ret = 6;
  1045. }
  1046. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1047. {
  1048. ret = 7;
  1049. }
  1050. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1051. {
  1052. ret = 8;
  1053. }
  1054. return ret;
  1055. }
  1056. void TryMoveHero::applyGs(CGameState *gs)
  1057. {
  1058. CGHeroInstance *h = gs->getHero(id);
  1059. if (!h)
  1060. {
  1061. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1062. return;
  1063. }
  1064. h->movement = movePoints;
  1065. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1066. {
  1067. auto dir = getDir(start,end);
  1068. if(dir > 0 && dir <= 8)
  1069. h->moveDir = dir;
  1070. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1071. }
  1072. if(result == EMBARK) //hero enters boat at destination tile
  1073. {
  1074. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1075. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1076. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1077. assert(boat);
  1078. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1079. h->boat = boat;
  1080. boat->hero = h;
  1081. }
  1082. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1083. {
  1084. auto * b = const_cast<CGBoat *>(h->boat);
  1085. b->direction = h->moveDir;
  1086. b->pos = start;
  1087. b->hero = nullptr;
  1088. gs->map->addBlockVisTiles(b);
  1089. h->boat = nullptr;
  1090. }
  1091. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1092. {
  1093. gs->map->removeBlockVisTiles(h);
  1094. h->pos = end;
  1095. if(auto * b = const_cast<CGBoat *>(h->boat))
  1096. b->pos = end;
  1097. gs->map->addBlockVisTiles(h);
  1098. }
  1099. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1100. for(const int3 & t : fowRevealed)
  1101. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1102. }
  1103. void NewStructures::applyGs(CGameState *gs)
  1104. {
  1105. CGTownInstance *t = gs->getTown(tid);
  1106. for(const auto & id : bid)
  1107. {
  1108. assert(t->town->buildings.at(id) != nullptr);
  1109. t->builtBuildings.insert(id);
  1110. t->updateAppearance();
  1111. auto currentBuilding = t->town->buildings.at(id);
  1112. if(currentBuilding->overrideBids.empty())
  1113. continue;
  1114. for(const auto & overrideBid : currentBuilding->overrideBids)
  1115. {
  1116. t->overriddenBuildings.insert(overrideBid);
  1117. t->deleteTownBonus(overrideBid);
  1118. }
  1119. }
  1120. t->builded = builded;
  1121. t->recreateBuildingsBonuses();
  1122. }
  1123. void RazeStructures::applyGs(CGameState *gs)
  1124. {
  1125. CGTownInstance *t = gs->getTown(tid);
  1126. for(const auto & id : bid)
  1127. {
  1128. t->builtBuildings.erase(id);
  1129. t->updateAppearance();
  1130. }
  1131. t->destroyed = destroyed; //yeaha
  1132. t->recreateBuildingsBonuses();
  1133. }
  1134. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1135. {
  1136. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1137. assert(dw);
  1138. dw->creatures = creatures;
  1139. }
  1140. void SetHeroesInTown::applyGs(CGameState * gs) const
  1141. {
  1142. CGTownInstance *t = gs->getTown(tid);
  1143. CGHeroInstance * v = gs->getHero(visiting);
  1144. CGHeroInstance * g = gs->getHero(garrison);
  1145. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1146. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1147. if(newVisitorComesFromGarrison)
  1148. t->setGarrisonedHero(nullptr);
  1149. if(newGarrisonComesFromVisiting)
  1150. t->setVisitingHero(nullptr);
  1151. if(!newGarrisonComesFromVisiting || v)
  1152. t->setVisitingHero(v);
  1153. if(!newVisitorComesFromGarrison || g)
  1154. t->setGarrisonedHero(g);
  1155. if(v)
  1156. {
  1157. gs->map->addBlockVisTiles(v);
  1158. }
  1159. if(g)
  1160. {
  1161. gs->map->removeBlockVisTiles(g);
  1162. }
  1163. }
  1164. void HeroRecruited::applyGs(CGameState * gs) const
  1165. {
  1166. assert(vstd::contains(gs->hpool.heroesPool, hid));
  1167. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  1168. CGTownInstance *t = gs->getTown(tid);
  1169. PlayerState *p = gs->getPlayerState(player);
  1170. assert(!h->boat);
  1171. h->setOwner(player);
  1172. h->pos = tile;
  1173. bool fresh = !h->isInitialized();
  1174. if(fresh)
  1175. { // this is a fresh hero who hasn't appeared yet
  1176. h->movement = h->maxMovePoints(true);
  1177. }
  1178. gs->hpool.heroesPool.erase(hid);
  1179. if(h->id == ObjectInstanceID())
  1180. {
  1181. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1182. gs->map->objects.emplace_back(h);
