NetPacksLib.cpp 62 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 "CModHandler.h"
  18. #include "VCMI_Lib.h"
  19. #include "mapping/CMap.h"
  20. #include "spells/CSpellHandler.h"
  21. #include "CCreatureHandler.h"
  22. #include "CGameState.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 "mapping/CCampaignHandler.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 SetAvailableHeroes::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 SaveGameClient::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitSaveGameClient(*this);
  535. }
  536. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitPlayerMessage(*this);
  539. }
  540. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitPlayerMessageClient(*this);
  543. }
  544. void CenterView::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitCenterView(*this);
  547. }
  548. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitLobbyClientConnected(*this);
  551. }
  552. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitLobbyClientDisconnected(*this);
  555. }
  556. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitLobbyChatMessage(*this);
  559. }
  560. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitLobbyGuiAction(*this);
  563. }
  564. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitLobbyEndGame(*this);
  567. }
  568. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitLobbyStartGame(*this);
  571. }
  572. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitLobbyChangeHost(*this);
  575. }
  576. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitLobbyUpdateState(*this);
  579. }
  580. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbySetMap(*this);
  583. }
  584. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbySetCampaign(*this);
  587. }
  588. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbySetCampaignMap(*this);
  591. }
  592. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbySetCampaignBonus(*this);
  595. }
  596. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbyChangePlayerOption(*this);
  599. }
  600. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbySetPlayer(*this);
  603. }
  604. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbySetTurnTime(*this);
  607. }
  608. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbySetDifficulty(*this);
  611. }
  612. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbyForceSetPlayer(*this);
  615. }
  616. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbyShowMessage(*this);
  619. }
  620. void SetResources::applyGs(CGameState * gs) const
  621. {
  622. assert(player < PlayerColor::PLAYER_LIMIT);
  623. if(abs)
  624. gs->getPlayerState(player)->resources = res;
  625. else
  626. gs->getPlayerState(player)->resources += res;
  627. //just ensure that player resources are not negative
  628. //server is responsible to check if player can afford deal
  629. //but events on server side are allowed to take more than player have
  630. gs->getPlayerState(player)->resources.positive();
  631. }
  632. void SetPrimSkill::applyGs(CGameState * gs) const
  633. {
  634. CGHeroInstance * hero = gs->getHero(id);
  635. assert(hero);
  636. hero->setPrimarySkill(which, val, abs);
  637. }
  638. void SetSecSkill::applyGs(CGameState * gs) const
  639. {
  640. CGHeroInstance *hero = gs->getHero(id);
  641. hero->setSecSkillLevel(which, val, abs);
  642. }
  643. void SetCommanderProperty::applyGs(CGameState *gs)
  644. {
  645. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  646. assert (commander);
  647. switch (which)
  648. {
  649. case BONUS:
  650. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  651. break;
  652. case SPECIAL_SKILL:
  653. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  654. commander->specialSKills.insert (additionalInfo);
  655. break;
  656. case SECONDARY_SKILL:
  657. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  658. break;
  659. case ALIVE:
  660. if (amount)
  661. commander->setAlive(true);
  662. else
  663. commander->setAlive(false);
  664. break;
  665. case EXPERIENCE:
  666. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  667. break;
  668. }
  669. }
  670. void AddQuest::applyGs(CGameState * gs) const
  671. {
  672. assert (vstd::contains(gs->players, player));
  673. auto * vec = &gs->players[player].quests;
  674. if (!vstd::contains(*vec, quest))
  675. vec->push_back (quest);
  676. else
  677. logNetwork->warn("Warning! Attempt to add duplicated quest");
  678. }
  679. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  680. {
  681. VLC->arth->minors = minors;
  682. VLC->arth->majors = majors;
  683. VLC->arth->treasures = treasures;
  684. VLC->arth->relics = relics;
  685. }
  686. void UpdateMapEvents::applyGs(CGameState * gs) const
  687. {
  688. gs->map->events = events;
  689. }
  690. void UpdateCastleEvents::applyGs(CGameState * gs) const
  691. {
  692. auto * t = gs->getTown(town);
  693. t->events = events;
  694. }
  695. void ChangeFormation::applyGs(CGameState * gs) const
  696. {
  697. gs->getHero(hid)->setFormation(formation);
  698. }
  699. void HeroVisitCastle::applyGs(CGameState * gs) const
  700. {
  701. CGHeroInstance *h = gs->getHero(hid);
  702. CGTownInstance *t = gs->getTown(tid);
  703. assert(h);
  704. assert(t);
  705. if(start())
  706. t->setVisitingHero(h);
  707. else
  708. t->setVisitingHero(nullptr);
  709. }
  710. void ChangeSpells::applyGs(CGameState *gs)
  711. {
  712. CGHeroInstance *hero = gs->getHero(hid);
  713. if(learn)
  714. for(const auto & sid : spells)
  715. hero->addSpellToSpellbook(sid);
  716. else
  717. for(const auto & sid : spells)
  718. hero->removeSpellFromSpellbook(sid);
  719. }
  720. void SetMana::applyGs(CGameState * gs) const
  721. {
  722. CGHeroInstance * hero = gs->getHero(hid);
