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