  1183. }
  1184. else
  1185. gs->map->objects[h->id.getNum()] = h;
  1186. gs->map->heroesOnMap.emplace_back(h);
  1187. p->heroes.emplace_back(h);
  1188. h->attachTo(*p);
  1189. if(fresh)
  1190. {
  1191. h->initObj(gs->getRandomGenerator());
  1192. }
  1193. gs->map->addBlockVisTiles(h);
  1194. if(t)
  1195. {
  1196. t->setVisitingHero(h);
  1197. }
  1198. }
  1199. void GiveHero::applyGs(CGameState * gs) const
  1200. {
  1201. CGHeroInstance *h = gs->getHero(id);
  1202. //bonus system
  1203. h->detachFrom(gs->globalEffects);
  1204. h->attachTo(*gs->getPlayerState(player));
  1205. auto oldVisitablePos = h->visitablePos();
  1206. gs->map->removeBlockVisTiles(h,true);
  1207. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1208. h->setOwner(player);
  1209. h->movement = h->maxMovePoints(true);
  1210. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1211. gs->map->heroesOnMap.emplace_back(h);
  1212. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1213. gs->map->addBlockVisTiles(h);
  1214. h->inTownGarrison = false;
  1215. }
  1216. void NewObject::applyGs(CGameState *gs)
  1217. {
  1218. TerrainId terrainType = ETerrainId::NONE;
  1219. if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not
  1220. {
  1221. CGObjectInstance testObject = CGObjectInstance();
  1222. testObject.pos = pos;
  1223. testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(ETerrainId::WATER).front();
  1224. const int3 previousXAxisTile = int3(pos.x - 1, pos.y, pos.z);
  1225. assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile));
  1226. MAYBE_UNUSED(previousXAxisTile);
  1227. }
  1228. else
  1229. {
  1230. const TerrainTile & t = gs->map->getTile(pos);
  1231. terrainType = t.terType->getId();
  1232. }
  1233. CGObjectInstance *o = nullptr;
  1234. switch(ID)
  1235. {
  1236. case Obj::BOAT:
  1237. o = new CGBoat();
  1238. terrainType = ETerrainId::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
  1239. break;
  1240. case Obj::MONSTER: //probably more options will be needed
  1241. o = new CGCreature();
  1242. {
  1243. //CStackInstance hlp;
  1244. auto * cre = dynamic_cast<CGCreature *>(o);
  1245. //cre->slots[0] = hlp;
  1246. assert(cre);
  1247. cre->notGrowingTeam = cre->neverFlees = false;
  1248. cre->character = 2;
  1249. cre->gainedArtifact = ArtifactID::NONE;
  1250. cre->identifier = -1;
  1251. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1252. }
  1253. break;
  1254. default:
  1255. o = new CGObjectInstance();
  1256. break;
  1257. }
  1258. o->ID = ID;
  1259. o->subID = subID;
  1260. o->pos = pos;
  1261. o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
  1262. id = o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1263. gs->map->objects.emplace_back(o);
  1264. gs->map->addBlockVisTiles(o);
  1265. o->initObj(gs->getRandomGenerator());
  1266. gs->map->calculateGuardingGreaturePositions();
  1267. logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
  1268. }
  1269. void NewArtifact::applyGs(CGameState *gs)
  1270. {
  1271. assert(!vstd::contains(gs->map->artInstances, art));
  1272. gs->map->addNewArtifactInstance(art);
  1273. assert(!art->getParentNodes().size());
  1274. art->setType(art->artType);
  1275. if(auto * cart = dynamic_cast<CCombinedArtifactInstance *>(art.get()))
  1276. cart->createConstituents();
  1277. }
  1278. const CStackInstance * StackLocation::getStack()
  1279. {
  1280. if(!army->hasStackAtSlot(slot))
  1281. {
  1282. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1283. return nullptr;
  1284. }
  1285. return &army->getStack(slot);
  1286. }
  1287. struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
  1288. {
  1289. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1290. {
  1291. return h;
  1292. }
  1293. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1294. {
  1295. return s->armyObj;
  1296. }
  1297. };
  1298. template <typename T>
  1299. struct GetBase : boost::static_visitor<T*>
  1300. {
  1301. template <typename TArg>
  1302. T * operator()(TArg &arg) const
  1303. {
  1304. return arg;
  1305. }
  1306. };
  1307. void ArtifactLocation::removeArtifact()
  1308. {
  1309. CArtifactInstance *a = getArt();
  1310. assert(a);
  1311. a->removeFrom(*this);
  1312. }
  1313. const CArmedInstance * ArtifactLocation::relatedObj() const
  1314. {
  1315. return boost::apply_visitor(ObjectRetriever(), artHolder);
  1316. }