  723. assert(hero);
  724. if(absolute)
  725. hero->mana = val;
  726. else
  727. hero->mana += val;
  728. vstd::amax(hero->mana, 0); //not less than 0
  729. }
  730. void SetMovePoints::applyGs(CGameState * gs) const
  731. {
  732. CGHeroInstance *hero = gs->getHero(hid);
  733. assert(hero);
  734. if(absolute)
  735. hero->movement = val;
  736. else
  737. hero->movement += val;
  738. vstd::amax(hero->movement, 0); //not less than 0
  739. }
  740. void FoWChange::applyGs(CGameState *gs)
  741. {
  742. TeamState * team = gs->getPlayerTeam(player);
  743. auto fogOfWarMap = team->fogOfWarMap;
  744. for(const int3 & t : tiles)
  745. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  746. if (mode == 0) //do not hide too much
  747. {
  748. std::unordered_set<int3> tilesRevealed;
  749. for (auto & elem : gs->map->objects)
  750. {
  751. const CGObjectInstance *o = elem;
  752. if (o)
  753. {
  754. switch(o->ID)
  755. {
  756. case Obj::HERO:
  757. case Obj::MINE:
  758. case Obj::TOWN:
  759. case Obj::ABANDONED_MINE:
  760. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  761. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  762. break;
  763. }
  764. }
  765. }
  766. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  767. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  768. }
  769. }
  770. void SetAvailableHeroes::applyGs(CGameState *gs)
  771. {
  772. PlayerState *p = gs->getPlayerState(player);
  773. p->availableHeroes.clear();
  774. for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
  775. {
  776. CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
  777. if(h && army[i])
  778. h->setToArmy(army[i]);
  779. p->availableHeroes.emplace_back(h);
  780. }
  781. }
  782. void GiveBonus::applyGs(CGameState *gs)
  783. {
  784. CBonusSystemNode *cbsn = nullptr;
  785. switch(who)
  786. {
  787. case ETarget::HERO:
  788. cbsn = gs->getHero(ObjectInstanceID(id));
  789. break;
  790. case ETarget::PLAYER:
  791. cbsn = gs->getPlayerState(PlayerColor(id));
  792. break;
  793. case ETarget::TOWN:
  794. cbsn = gs->getTown(ObjectInstanceID(id));
  795. break;
  796. case ETarget::BATTLE:
  797. assert(Bonus::OneBattle(&bonus));
  798. cbsn = dynamic_cast<CBonusSystemNode*>(gs->curB.get());
  799. break;
  800. }
  801. assert(cbsn);
  802. if(Bonus::OneWeek(&bonus))
  803. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  804. auto b = std::make_shared<Bonus>(bonus);
  805. cbsn->addNewBonus(b);
  806. std::string &descr = b->description;
  807. if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
  808. {
  809. if (bonus.source == BonusSource::OBJECT)
  810. {
  811. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  812. }
  813. else if(bonus.source == BonusSource::TOWN_STRUCTURE)
  814. {
  815. descr = bonus.description;
  816. return;
  817. }
  818. else
  819. {
  820. descr = bdescr.toString();
  821. }
  822. }
  823. else
  824. {
  825. descr = bdescr.toString();
  826. }
  827. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  828. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  829. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  830. }
  831. void ChangeObjPos::applyGs(CGameState *gs)
  832. {
  833. CGObjectInstance *obj = gs->getObjInstance(objid);
  834. if(!obj)
  835. {
  836. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  837. return;
  838. }
  839. gs->map->removeBlockVisTiles(obj);
  840. obj->pos = nPos;
  841. gs->map->addBlockVisTiles(obj);
  842. }
  843. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  844. {
  845. switch (mode) {
  846. case VISITOR_ADD:
  847. gs->getHero(hero)->visitedObjects.insert(object);
  848. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  849. break;
  850. case VISITOR_ADD_TEAM:
  851. {
  852. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  853. for(const auto & color : ts->players)
  854. {
  855. gs->getPlayerState(color)->visitedObjects.insert(object);
  856. }
  857. }
  858. break;
  859. case VISITOR_CLEAR:
  860. for (CGHeroInstance * hero : gs->map->allHeroes)
  861. {
  862. if (hero)
  863. {
  864. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  865. }
  866. }
  867. for(auto &elem : gs->players)
  868. {
  869. elem.second.visitedObjects.erase(object);
  870. }
  871. break;
  872. case VISITOR_REMOVE:
  873. gs->getHero(hero)->visitedObjects.erase(object);
  874. break;
  875. }
  876. }
  877. void PlayerEndsGame::applyGs(CGameState * gs) const
  878. {
  879. PlayerState *p = gs->getPlayerState(player);
  880. if(victoryLossCheckResult.victory())
  881. {
  882. p->status = EPlayerStatus::WINNER;
  883. // TODO: Campaign-specific code might as well go somewhere else
  884. if(p->human && gs->scenarioOps->campState)
  885. {
  886. std::vector<CGHeroInstance *> crossoverHeroes;
  887. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  888. {
  889. if (hero->tempOwner == player)
  890. {
  891. // keep all heroes from the winning player
  892. crossoverHeroes.push_back(hero);
  893. }
  894. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  895. {
  896. // keep hero whether lost or won (like Xeron in AB campaign)
  897. crossoverHeroes.push_back(hero);
  898. }
  899. }
  900. // keep lost heroes which are in heroes pool
  901. for (auto & heroPair : gs->hpool.heroesPool)
  902. {
  903. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  904. {
  905. crossoverHeroes.push_back(heroPair.second.get());
  906. }
  907. }
  908. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  909. }
  910. }
  911. else
  912. {
  913. p->status = EPlayerStatus::LOSER;
  914. }
  915. }
  916. void PlayerReinitInterface::applyGs(CGameState *gs)
  917. {
  918. if(!gs || !gs->scenarioOps)
  919. return;
  920. //TODO: what does mean if more that one player connected?
  921. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  922. {
  923. for(const auto & player : players)
  924. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  925. }
  926. }
  927. void RemoveBonus::applyGs(CGameState *gs)
  928. {
  929. CBonusSystemNode * node = nullptr;
  930. if (who == GiveBonus::ETarget::HERO)
  931. node = gs->getHero(ObjectInstanceID(whoID));
  932. else
  933. node = gs->getPlayerState(PlayerColor(whoID));
  934. BonusList &bonuses = node->getExportedBonusList();
  935. for(const auto & b : bonuses)
  936. {
  937. if(vstd::to_underlying(b->source) == source && b->sid == id)
  938. {
  939. bonus = *b; //backup bonus (to show to interfaces later)
  940. node->removeBonus(b);
  941. break;
  942. }
  943. }
  944. }
  945. void RemoveObject::applyGs(CGameState *gs)
  946. {
  947. CGObjectInstance *obj = gs->getObjInstance(id);
  948. logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
  949. //unblock tiles
  950. gs->map->removeBlockVisTiles(obj);
  951. if(obj->ID == Obj::HERO) //remove beaten hero
  952. {
  953. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  954. assert(beatenHero);
  955. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  956. gs->map->heroesOnMap -= beatenHero;
  957. p->heroes -= beatenHero;
  958. beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));
  959. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  960. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  961. {
  962. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  963. });
  964. if(beatenHero->visitedTown)
  965. {
  966. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  967. beatenHero->visitedTown->garrisonHero = nullptr;
  968. else
  969. beatenHero->visitedTown->visitingHero = nullptr;
  970. beatenHero->visitedTown = nullptr;
  971. beatenHero->inTownGarrison = false;
  972. }
  973. //return hero to the pool, so he may reappear in tavern
  974. gs->hpool.heroesPool[beatenHero->subID] = beatenHero;
  975. if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID))
  976. gs->hpool.pavailable[beatenHero->subID] = 0xff;
  977. gs->map->objects[id.getNum()] = nullptr;
  978. //If hero on Boat is removed, the Boat disappears
  979. if(beatenHero->boat)
  980. {
  981. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  982. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  983. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  984. beatenHero->boat = nullptr;
  985. }
  986. return;
  987. }
  988. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  989. if (quest)
  990. {
  991. gs->map->quests[quest->quest->qid] = nullptr;
  992. for (auto &player : gs->players)
  993. {
  994. for (auto &q : player.second.quests)
  995. {
  996. if (q.obj == obj)
  997. {
  998. q.obj = nullptr;
  999. }
  1000. }
  1001. }
  1002. }
  1003. for (TriggeredEvent & event : gs->map->triggeredEvents)
  1004. {
  1005. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  1006. {
  1007. if (cond.object == obj)
  1008. {
  1009. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  1010. {
  1011. cond.condition = EventCondition::CONST_VALUE;
  1012. cond.value = 1; // destroyed object, from now on always fulfilled
  1013. }
  1014. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  1015. {
  1016. cond.condition = EventCondition::CONST_VALUE;
  1017. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1018. }
  1019. }
  1020. return cond;
  1021. };
  1022. event.trigger = event.trigger.morph(patcher);
  1023. }
  1024. gs->map->instanceNames.erase(obj->instanceName);
  1025. gs->map->objects[id.getNum()].dellNull();
  1026. gs->map->calculateGuardingGreaturePositions();
  1027. }
  1028. static int getDir(const int3 & src, const int3 & dst)
  1029. {
  1030. int ret = -1;
  1031. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1032. {
  1033. ret = 1;
  1034. }
  1035. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1036. {
  1037. ret = 2;
  1038. }
  1039. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1040. {
  1041. ret = 3;
  1042. }
  1043. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1044. {
  1045. ret = 4;
  1046. }
  1047. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1048. {
  1049. ret = 5;
  1050. }
  1051. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1052. {
  1053. ret = 6;
  1054. }
  1055. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1056. {
  1057. ret = 7;
  1058. }
  1059. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1060. {
  1061. ret = 8;
  1062. }
  1063. return ret;
  1064. }
  1065. void TryMoveHero::applyGs(CGameState *gs)
  1066. {
  1067. CGHeroInstance *h = gs->getHero(id);
  1068. if (!h)
  1069. {
  1070. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1071. return;
  1072. }
  1073. h->movement = movePoints;
  1074. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1075. {
  1076. auto dir = getDir(start,end);
  1077. if(dir > 0 && dir <= 8)
  1078. h->moveDir = dir;
  1079. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1080. }
  1081. if(result == EMBARK) //hero enters boat at destination tile
  1082. {
  1083. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1084. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1085. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1086. assert(boat);
  1087. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1088. h->boat = boat;
  1089. h->attachTo(*boat);
  1090. boat->hero = h;
  1091. }
  1092. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1093. {
  1094. auto * b = const_cast<CGBoat *>(h->boat);
  1095. b->direction = h->moveDir;
  1096. b->pos = start;
  1097. b->hero = nullptr;
  1098. gs->map->addBlockVisTiles(b);
  1099. h->detachFrom(*b);
  1100. h->boat = nullptr;
  1101. }
  1102. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1103. {
  1104. gs->map->removeBlockVisTiles(h);
  1105. h->pos = end;
  1106. if(auto * b = const_cast<CGBoat *>(h->boat))
  1107. b->pos = end;
  1108. gs->map->addBlockVisTiles(h);
  1109. }
  1110. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1111. for(const int3 & t : fowRevealed)
  1112. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1113. }
  1114. void NewStructures::applyGs(CGameState *gs)
  1115. {
  1116. CGTownInstance *t = gs->getTown(tid);
  1117. for(const auto & id : bid)
  1118. {
  1119. assert(t->town->buildings.at(id) != nullptr);
  1120. t->builtBuildings.insert(id);
  1121. t->updateAppearance();
  1122. auto currentBuilding = t->town->buildings.at(id);
  1123. if(currentBuilding->overrideBids.empty())
  1124. continue;
  1125. for(const auto & overrideBid : currentBuilding->overrideBids)
  1126. {
  1127. t->overriddenBuildings.insert(overrideBid);
  1128. t->deleteTownBonus(overrideBid);
  1129. }
  1130. }
  1131. t->builded = builded;
  1132. t->recreateBuildingsBonuses();
  1133. }
  1134. void RazeStructures::applyGs(CGameState *gs)
  1135. {
  1136. CGTownInstance *t = gs->getTown(tid);
  1137. for(const auto & id : bid)
  1138. {
  1139. t->builtBuildings.erase(id);