  1317. PlayerColor ArtifactLocation::owningPlayer() const
  1318. {
  1319. const auto * obj = relatedObj();
  1320. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1321. }
  1322. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1323. {
  1324. return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
  1325. }
  1326. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1327. {
  1328. return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);
  1329. }
  1330. const CArtifactInstance *ArtifactLocation::getArt() const
  1331. {
  1332. const auto * s = getSlot();
  1333. if(s)
  1334. return s->getArt();
  1335. else
  1336. return nullptr;
  1337. }
  1338. const CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1339. {
  1340. auto * t = const_cast<ArtifactLocation *>(this);
  1341. return t->getHolderArtSet();
  1342. }
  1343. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1344. {
  1345. auto * t = const_cast<ArtifactLocation *>(this);
  1346. return t->getHolderNode();
  1347. }
  1348. CArtifactInstance *ArtifactLocation::getArt()
  1349. {
  1350. const ArtifactLocation *t = this;
  1351. return const_cast<CArtifactInstance*>(t->getArt());
  1352. }
  1353. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1354. {
  1355. return getHolderArtSet()->getSlot(slot);
  1356. }
  1357. void ChangeStackCount::applyGs(CGameState * gs)
  1358. {
  1359. auto * srcObj = gs->getArmyInstance(army);
  1360. if(!srcObj)
  1361. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1362. if(absoluteValue)
  1363. srcObj->setStackCount(slot, count);
  1364. else
  1365. srcObj->changeStackCount(slot, count);
  1366. }
  1367. void SetStackType::applyGs(CGameState * gs)
  1368. {
  1369. auto * srcObj = gs->getArmyInstance(army);
  1370. if(!srcObj)
  1371. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1372. srcObj->setStackType(slot, type);
  1373. }
  1374. void EraseStack::applyGs(CGameState * gs)
  1375. {
  1376. auto * srcObj = gs->getArmyInstance(army);
  1377. if(!srcObj)
  1378. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1379. srcObj->eraseStack(slot);
  1380. }
  1381. void SwapStacks::applyGs(CGameState * gs)
  1382. {
  1383. auto * srcObj = gs->getArmyInstance(srcArmy);
  1384. if(!srcObj)
  1385. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1386. auto * dstObj = gs->getArmyInstance(dstArmy);
  1387. if(!dstObj)
  1388. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1389. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1390. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1391. srcObj->putStack(srcSlot, s2);
  1392. dstObj->putStack(dstSlot, s1);
  1393. }
  1394. void InsertNewStack::applyGs(CGameState *gs)
  1395. {
  1396. if(auto * obj = gs->getArmyInstance(army))
  1397. obj->putStack(slot, new CStackInstance(type, count));
  1398. else
  1399. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1400. }
  1401. void RebalanceStacks::applyGs(CGameState * gs)
  1402. {
  1403. auto * srcObj = gs->getArmyInstance(srcArmy);
  1404. if(!srcObj)
  1405. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1406. auto * dstObj = gs->getArmyInstance(dstArmy);
  1407. if(!dstObj)
  1408. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1409. StackLocation src(srcObj, srcSlot);
  1410. StackLocation dst(dstObj, dstSlot);
  1411. const CCreature * srcType = src.army->getCreature(src.slot);
  1412. TQuantity srcCount = src.army->getStackCount(src.slot);
  1413. bool stackExp = VLC->modh->modules.STACK_EXP;
  1414. if(srcCount == count) //moving whole stack
  1415. {
  1416. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
  1417. {
  1418. assert(c == srcType);
  1419. MAYBE_UNUSED(c);
  1420. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1421. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1422. auto * artHere = alHere.getArt();
  1423. auto * artDest = alDest.getArt();
  1424. if (artHere)
  1425. {
  1426. if (alDest.getArt())
  1427. {
  1428. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1429. if (hero)
  1430. {
  1431. artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));
  1432. }
  1433. //else - artifact cna be lost :/
  1434. else
  1435. {
  1436. logNetwork->warn("Artifact is present at destination slot!");
  1437. }
  1438. artHere->move (alHere, alDest);
  1439. //TODO: choose from dialog
  1440. }
  1441. else //just move to the other slot before stack gets erased
  1442. {
  1443. artHere->move (alHere, alDest);
  1444. }
  1445. }
  1446. if (stackExp)