  1140. t->updateAppearance();
  1141. }
  1142. t->destroyed = destroyed; //yeaha
  1143. t->recreateBuildingsBonuses();
  1144. }
  1145. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1146. {
  1147. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1148. assert(dw);
  1149. dw->creatures = creatures;
  1150. }
  1151. void SetHeroesInTown::applyGs(CGameState * gs) const
  1152. {
  1153. CGTownInstance *t = gs->getTown(tid);
  1154. CGHeroInstance * v = gs->getHero(visiting);
  1155. CGHeroInstance * g = gs->getHero(garrison);
  1156. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1157. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1158. if(newVisitorComesFromGarrison)
  1159. t->setGarrisonedHero(nullptr);
  1160. if(newGarrisonComesFromVisiting)
  1161. t->setVisitingHero(nullptr);
  1162. if(!newGarrisonComesFromVisiting || v)
  1163. t->setVisitingHero(v);
  1164. if(!newVisitorComesFromGarrison || g)
  1165. t->setGarrisonedHero(g);
  1166. if(v)
  1167. {
  1168. gs->map->addBlockVisTiles(v);
  1169. }
  1170. if(g)
  1171. {
  1172. gs->map->removeBlockVisTiles(g);
  1173. }
  1174. }
  1175. void HeroRecruited::applyGs(CGameState * gs) const
  1176. {
  1177. assert(vstd::contains(gs->hpool.heroesPool, hid));
  1178. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  1179. CGTownInstance *t = gs->getTown(tid);
  1180. PlayerState *p = gs->getPlayerState(player);
  1181. if (boatId >= 0)
  1182. {
  1183. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1184. auto * boat = dynamic_cast<CGBoat *>(obj);
  1185. if (boat)
  1186. {
  1187. h->boat = boat;
  1188. h->attachTo(*boat);
  1189. boat->hero = h;
  1190. }
  1191. }
  1192. h->setOwner(player);
  1193. h->pos = tile;
  1194. bool fresh = !h->isInitialized();
  1195. if(fresh)
  1196. { // this is a fresh hero who hasn't appeared yet
  1197. if (boatId >= 0) //Hero spawns on water
  1198. {
  1199. h->movement = h->maxMovePoints(false);
  1200. }
  1201. else
  1202. {
  1203. h->movement = h->maxMovePoints(true);
  1204. }
  1205. }
  1206. gs->hpool.heroesPool.erase(hid);
  1207. if(h->id == ObjectInstanceID())
  1208. {
  1209. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1210. gs->map->objects.emplace_back(h);
  1211. }
  1212. else
  1213. gs->map->objects[h->id.getNum()] = h;
  1214. gs->map->heroesOnMap.emplace_back(h);
  1215. p->heroes.emplace_back(h);
  1216. h->attachTo(*p);
  1217. if(fresh)
  1218. {
  1219. h->initObj(gs->getRandomGenerator());
  1220. }
  1221. gs->map->addBlockVisTiles(h);
  1222. if(t)
  1223. {
  1224. t->setVisitingHero(h);
  1225. }
  1226. }
  1227. void GiveHero::applyGs(CGameState * gs) const
  1228. {
  1229. CGHeroInstance *h = gs->getHero(id);
  1230. if (boatId >= 0)
  1231. {
  1232. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1233. auto * boat = dynamic_cast<CGBoat *>(obj);
  1234. if (boat)
  1235. {
  1236. h->boat = boat;
  1237. h->attachTo(*boat);
  1238. boat->hero = h;
  1239. }
  1240. }
  1241. //bonus system
  1242. h->detachFrom(gs->globalEffects);
  1243. h->attachTo(*gs->getPlayerState(player));
  1244. auto oldVisitablePos = h->visitablePos();
  1245. gs->map->removeBlockVisTiles(h,true);
  1246. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1247. h->setOwner(player);
  1248. h->movement = h->maxMovePoints(true);
  1249. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1250. gs->map->heroesOnMap.emplace_back(h);
  1251. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1252. gs->map->addBlockVisTiles(h);
  1253. h->inTownGarrison = false;
  1254. }
  1255. void NewObject::applyGs(CGameState *gs)
  1256. {
  1257. TerrainId terrainType = ETerrainId::NONE;
  1258. if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not
  1259. {
  1260. CGObjectInstance testObject = CGObjectInstance();
  1261. testObject.pos = pos;
  1262. testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(ETerrainId::WATER).front();
  1263. [[maybe_unused]] const int3 previousXAxisTile = CGBoat::translatePos(pos, true);
  1264. assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile));
  1265. }
  1266. else
  1267. {
  1268. const TerrainTile & t = gs->map->getTile(pos);
  1269. terrainType = t.terType->getId();
  1270. }
  1271. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1272. CGObjectInstance * o = handler->create();
  1273. handler->configureObject(o, gs->getRandomGenerator());
  1274. switch(ID)
  1275. {
  1276. case Obj::BOAT:
  1277. terrainType = ETerrainId::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
  1278. break;
  1279. case Obj::MONSTER: //probably more options will be needed
  1280. {
  1281. //CStackInstance hlp;
  1282. auto * cre = dynamic_cast<CGCreature *>(o);
  1283. //cre->slots[0] = hlp;
  1284. assert(cre);
  1285. cre->notGrowingTeam = cre->neverFlees = false;
  1286. cre->character = 2;
  1287. cre->gainedArtifact = ArtifactID::NONE;
  1288. cre->identifier = -1;
  1289. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1290. }
  1291. break;
  1292. }
  1293. o->ID = ID;
  1294. o->subID = subID;
  1295. o->pos = pos;
  1296. o->appearance = handler->getTemplates(terrainType).front();
  1297. id = o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1298. gs->map->objects.emplace_back(o);
  1299. gs->map->addBlockVisTiles(o);
  1300. o->initObj(gs->getRandomGenerator());
  1301. gs->map->calculateGuardingGreaturePositions();
  1302. logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
  1303. }
  1304. void NewArtifact::applyGs(CGameState *gs)
  1305. {
  1306. assert(!vstd::contains(gs->map->artInstances, art));
  1307. gs->map->addNewArtifactInstance(art);
  1308. assert(!art->getParentNodes().size());
  1309. art->setType(art->artType);
  1310. if(auto * cart = dynamic_cast<CCombinedArtifactInstance *>(art.get()))
  1311. cart->createConstituents();
  1312. }
  1313. const CStackInstance * StackLocation::getStack()
  1314. {
  1315. if(!army->hasStackAtSlot(slot))
  1316. {
  1317. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1318. return nullptr;
  1319. }
  1320. return &army->getStack(slot);
  1321. }
  1322. struct ObjectRetriever
  1323. {
  1324. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1325. {
  1326. return h;
  1327. }
  1328. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1329. {
  1330. return s->armyObj;
  1331. }
  1332. };
  1333. template<typename T>
  1334. struct GetBase
  1335. {
  1336. template <typename TArg>
  1337. T * operator()(TArg &arg) const
  1338. {
  1339. return arg;
  1340. }
  1341. };
  1342. void ArtifactLocation::removeArtifact()
  1343. {
  1344. CArtifactInstance *a = getArt();
  1345. assert(a);
  1346. a->removeFrom(*this);
  1347. }
  1348. const CArmedInstance * ArtifactLocation::relatedObj() const
  1349. {
  1350. return std::visit(ObjectRetriever(), artHolder);
  1351. }
  1352. PlayerColor ArtifactLocation::owningPlayer() const
  1353. {
  1354. const auto * obj = relatedObj();
  1355. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1356. }
  1357. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1358. {
  1359. return std::visit(GetBase<CArtifactSet>(), artHolder);
  1360. }
  1361. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1362. {
  1363. return std::visit(GetBase<CBonusSystemNode>(), artHolder);
  1364. }
  1365. const CArtifactInstance *ArtifactLocation::getArt() const
  1366. {
  1367. const auto * s = getSlot();
  1368. if(s)
  1369. return s->getArt();
  1370. else
  1371. return nullptr;
  1372. }
  1373. const CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1374. {
  1375. auto * t = const_cast<ArtifactLocation *>(this);
  1376. return t->getHolderArtSet();
  1377. }
  1378. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1379. {
  1380. auto * t = const_cast<ArtifactLocation *>(this);
  1381. return t->getHolderNode();
  1382. }
  1383. CArtifactInstance *ArtifactLocation::getArt()
  1384. {
  1385. const ArtifactLocation *t = this;
  1386. return const_cast<CArtifactInstance*>(t->getArt());
  1387. }
  1388. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1389. {
  1390. return getHolderArtSet()->getSlot(slot);
  1391. }
  1392. void ChangeStackCount::applyGs(CGameState * gs)
  1393. {
  1394. auto * srcObj = gs->getArmyInstance(army);
  1395. if(!srcObj)
  1396. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1397. if(absoluteValue)
  1398. srcObj->setStackCount(slot, count);
  1399. else
  1400. srcObj->changeStackCount(slot, count);
  1401. }
  1402. void SetStackType::applyGs(CGameState * gs)
  1403. {
  1404. auto * srcObj = gs->getArmyInstance(army);
  1405. if(!srcObj)
  1406. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1407. srcObj->setStackType(slot, type);
  1408. }
  1409. void EraseStack::applyGs(CGameState * gs)
  1410. {
  1411. auto * srcObj = gs->getArmyInstance(army);
  1412. if(!srcObj)
  1413. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1414. srcObj->eraseStack(slot);
  1415. }
  1416. void SwapStacks::applyGs(CGameState * gs)
  1417. {
  1418. auto * srcObj = gs->getArmyInstance(srcArmy);
  1419. if(!srcObj)
  1420. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1421. auto * dstObj = gs->getArmyInstance(dstArmy);
  1422. if(!dstObj)
  1423. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1424. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1425. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1426. srcObj->putStack(srcSlot, s2);
  1427. dstObj->putStack(dstSlot, s1);
  1428. }
  1429. void InsertNewStack::applyGs(CGameState *gs)
  1430. {
  1431. if(auto * obj = gs->getArmyInstance(army))
  1432. obj->putStack(slot, new CStackInstance(type, count));
  1433. else
  1434. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1435. }
  1436. void RebalanceStacks::applyGs(CGameState * gs)
  1437. {
  1438. auto * srcObj = gs->getArmyInstance(srcArmy);
  1439. if(!srcObj)
  1440. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1441. auto * dstObj = gs->getArmyInstance(dstArmy);
  1442. if(!dstObj)
  1443. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1444. StackLocation src(srcObj, srcSlot);
  1445. StackLocation dst(dstObj, dstSlot);
  1446. const CCreature * srcType = src.army->getCreature(src.slot);
  1447. TQuantity srcCount = src.army->getStackCount(src.slot);
  1448. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1449. if(srcCount == count) //moving whole stack
  1450. {
  1451. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1452. if(c) //stack at dest -> merge
  1453. {
  1454. assert(c == srcType);
  1455. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1456. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1457. auto * artHere = alHere.getArt();
  1458. auto * artDest = alDest.getArt();
  1459. if (artHere)
  1460. {
  1461. if (alDest.getArt())
  1462. {
  1463. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1464. auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
  1465. if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
  1466. {
  1467. artDest->move (alDest, ArtifactLocation (hero, dstSlot));
  1468. }
  1469. //else - artifact cna be lost :/
  1470. else
  1471. {
  1472. EraseArtifact ea;
  1473. ea.al = alDest;
  1474. ea.applyGs(gs);
  1475. logNetwork->warn("Cannot move artifact! No free slots");
  1476. }
  1477. artHere->move (alHere, alDest);
  1478. //TODO: choose from dialog
  1479. }
  1480. else //just move to the other slot before stack gets erased
  1481. {
  1482. artHere->move (alHere, alDest);
  1483. }
  1484. }
  1485. if (stackExp)
  1486. {
  1487. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1488. src.army->eraseStack(src.slot);
  1489. dst.army->changeStackCount(dst.slot, count);
  1490. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1491. }
  1492. else
  1493. {
  1494. src.army->eraseStack(src.slot);
  1495. dst.army->changeStackCount(dst.slot, count);
  1496. }
  1497. }
  1498. else //move stack to an empty slot, no exp change needed
  1499. {
  1500. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1501. dst.army->putStack(dst.slot, stackDetached);
  1502. }
  1503. }
  1504. else
  1505. {
  1506. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1507. if(c) //stack at dest -> rebalance
  1508. {
  1509. assert(c == srcType);
  1510. if (stackExp)
  1511. {
  1512. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1513. src.army->changeStackCount(src.slot, -count);
  1514. dst.army->changeStackCount(dst.slot, count);
  1515. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1516. }
  1517. else
  1518. {
  1519. src.army->changeStackCount(src.slot, -count);
  1520. dst.army->changeStackCount(dst.slot, count);
  1521. }
  1522. }
  1523. else //split stack to an empty slot
  1524. {
  1525. src.army->changeStackCount(src.slot, -count);
  1526. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1527. if (stackExp)
  1528. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1529. }
  1530. }
  1531. CBonusSystemNode::treeHasChanged();
  1532. }
  1533. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1534. {
  1535. for(auto & move : moves)
  1536. move.applyGs(gs);
  1537. }
  1538. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1539. {
  1540. for(auto & move : moves)
  1541. move.applyGs(gs);
  1542. for(auto & change : changes)
  1543. change.applyGs(gs);
  1544. }
  1545. void PutArtifact::applyGs(CGameState *gs)
  1546. {
  1547. assert(art->canBePutAt(al));
  1548. // Ensure that artifact has been correctly added via NewArtifact pack
  1549. assert(vstd::contains(gs->map->artInstances, art));
  1550. assert(!art->getParentNodes().empty());
  1551. art->putAt(al);
  1552. }
  1553. void EraseArtifact::applyGs(CGameState *gs)
  1554. {
  1555. const auto * slot = al.getSlot();
  1556. if(slot->locked)
  1557. {
  1558. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1559. DisassembledArtifact dis;
  1560. dis.al.artHolder = al.artHolder;
  1561. auto * aset = al.getHolderArtSet();
  1562. #ifndef NDEBUG
  1563. bool found = false;
  1564. #endif
  1565. for(auto& p : aset->artifactsWorn)
  1566. {