  1447. {
  1448. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1449. src.army->eraseStack(src.slot);
  1450. dst.army->changeStackCount(dst.slot, count);
  1451. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1452. }
  1453. else
  1454. {
  1455. src.army->eraseStack(src.slot);
  1456. dst.army->changeStackCount(dst.slot, count);
  1457. }
  1458. }
  1459. else //move stack to an empty slot, no exp change needed
  1460. {
  1461. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1462. dst.army->putStack(dst.slot, stackDetached);
  1463. }
  1464. }
  1465. else
  1466. {
  1467. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
  1468. {
  1469. assert(c == srcType);
  1470. MAYBE_UNUSED(c);
  1471. if (stackExp)
  1472. {
  1473. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1474. src.army->changeStackCount(src.slot, -count);
  1475. dst.army->changeStackCount(dst.slot, count);
  1476. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1477. }
  1478. else
  1479. {
  1480. src.army->changeStackCount(src.slot, -count);
  1481. dst.army->changeStackCount(dst.slot, count);
  1482. }
  1483. }
  1484. else //split stack to an empty slot
  1485. {
  1486. src.army->changeStackCount(src.slot, -count);
  1487. dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
  1488. if (stackExp)
  1489. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1490. }
  1491. }
  1492. CBonusSystemNode::treeHasChanged();
  1493. }
  1494. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1495. {
  1496. for(auto & move : moves)
  1497. move.applyGs(gs);
  1498. }
  1499. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1500. {
  1501. for(auto & move : moves)
  1502. move.applyGs(gs);
  1503. for(auto & change : changes)
  1504. change.applyGs(gs);
  1505. }
  1506. void PutArtifact::applyGs(CGameState *gs)
  1507. {
  1508. assert(art->canBePutAt(al));
  1509. art->putAt(al);
  1510. //al.hero->putArtifact(al.slot, art);
  1511. }
  1512. void EraseArtifact::applyGs(CGameState *gs)
  1513. {
  1514. const auto * slot = al.getSlot();
  1515. if(slot->locked)
  1516. {
  1517. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1518. DisassembledArtifact dis;
  1519. dis.al.artHolder = al.artHolder;
  1520. auto * aset = al.getHolderArtSet();
  1521. #ifndef NDEBUG
  1522. bool found = false;
  1523. #endif
  1524. for(auto& p : aset->artifactsWorn)
  1525. {
  1526. auto art = p.second.artifact;
  1527. if(art->canBeDisassembled() && art->isPart(slot->artifact))
  1528. {
  1529. dis.al.slot = aset->getArtPos(art);
  1530. #ifndef NDEBUG
  1531. found = true;
  1532. #endif
  1533. break;
  1534. }
  1535. }
  1536. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1537. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1538. dis.applyGs(gs);
  1539. }
  1540. else
  1541. {
  1542. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1543. }
  1544. al.removeArtifact();
  1545. }
  1546. void MoveArtifact::applyGs(CGameState * gs)
  1547. {
  1548. CArtifactInstance * art = src.getArt();
  1549. if(!ArtifactUtils::isSlotBackpack(dst.slot))
  1550. assert(!dst.getArt());
  1551. art->move(src, dst);
  1552. }
  1553. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1554. {
  1555. enum class EBulkArtsOp
  1556. {
  1557. BULK_MOVE,
  1558. BULK_REMOVE,
  1559. BULK_PUT
  1560. };
  1561. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1562. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1563. {
  1564. int numBackpackArtifactsMoved = 0;
  1565. for(auto & slot : artsPack)
  1566. {
  1567. // When an object gets removed from the backpack, the backpack shrinks
  1568. // so all the following indices will be affected. Thus, we need to update
  1569. // the subsequent artifact slots to account for that
  1570. auto srcPos = slot.srcPos;
  1571. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1572. {
  1573. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1574. }
  1575. const auto * slotInfo = artSet->getSlot(srcPos);
  1576. assert(slotInfo);
  1577. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1578. assert(art);
  1579. switch(operation)
  1580. {
  1581. case EBulkArtsOp::BULK_MOVE:
  1582. const_cast<CArtifactInstance*>(art)->move(
  1583. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1584. break;
  1585. case EBulkArtsOp::BULK_REMOVE:
  1586. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1587. break;
  1588. case EBulkArtsOp::BULK_PUT:
  1589. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1590. break;
  1591. default:
  1592. break;
  1593. }
  1594. if(srcPos >= GameConstants::BACKPACK_START)
  1595. {
  1596. numBackpackArtifactsMoved++;
  1597. }
  1598. }
  1599. };
  1600. if(swap)
  1601. {
  1602. // Swap
  1603. auto * leftSet = getSrcHolderArtSet();
  1604. auto * rightSet = getDstHolderArtSet();
  1605. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1606. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1607. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1608. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1609. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1610. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1611. }
  1612. else
  1613. {
  1614. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1615. }
  1616. }
  1617. void AssembledArtifact::applyGs(CGameState *gs)
  1618. {
  1619. CArtifactSet * artSet = al.getHolderArtSet();
  1620. const CArtifactInstance *transformedArt = al.getArt();
  1621. assert(transformedArt);
  1622. bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
  1623. assert(vstd::contains_if(transformedArt->assemblyPossibilities(artSet, combineEquipped), [=](const CArtifact * art)->bool
  1624. {
  1625. return art->getId() == builtArt->getId();
  1626. }));
  1627. MAYBE_UNUSED(transformedArt);
  1628. auto * combinedArt = new CCombinedArtifactInstance(builtArt);
  1629. gs->map->addNewArtifactInstance(combinedArt);
  1630. // Retrieve all constituents
  1631. for(const CArtifact * constituent : *builtArt->constituents)
  1632. {
  1633. ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
  1634. artSet->getArtBackpackPos(constituent->getId());
  1635. assert(pos >= 0);
  1636. CArtifactInstance * constituentInstance = artSet->getArt(pos);
  1637. //move constituent from hero to be part of new, combined artifact
  1638. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
  1639. combinedArt->addAsConstituent(constituentInstance, pos);
  1640. if(combineEquipped)
  1641. {
  1642. if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot)
  1643. && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
  1644. al.slot = pos;
  1645. }
  1646. else
  1647. {
  1648. al.slot = std::min(al.slot, pos);
  1649. }
  1650. }
  1651. //put new combined artifacts
  1652. combinedArt->putAt(al);
  1653. }
  1654. void DisassembledArtifact::applyGs(CGameState *gs)
  1655. {
  1656. auto * disassembled = dynamic_cast<CCombinedArtifactInstance *>(al.getArt());
  1657. assert(disassembled);
  1658. std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
  1659. disassembled->removeFrom(al);
  1660. for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
  1661. {
  1662. ArtifactLocation constituentLoc = al;
  1663. constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
  1664. disassembled->detachFrom(*ci.art);
  1665. ci.art->putAt(constituentLoc);
  1666. }
  1667. gs->map->eraseArtifactInstance(disassembled);
  1668. }
  1669. void HeroVisit::applyGs(CGameState *gs)
  1670. {
  1671. }
  1672. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1673. {
  1674. if(id >= 0)
  1675. {
  1676. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1677. {
  1678. bm->artifacts = arts;
  1679. }
  1680. else
  1681. {
  1682. logNetwork->error("Wrong black market id!");
  1683. }
  1684. }
  1685. else
  1686. {
  1687. CGTownInstance::merchantArtifacts = arts;
  1688. }
  1689. }
  1690. void NewTurn::applyGs(CGameState *gs)
  1691. {
  1692. gs->day = day;
  1693. // Update bonuses before doing anything else so hero don't get more MP than needed
  1694. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1695. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1696. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1697. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1698. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1699. {
  1700. CGHeroInstance *hero = gs->getHero(h.id);
  1701. if(!hero)
  1702. {
  1703. // retreated or surrendered hero who has not been reset yet
  1704. for(auto& hp : gs->hpool.heroesPool)
  1705. {
  1706. if(hp.second->id == h.id)
  1707. {
  1708. hero = hp.second;
  1709. break;
  1710. }
  1711. }
  1712. }
  1713. if(!hero)
  1714. {
  1715. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1716. continue;
  1717. }
  1718. hero->movement = h.move;
  1719. hero->mana = h.mana;
  1720. }
  1721. for(const auto & re : res)
  1722. {
  1723. assert(re.first < PlayerColor::PLAYER_LIMIT);