  1567. auto art = p.second.artifact;
  1568. if(art->canBeDisassembled() && art->isPart(slot->artifact))
  1569. {
  1570. dis.al.slot = aset->getArtPos(art);
  1571. #ifndef NDEBUG
  1572. found = true;
  1573. #endif
  1574. break;
  1575. }
  1576. }
  1577. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1578. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1579. dis.applyGs(gs);
  1580. }
  1581. else
  1582. {
  1583. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1584. }
  1585. al.removeArtifact();
  1586. }
  1587. void MoveArtifact::applyGs(CGameState * gs)
  1588. {
  1589. CArtifactInstance * art = src.getArt();
  1590. assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
  1591. art->move(src, dst);
  1592. }
  1593. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1594. {
  1595. enum class EBulkArtsOp
  1596. {
  1597. BULK_MOVE,
  1598. BULK_REMOVE,
  1599. BULK_PUT
  1600. };
  1601. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1602. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1603. {
  1604. int numBackpackArtifactsMoved = 0;
  1605. for(auto & slot : artsPack)
  1606. {
  1607. // When an object gets removed from the backpack, the backpack shrinks
  1608. // so all the following indices will be affected. Thus, we need to update
  1609. // the subsequent artifact slots to account for that
  1610. auto srcPos = slot.srcPos;
  1611. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1612. {
  1613. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1614. }
  1615. const auto * slotInfo = artSet->getSlot(srcPos);
  1616. assert(slotInfo);
  1617. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1618. assert(art);
  1619. switch(operation)
  1620. {
  1621. case EBulkArtsOp::BULK_MOVE:
  1622. const_cast<CArtifactInstance*>(art)->move(
  1623. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1624. break;
  1625. case EBulkArtsOp::BULK_REMOVE:
  1626. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1627. break;
  1628. case EBulkArtsOp::BULK_PUT:
  1629. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1630. break;
  1631. default:
  1632. break;
  1633. }
  1634. if(srcPos >= GameConstants::BACKPACK_START)
  1635. {
  1636. numBackpackArtifactsMoved++;
  1637. }
  1638. }
  1639. };
  1640. if(swap)
  1641. {
  1642. // Swap
  1643. auto * leftSet = getSrcHolderArtSet();
  1644. auto * rightSet = getDstHolderArtSet();
  1645. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1646. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1647. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1648. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1649. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1650. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1651. }
  1652. else
  1653. {
  1654. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1655. }
  1656. }
  1657. void AssembledArtifact::applyGs(CGameState *gs)
  1658. {
  1659. CArtifactSet * artSet = al.getHolderArtSet();
  1660. [[maybe_unused]] const CArtifactInstance *transformedArt = al.getArt();
  1661. assert(transformedArt);
  1662. bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
  1663. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->artType->getId(), combineEquipped), [=](const CArtifact * art)->bool
  1664. {
  1665. return art->getId() == builtArt->getId();
  1666. }));
  1667. auto * combinedArt = new CCombinedArtifactInstance(builtArt);
  1668. gs->map->addNewArtifactInstance(combinedArt);
  1669. // Retrieve all constituents
  1670. for(const CArtifact * constituent : *builtArt->constituents)
  1671. {
  1672. ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
  1673. artSet->getArtBackpackPos(constituent->getId());
  1674. assert(pos >= 0);
  1675. CArtifactInstance * constituentInstance = artSet->getArt(pos);
  1676. //move constituent from hero to be part of new, combined artifact
  1677. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
  1678. if(combineEquipped)
  1679. {
  1680. if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot)
  1681. && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
  1682. al.slot = pos;
  1683. if(al.slot == pos)
  1684. pos = ArtifactPosition::PRE_FIRST;
  1685. }
  1686. else
  1687. {
  1688. al.slot = std::min(al.slot, pos);
  1689. pos = ArtifactPosition::PRE_FIRST;
  1690. }
  1691. combinedArt->addAsConstituent(constituentInstance, pos);
  1692. }
  1693. //put new combined artifacts
  1694. combinedArt->putAt(al);
  1695. }
  1696. void DisassembledArtifact::applyGs(CGameState *gs)
  1697. {
  1698. auto * disassembled = dynamic_cast<CCombinedArtifactInstance *>(al.getArt());
  1699. assert(disassembled);
  1700. std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
  1701. disassembled->removeFrom(al);
  1702. for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
  1703. {
  1704. ArtifactLocation constituentLoc = al;
  1705. constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
  1706. disassembled->detachFrom(*ci.art);
  1707. ci.art->putAt(constituentLoc);
  1708. }
  1709. gs->map->eraseArtifactInstance(disassembled);
  1710. }
  1711. void HeroVisit::applyGs(CGameState *gs)
  1712. {
  1713. }
  1714. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1715. {
  1716. if(id >= 0)
  1717. {
  1718. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1719. {
  1720. bm->artifacts = arts;
  1721. }
  1722. else
  1723. {
  1724. logNetwork->error("Wrong black market id!");
  1725. }
  1726. }
  1727. else
  1728. {
  1729. CGTownInstance::merchantArtifacts = arts;
  1730. }
  1731. }
  1732. void NewTurn::applyGs(CGameState *gs)
  1733. {
  1734. gs->day = day;
  1735. // Update bonuses before doing anything else so hero don't get more MP than needed
  1736. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1737. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1738. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1739. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1740. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1741. {
  1742. CGHeroInstance *hero = gs->getHero(h.id);
  1743. if(!hero)
  1744. {
  1745. // retreated or surrendered hero who has not been reset yet
  1746. for(auto& hp : gs->hpool.heroesPool)
  1747. {
  1748. if(hp.second->id == h.id)
  1749. {
  1750. hero = hp.second;
  1751. break;
  1752. }
  1753. }
  1754. }
  1755. if(!hero)
  1756. {
  1757. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1758. continue;
  1759. }
  1760. hero->movement = h.move;
  1761. hero->mana = h.mana;
  1762. }
  1763. for(const auto & re : res)
  1764. {
  1765. assert(re.first < PlayerColor::PLAYER_LIMIT);
  1766. gs->getPlayerState(re.first)->resources = re.second;
  1767. }
  1768. for(const auto & creatureSet : cres) //set available creatures in towns
  1769. creatureSet.second.applyGs(gs);
  1770. for(CGTownInstance* t : gs->map->towns)
  1771. t->builded = 0;
  1772. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1773. gs->updateRumor();
  1774. //count days without town for all players, regardless of their turn order