  1724. gs->getPlayerState(re.first)->resources = re.second;
  1725. }
  1726. for(const auto & creatureSet : cres) //set available creatures in towns
  1727. creatureSet.second.applyGs(gs);
  1728. for(CGTownInstance* t : gs->map->towns)
  1729. t->builded = 0;
  1730. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1731. gs->updateRumor();
  1732. //count days without town for all players, regardless of their turn order
  1733. for (auto &p : gs->players)
  1734. {
  1735. PlayerState & playerState = p.second;
  1736. if (playerState.status == EPlayerStatus::INGAME)
  1737. {
  1738. if (playerState.towns.empty())
  1739. {
  1740. if (playerState.daysWithoutCastle)
  1741. ++(*playerState.daysWithoutCastle);
  1742. else
  1743. playerState.daysWithoutCastle = boost::make_optional(0);
  1744. }
  1745. else
  1746. {
  1747. playerState.daysWithoutCastle = boost::none;
  1748. }
  1749. }
  1750. }
  1751. }
  1752. void SetObjectProperty::applyGs(CGameState * gs) const
  1753. {
  1754. CGObjectInstance *obj = gs->getObjInstance(id);
  1755. if(!obj)
  1756. {
  1757. logNetwork->error("Wrong object ID - property cannot be set!");
  1758. return;
  1759. }
  1760. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1761. if(what == ObjProperty::OWNER && cai)
  1762. {
  1763. if(obj->ID == Obj::TOWN)
  1764. {
  1765. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1766. assert(t);
  1767. if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
  1768. gs->getPlayerState(t->tempOwner)->towns -= t;
  1769. if(val < PlayerColor::PLAYER_LIMIT_I)
  1770. {
  1771. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1772. p->towns.emplace_back(t);
  1773. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1774. if(p->daysWithoutCastle)
  1775. p->daysWithoutCastle = boost::none;
  1776. }
  1777. }
  1778. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1779. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1780. obj->setProperty(what,val);
  1781. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1782. }
  1783. else //not an armed instance
  1784. {
  1785. obj->setProperty(what,val);
  1786. }
  1787. }
  1788. void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1789. {
  1790. auto * hero = gs->getHero(heroId);
  1791. assert(hero);
  1792. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1793. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1794. {
  1795. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1796. }
  1797. else
  1798. {
  1799. skills = proposedSkills;
  1800. }
  1801. }
  1802. void HeroLevelUp::applyGs(CGameState * gs) const
  1803. {
  1804. auto * hero = gs->getHero(heroId);
  1805. assert(hero);
  1806. hero->levelUp(skills);
  1807. }
  1808. void CommanderLevelUp::applyGs(CGameState * gs) const
  1809. {
  1810. auto * hero = gs->getHero(heroId);
  1811. assert(hero);
  1812. auto commander = hero->commander;
  1813. assert(commander);
  1814. commander->levelUp();
  1815. }
  1816. void BattleStart::applyGs(CGameState * gs) const
  1817. {
  1818. gs->curB = info;
  1819. gs->curB->localInit();
  1820. }
  1821. void BattleNextRound::applyGs(CGameState * gs) const
  1822. {
  1823. gs->curB->nextRound(round);
  1824. }
  1825. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1826. {
  1827. gs->curB->nextTurn(stack);
  1828. }
  1829. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1830. {
  1831. CStack * st = gs->curB->getStack(stackID);
  1832. assert(st);
  1833. switch(effect)
  1834. {
  1835. case Bonus::HP_REGENERATION:
  1836. {
  1837. int64_t toHeal = val;
  1838. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1839. break;
  1840. }
  1841. case Bonus::MANA_DRAIN:
  1842. {
  1843. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1844. st->drainedMana = true;
  1845. h->mana -= val;
  1846. vstd::amax(h->mana, 0);
  1847. break;
  1848. }
  1849. case Bonus::POISON:
  1850. {
  1851. auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
  1852. .And(Selector::type()(Bonus::STACK_HEALTH)));
  1853. if (b)
  1854. b->val = val;
  1855. break;
  1856. }
  1857. case Bonus::ENCHANTER:
  1858. break;
  1859. case Bonus::FEAR:
  1860. st->fear = true;
  1861. break;
  1862. default:
  1863. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1864. }
  1865. }
  1866. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1867. {
  1868. if(gs->curB)
  1869. gs->curB->si.gateState = state;
  1870. }
  1871. void BattleResult::applyGs(CGameState *gs)
  1872. {
  1873. for (auto & elem : gs->curB->stacks)
  1874. delete elem;
  1875. for(int i = 0; i < 2; ++i)
  1876. {
  1877. if(auto * h = gs->curB->battleGetFightingHero(i))
  1878. {
  1879. h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
  1880. if (h->commander && h->commander->alive)
  1881. {
  1882. for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
  1883. {
  1884. art.second.artifact->artType->levelUpArtifact (art.second.artifact);
  1885. }
  1886. }
  1887. }
  1888. }
  1889. if(VLC->modh->modules.STACK_EXP)
  1890. {
  1891. for(int i = 0; i < 2; i++)
  1892. if(exp[i])
  1893. gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
  1894. CBonusSystemNode::treeHasChanged();
  1895. }
  1896. for(int i = 0; i < 2; i++)
  1897. gs->curB->battleGetArmyObject(i)->battle = nullptr;
  1898. gs->curB.dellNull();
  1899. }
  1900. void BattleLogMessage::applyGs(CGameState *gs)
  1901. {
  1902. //nothing
  1903. }
  1904. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1905. {
  1906. //nothing
  1907. }
  1908. void BattleStackMoved::applyGs(CGameState *gs)
  1909. {
  1910. applyBattle(gs->curB);
  1911. }
  1912. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1913. {
  1914. battleState->moveUnit(stack, tilesToMove.back());
  1915. }
  1916. void BattleStackAttacked::applyGs(CGameState * gs)
  1917. {
  1918. applyBattle(gs->curB);
  1919. }
  1920. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1921. {
  1922. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1923. }
  1924. void BattleAttack::applyGs(CGameState * gs)
  1925. {
  1926. CStack * attacker = gs->curB->getStack(stackAttacking);
  1927. assert(attacker);
  1928. attackerChanges.applyGs(gs);
  1929. for(BattleStackAttacked & stackAttacked : bsa)
  1930. stackAttacked.applyGs(gs);
  1931. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1932. }
  1933. void StartAction::applyGs(CGameState *gs)
  1934. {
  1935. CStack *st = gs->curB->getStack(ba.stackNumber);
  1936. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1937. {
  1938. gs->curB->tacticDistance = 0;
  1939. return;
  1940. }
  1941. if(gs->curB->tacticDistance)
  1942. {
  1943. // moves in tactics phase do not affect creature status
  1944. // (tactics stack queue is managed by client)
  1945. return;
  1946. }
  1947. if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
  1948. {
  1949. assert(st);
  1950. }
  1951. else
  1952. {
  1953. gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);
  1954. }
  1955. switch(ba.actionType)
  1956. {
  1957. case EActionType::DEFEND:
  1958. st->waiting = false;
  1959. st->defending = true;
  1960. st->defendingAnim = true;
  1961. break;
  1962. case EActionType::WAIT:
  1963. st->defendingAnim = false;
  1964. st->waiting = true;
  1965. st->waitedThisTurn = true;
  1966. break;
  1967. case EActionType::HERO_SPELL: //no change in current stack state
  1968. break;
  1969. default: //any active stack action - attack, catapult, heal, spell...
  1970. st->waiting = false;
  1971. st->defendingAnim = false;
  1972. st->movedThisRound = true;
  1973. break;
  1974. }
  1975. }
  1976. void BattleSpellCast::applyGs(CGameState * gs) const
  1977. {
  1978. assert(gs->curB);
  1979. if(castByHero)
  1980. {
  1981. if(side < 2)
  1982. {
  1983. gs->curB->sides[side].castSpellsCount++;
  1984. }
  1985. }
  1986. }
  1987. void SetStackEffect::applyGs(CGameState *gs)
  1988. {
  1989. applyBattle(gs->curB);
  1990. }
  1991. void SetStackEffect::applyBattle(IBattleState * battleState)
  1992. {
  1993. for(const auto & stackData : toRemove)
  1994. battleState->removeUnitBonus(stackData.first, stackData.second);
  1995. for(const auto & stackData : toUpdate)
  1996. battleState->updateUnitBonus(stackData.first, stackData.second);
  1997. for(const auto & stackData : toAdd)
  1998. battleState->addUnitBonus(stackData.first, stackData.second);
  1999. }
  2000. void StacksInjured::applyGs(CGameState *gs)
  2001. {
  2002. applyBattle(gs->curB);
  2003. }
  2004. void StacksInjured::applyBattle(IBattleState * battleState)
  2005. {
  2006. for(BattleStackAttacked stackAttacked : stacks)
  2007. stackAttacked.applyBattle(battleState);
  2008. }
  2009. void BattleUnitsChanged::applyGs(CGameState *gs)
  2010. {
  2011. applyBattle(gs->curB);
  2012. }
  2013. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2014. {
  2015. for(auto & elem : changedStacks)
  2016. {