  1775. for (auto &p : gs->players)
  1776. {
  1777. PlayerState & playerState = p.second;
  1778. if (playerState.status == EPlayerStatus::INGAME)
  1779. {
  1780. if (playerState.towns.empty())
  1781. {
  1782. if (playerState.daysWithoutCastle)
  1783. ++(*playerState.daysWithoutCastle);
  1784. else
  1785. playerState.daysWithoutCastle = std::make_optional(0);
  1786. }
  1787. else
  1788. {
  1789. playerState.daysWithoutCastle = std::nullopt;
  1790. }
  1791. }
  1792. }
  1793. }
  1794. void SetObjectProperty::applyGs(CGameState * gs) const
  1795. {
  1796. CGObjectInstance *obj = gs->getObjInstance(id);
  1797. if(!obj)
  1798. {
  1799. logNetwork->error("Wrong object ID - property cannot be set!");
  1800. return;
  1801. }
  1802. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1803. if(what == ObjProperty::OWNER && cai)
  1804. {
  1805. if(obj->ID == Obj::TOWN)
  1806. {
  1807. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1808. assert(t);
  1809. if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
  1810. gs->getPlayerState(t->tempOwner)->towns -= t;
  1811. if(val < PlayerColor::PLAYER_LIMIT_I)
  1812. {
  1813. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1814. p->towns.emplace_back(t);
  1815. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1816. if(p->daysWithoutCastle)
  1817. p->daysWithoutCastle = std::nullopt;
  1818. }
  1819. }
  1820. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1821. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1822. obj->setProperty(what,val);
  1823. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1824. }
  1825. else //not an armed instance
  1826. {
  1827. obj->setProperty(what,val);
  1828. }
  1829. }
  1830. void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1831. {
  1832. auto * hero = gs->getHero(heroId);
  1833. assert(hero);
  1834. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1835. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1836. {
  1837. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1838. }
  1839. else
  1840. {
  1841. skills = proposedSkills;
  1842. }
  1843. }
  1844. void HeroLevelUp::applyGs(CGameState * gs) const
  1845. {
  1846. auto * hero = gs->getHero(heroId);
  1847. assert(hero);
  1848. hero->levelUp(skills);
  1849. }
  1850. void CommanderLevelUp::applyGs(CGameState * gs) const
  1851. {
  1852. auto * hero = gs->getHero(heroId);
  1853. assert(hero);
  1854. auto commander = hero->commander;
  1855. assert(commander);
  1856. commander->levelUp();
  1857. }
  1858. void BattleStart::applyGs(CGameState * gs) const
  1859. {
  1860. gs->curB = info;
  1861. gs->curB->localInit();
  1862. }
  1863. void BattleNextRound::applyGs(CGameState * gs) const
  1864. {
  1865. gs->curB->nextRound(round);
  1866. }
  1867. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1868. {
  1869. gs->curB->nextTurn(stack);
  1870. }
  1871. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1872. {
  1873. CStack * st = gs->curB->getStack(stackID);
  1874. assert(st);
  1875. switch(static_cast<BonusType>(effect))
  1876. {
  1877. case BonusType::HP_REGENERATION:
  1878. {
  1879. int64_t toHeal = val;
  1880. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1881. break;
  1882. }
  1883. case BonusType::MANA_DRAIN:
  1884. {
  1885. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1886. st->drainedMana = true;
  1887. h->mana -= val;
  1888. vstd::amax(h->mana, 0);
  1889. break;
  1890. }
  1891. case BonusType::POISON:
  1892. {
  1893. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON)
  1894. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1895. if (b)
  1896. b->val = val;
  1897. break;
  1898. }
  1899. case BonusType::ENCHANTER:
  1900. case BonusType::MORALE:
  1901. break;
  1902. case BonusType::FEAR:
  1903. st->fear = true;
  1904. break;
  1905. default:
  1906. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1907. }
  1908. }
  1909. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1910. {
  1911. if(gs->curB)
  1912. gs->curB->si.gateState = state;
  1913. }
  1914. void BattleResultAccepted::applyGs(CGameState * gs) const
  1915. {
  1916. for(auto * h : {hero1, hero2})
  1917. {
  1918. if(h)
  1919. {
  1920. h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
  1921. if (h->commander && h->commander->alive)
  1922. {
  1923. for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
  1924. {
  1925. art.second.artifact->artType->levelUpArtifact (art.second.artifact);
  1926. }
  1927. }
  1928. }
  1929. }
  1930. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1931. {
  1932. for(int i = 0; i < 2; i++)
  1933. {
  1934. if(exp[i])
  1935. {
  1936. if(auto * army = (i == 0 ? army1 : army2))
  1937. army->giveStackExp(exp[i]);
  1938. }
  1939. }
  1940. CBonusSystemNode::treeHasChanged();
  1941. }
  1942. gs->curB.dellNull();
  1943. }
  1944. void BattleLogMessage::applyGs(CGameState *gs)
  1945. {
  1946. //nothing
  1947. }
  1948. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1949. {
  1950. //nothing
  1951. }
  1952. void BattleStackMoved::applyGs(CGameState *gs)
  1953. {
  1954. applyBattle(gs->curB);
  1955. }
  1956. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1957. {
  1958. battleState->moveUnit(stack, tilesToMove.back());
  1959. }
  1960. void BattleStackAttacked::applyGs(CGameState * gs)
  1961. {
  1962. applyBattle(gs->curB);
  1963. }
  1964. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1965. {
  1966. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1967. }
  1968. void BattleAttack::applyGs(CGameState * gs)
  1969. {
  1970. CStack * attacker = gs->curB->getStack(stackAttacking);
  1971. assert(attacker);
  1972. attackerChanges.applyGs(gs);
  1973. for(BattleStackAttacked & stackAttacked : bsa)
  1974. stackAttacked.applyGs(gs);
  1975. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1976. }
  1977. void StartAction::applyGs(CGameState *gs)
  1978. {
  1979. CStack *st = gs->curB->getStack(ba.stackNumber);
  1980. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1981. {
  1982. gs->curB->tacticDistance = 0;
  1983. return;
  1984. }
  1985. if(gs->curB->tacticDistance)
  1986. {
  1987. // moves in tactics phase do not affect creature status
  1988. // (tactics stack queue is managed by client)
  1989. return;
  1990. }
  1991. if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
  1992. {
  1993. assert(st);
  1994. }
  1995. else
  1996. {
  1997. gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);
  1998. }
  1999. switch(ba.actionType)
  2000. {
  2001. case EActionType::DEFEND:
  2002. st->waiting = false;
  2003. st->defending = true;
  2004. st->defendingAnim = true;
  2005. break;
  2006. case EActionType::WAIT:
  2007. st->defendingAnim = false;
  2008. st->waiting = true;
  2009. st->waitedThisTurn = true;
  2010. break;
  2011. case EActionType::HERO_SPELL: //no change in current stack state
  2012. break;
  2013. default: //any active stack action - attack, catapult, heal, spell...