  2017. switch(elem.operation)
  2018. {
  2019. case BattleChanges::EOperation::RESET_STATE:
  2020. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2021. break;
  2022. case BattleChanges::EOperation::REMOVE:
  2023. battleState->removeUnit(elem.id);
  2024. break;
  2025. case BattleChanges::EOperation::ADD:
  2026. battleState->addUnit(elem.id, elem.data);
  2027. break;
  2028. case BattleChanges::EOperation::UPDATE:
  2029. battleState->updateUnit(elem.id, elem.data);
  2030. break;
  2031. default:
  2032. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2033. break;
  2034. }
  2035. }
  2036. }
  2037. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2038. {
  2039. if(gs->curB)
  2040. applyBattle(gs->curB);
  2041. }
  2042. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2043. {
  2044. for(const auto & change : changes)
  2045. {
  2046. switch(change.operation)
  2047. {
  2048. case BattleChanges::EOperation::REMOVE:
  2049. battleState->removeObstacle(change.id);
  2050. break;
  2051. case BattleChanges::EOperation::ADD:
  2052. battleState->addObstacle(change);
  2053. break;
  2054. case BattleChanges::EOperation::ACTIVATE_AND_UPDATE:
  2055. case BattleChanges::EOperation::UPDATE:
  2056. battleState->updateObstacle(change);
  2057. break;
  2058. default:
  2059. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2060. break;
  2061. }
  2062. }
  2063. }
  2064. CatapultAttack::CatapultAttack() = default;
  2065. CatapultAttack::~CatapultAttack() = default;
  2066. void CatapultAttack::applyGs(CGameState * gs)
  2067. {
  2068. if(gs->curB)
  2069. applyBattle(gs->curB);
  2070. }
  2071. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2072. {
  2073. visitor.visitCatapultAttack(*this);
  2074. }
  2075. void CatapultAttack::applyBattle(IBattleState * battleState)
  2076. {
  2077. const auto * town = battleState->getDefendedTown();
  2078. if(!town)
  2079. return;
  2080. if(town->fortLevel() == CGTownInstance::NONE)
  2081. return;
  2082. for(const auto & part : attackedParts)
  2083. {
  2084. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2085. battleState->setWallState(part.attackedPart, newWallState);
  2086. }
  2087. }
  2088. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2089. {
  2090. CStack * stack = gs->curB->getStack(stackID);
  2091. switch(which)
  2092. {
  2093. case CASTS:
  2094. {
  2095. if(absolute)
  2096. logNetwork->error("Can not change casts in absolute mode");
  2097. else
  2098. stack->casts.use(-val);
  2099. break;
  2100. }
  2101. case ENCHANTER_COUNTER:
  2102. {
  2103. auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
  2104. if(absolute)
  2105. counter = val;
  2106. else
  2107. counter += val;
  2108. vstd::amax(counter, 0);
  2109. break;
  2110. }
  2111. case UNBIND:
  2112. {
  2113. stack->removeBonusesRecursive(Selector::type()(Bonus::BIND_EFFECT));
  2114. break;
  2115. }
  2116. case CLONED:
  2117. {
  2118. stack->cloned = true;
  2119. break;
  2120. }
  2121. case HAS_CLONE:
  2122. {
  2123. stack->cloneID = val;
  2124. break;
  2125. }
  2126. }
  2127. }
  2128. void PlayerCheated::applyGs(CGameState * gs) const
  2129. {
  2130. if(!player.isValidPlayer())
  2131. return;
  2132. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2133. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2134. }
  2135. void YourTurn::applyGs(CGameState * gs) const
  2136. {
  2137. gs->currentPlayer = player;
  2138. auto & playerState = gs->players[player];
  2139. playerState.daysWithoutCastle = daysWithoutCastle;
  2140. }
  2141. Component::Component(const CStackBasicDescriptor & stack)
  2142. : id(CREATURE)
  2143. , subtype(stack.type->idNumber)
  2144. , val(stack.count)
  2145. {
  2146. }
  2147. void EntitiesChanged::applyGs(CGameState * gs)
  2148. {
  2149. for(const auto & change : changes)
  2150. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2151. }
  2152. const CArtifactInstance * ArtSlotInfo::getArt() const
  2153. {
  2154. if(locked)
  2155. {
  2156. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2157. return nullptr;
  2158. }
  2159. return artifact;
  2160. }
  2161. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  2162. {
  2163. return boost::apply_visitor(GetBase<CArtifactSet>(), srcArtHolder);
  2164. }
  2165. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  2166. {
  2167. return boost::apply_visitor(GetBase<CArtifactSet>(), dstArtHolder);
  2168. }
  2169. VCMI_LIB_NAMESPACE_END