  2014. st->waiting = false;
  2015. st->defendingAnim = false;
  2016. st->movedThisRound = true;
  2017. break;
  2018. }
  2019. }
  2020. void BattleSpellCast::applyGs(CGameState * gs) const
  2021. {
  2022. assert(gs->curB);
  2023. if(castByHero)
  2024. {
  2025. if(side < 2)
  2026. {
  2027. gs->curB->sides[side].castSpellsCount++;
  2028. }
  2029. }
  2030. }
  2031. void SetStackEffect::applyGs(CGameState *gs)
  2032. {
  2033. applyBattle(gs->curB);
  2034. }
  2035. void SetStackEffect::applyBattle(IBattleState * battleState)
  2036. {
  2037. for(const auto & stackData : toRemove)
  2038. battleState->removeUnitBonus(stackData.first, stackData.second);
  2039. for(const auto & stackData : toUpdate)
  2040. battleState->updateUnitBonus(stackData.first, stackData.second);
  2041. for(const auto & stackData : toAdd)
  2042. battleState->addUnitBonus(stackData.first, stackData.second);
  2043. }
  2044. void StacksInjured::applyGs(CGameState *gs)
  2045. {
  2046. applyBattle(gs->curB);
  2047. }
  2048. void StacksInjured::applyBattle(IBattleState * battleState)
  2049. {
  2050. for(BattleStackAttacked stackAttacked : stacks)
  2051. stackAttacked.applyBattle(battleState);
  2052. }
  2053. void BattleUnitsChanged::applyGs(CGameState *gs)
  2054. {
  2055. applyBattle(gs->curB);
  2056. }
  2057. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2058. {
  2059. for(auto & elem : changedStacks)
  2060. {
  2061. switch(elem.operation)
  2062. {
  2063. case BattleChanges::EOperation::RESET_STATE:
  2064. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2065. break;
  2066. case BattleChanges::EOperation::REMOVE:
  2067. battleState->removeUnit(elem.id);
  2068. break;
  2069. case BattleChanges::EOperation::ADD:
  2070. battleState->addUnit(elem.id, elem.data);
  2071. break;
  2072. case BattleChanges::EOperation::UPDATE:
  2073. battleState->updateUnit(elem.id, elem.data);
  2074. break;
  2075. default:
  2076. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2077. break;
  2078. }
  2079. }
  2080. }
  2081. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2082. {
  2083. if(gs->curB)
  2084. applyBattle(gs->curB);
  2085. }
  2086. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2087. {
  2088. for(const auto & change : changes)
  2089. {
  2090. switch(change.operation)
  2091. {
  2092. case BattleChanges::EOperation::REMOVE:
  2093. battleState->removeObstacle(change.id);
  2094. break;
  2095. case BattleChanges::EOperation::ADD:
  2096. battleState->addObstacle(change);
  2097. break;
  2098. case BattleChanges::EOperation::UPDATE:
  2099. battleState->updateObstacle(change);
  2100. break;
  2101. default:
  2102. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2103. break;
  2104. }
  2105. }
  2106. }
  2107. CatapultAttack::CatapultAttack() = default;
  2108. CatapultAttack::~CatapultAttack() = default;
  2109. void CatapultAttack::applyGs(CGameState * gs)
  2110. {
  2111. if(gs->curB)
  2112. applyBattle(gs->curB);
  2113. }
  2114. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2115. {
  2116. visitor.visitCatapultAttack(*this);
  2117. }
  2118. void CatapultAttack::applyBattle(IBattleState * battleState)
  2119. {
  2120. const auto * town = battleState->getDefendedTown();
  2121. if(!town)
  2122. return;
  2123. if(town->fortLevel() == CGTownInstance::NONE)
  2124. return;
  2125. for(const auto & part : attackedParts)
  2126. {
  2127. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2128. battleState->setWallState(part.attackedPart, newWallState);
  2129. }
  2130. }
  2131. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2132. {
  2133. CStack * stack = gs->curB->getStack(stackID);
  2134. switch(which)
  2135. {
  2136. case CASTS:
  2137. {
  2138. if(absolute)
  2139. logNetwork->error("Can not change casts in absolute mode");
  2140. else
  2141. stack->casts.use(-val);
  2142. break;
  2143. }
  2144. case ENCHANTER_COUNTER:
  2145. {
  2146. auto & counter = gs->curB->sides[gs->curB->whatSide(stack->unitOwner())].enchanterCounter;
  2147. if(absolute)
  2148. counter = val;
  2149. else
  2150. counter += val;
  2151. vstd::amax(counter, 0);
  2152. break;
  2153. }
  2154. case UNBIND:
  2155. {
  2156. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2157. break;
  2158. }
  2159. case CLONED:
  2160. {
  2161. stack->cloned = true;
  2162. break;
  2163. }
  2164. case HAS_CLONE:
  2165. {
  2166. stack->cloneID = val;
  2167. break;
  2168. }
  2169. }
  2170. }
  2171. void PlayerCheated::applyGs(CGameState * gs) const
  2172. {
  2173. if(!player.isValidPlayer())
  2174. return;
  2175. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2176. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2177. }
  2178. void YourTurn::applyGs(CGameState * gs) const
  2179. {
  2180. gs->currentPlayer = player;
  2181. auto & playerState = gs->players[player];
  2182. playerState.daysWithoutCastle = daysWithoutCastle;
  2183. }
  2184. Component::Component(const CStackBasicDescriptor & stack)
  2185. : id(EComponentType::CREATURE)
  2186. , subtype(stack.type->getId())
  2187. , val(stack.count)
  2188. {
  2189. }
  2190. void EntitiesChanged::applyGs(CGameState * gs)
  2191. {
  2192. for(const auto & change : changes)
  2193. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2194. }
  2195. const CArtifactInstance * ArtSlotInfo::getArt() const
  2196. {
  2197. if(locked)
  2198. {
  2199. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2200. return nullptr;
  2201. }
  2202. return artifact;
  2203. }
  2204. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  2205. {
  2206. return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
  2207. }
  2208. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  2209. {
  2210. return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
  2211. }
  2212. VCMI_LIB_NAMESPACE_END