NetPacksLib.cpp 44 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "NetPacks.h"
  12. #include "CGeneralTextHandler.h"
  13. #include "mapObjects/CObjectClassesHandler.h"
  14. #include "CArtHandler.h"
  15. #include "CHeroHandler.h"
  16. #include "mapObjects/CObjectHandler.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. VCMI_LIB_NAMESPACE_BEGIN
  30. DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
  31. {
  32. assert(player < PlayerColor::PLAYER_LIMIT);
  33. if(abs)
  34. gs->getPlayerState(player)->resources = res;
  35. else
  36. gs->getPlayerState(player)->resources += res;
  37. //just ensure that player resources are not negative
  38. //server is responsible to check if player can afford deal
  39. //but events on server side are allowed to take more than player have
  40. gs->getPlayerState(player)->resources.positive();
  41. }
  42. DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
  43. {
  44. CGHeroInstance * hero = gs->getHero(id);
  45. assert(hero);
  46. hero->setPrimarySkill(which, val, abs);
  47. }
  48. DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs)
  49. {
  50. CGHeroInstance *hero = gs->getHero(id);
  51. hero->setSecSkillLevel(which, val, abs);
  52. }
  53. DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
  54. {
  55. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  56. assert (commander);
  57. switch (which)
  58. {
  59. case BONUS:
  60. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  61. break;
  62. case SPECIAL_SKILL:
  63. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  64. commander->specialSKills.insert (additionalInfo);
  65. break;
  66. case SECONDARY_SKILL:
  67. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  68. break;
  69. case ALIVE:
  70. if (amount)
  71. commander->setAlive(true);
  72. else
  73. commander->setAlive(false);
  74. break;
  75. case EXPERIENCE:
  76. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  77. break;
  78. }
  79. }
  80. DLL_LINKAGE void AddQuest::applyGs(CGameState *gs)
  81. {
  82. assert (vstd::contains(gs->players, player));
  83. auto vec = &gs->players[player].quests;
  84. if (!vstd::contains(*vec, quest))
  85. vec->push_back (quest);
  86. else
  87. logNetwork->warn("Warning! Attempt to add duplicated quest");
  88. }
  89. DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs)
  90. {
  91. VLC->arth->minors = minors;
  92. VLC->arth->majors = majors;
  93. VLC->arth->treasures = treasures;
  94. VLC->arth->relics = relics;
  95. }
  96. DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState *gs)
  97. {
  98. gs->map->events = events;
  99. }
  100. DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState *gs)
  101. {
  102. auto t = gs->getTown(town);
  103. t->events = events;
  104. }
  105. DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs)
  106. {
  107. gs->getHero(hid)->setFormation(formation);
  108. }
  109. DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs)
  110. {
  111. CGHeroInstance *h = gs->getHero(hid);
  112. CGTownInstance *t = gs->getTown(tid);
  113. assert(h);
  114. assert(t);
  115. if(start())
  116. t->setVisitingHero(h);
  117. else
  118. t->setVisitingHero(nullptr);
  119. }
  120. DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
  121. {
  122. CGHeroInstance *hero = gs->getHero(hid);
  123. if(learn)
  124. for(auto sid : spells)
  125. hero->addSpellToSpellbook(sid);
  126. else
  127. for(auto sid : spells)
  128. hero->removeSpellFromSpellbook(sid);
  129. }
  130. DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
  131. {
  132. CGHeroInstance * hero = gs->getHero(hid);
  133. assert(hero);
  134. if(absolute)
  135. hero->mana = val;
  136. else
  137. hero->mana += val;
  138. vstd::amax(hero->mana, 0); //not less than 0
  139. }
  140. DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
  141. {
  142. CGHeroInstance *hero = gs->getHero(hid);
  143. assert(hero);
  144. if(absolute)
  145. hero->movement = val;
  146. else
  147. hero->movement += val;
  148. vstd::amax(hero->movement, 0); //not less than 0
  149. }
  150. DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
  151. {
  152. TeamState * team = gs->getPlayerTeam(player);
  153. auto fogOfWarMap = team->fogOfWarMap;
  154. for(int3 t : tiles)
  155. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  156. if (mode == 0) //do not hide too much
  157. {
  158. std::unordered_set<int3, ShashInt3> tilesRevealed;
  159. for (auto & elem : gs->map->objects)
  160. {
  161. const CGObjectInstance *o = elem;
  162. if (o)
  163. {
  164. switch(o->ID)
  165. {
  166. case Obj::HERO:
  167. case Obj::MINE:
  168. case Obj::TOWN:
  169. case Obj::ABANDONED_MINE:
  170. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  171. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  172. break;
  173. }
  174. }
  175. }
  176. for(int3 t : tilesRevealed) //probably not the most optimal solution ever
  177. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  178. }
  179. }
  180. DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
  181. {
  182. PlayerState *p = gs->getPlayerState(player);
  183. p->availableHeroes.clear();
  184. for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
  185. {
  186. CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
  187. if(h && army[i])
  188. h->setToArmy(army[i]);
  189. p->availableHeroes.push_back(h);
  190. }
  191. }
  192. DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
  193. {
  194. CBonusSystemNode *cbsn = nullptr;
  195. switch(who)
  196. {
  197. case HERO:
  198. cbsn = gs->getHero(ObjectInstanceID(id));
  199. break;
  200. case PLAYER:
  201. cbsn = gs->getPlayerState(PlayerColor(id));
  202. break;
  203. case TOWN:
  204. cbsn = gs->getTown(ObjectInstanceID(id));
  205. break;
  206. }
  207. assert(cbsn);
  208. if(Bonus::OneWeek(&bonus))
  209. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  210. auto b = std::make_shared<Bonus>(bonus);
  211. cbsn->addNewBonus(b);
  212. std::string &descr = b->description;
  213. if(!bdescr.message.size()
  214. && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
  215. {
  216. if (bonus.source == Bonus::OBJECT)
  217. {
  218. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  219. }
  220. else if(bonus.source == Bonus::TOWN_STRUCTURE)
  221. {
  222. descr = bonus.description;
  223. return;
  224. }
  225. else
  226. {
  227. bdescr.toString(descr);
  228. }
  229. }
  230. else
  231. {
  232. bdescr.toString(descr);
  233. }
  234. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  235. boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
  236. boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
  237. }
  238. DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
  239. {
  240. CGObjectInstance *obj = gs->getObjInstance(objid);
  241. if(!obj)
  242. {
  243. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  244. return;
  245. }
  246. gs->map->removeBlockVisTiles(obj);
  247. obj->pos = nPos;
  248. gs->map->addBlockVisTiles(obj);
  249. }
  250. DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
  251. {
  252. switch (mode) {
  253. case VISITOR_ADD:
  254. gs->getHero(hero)->visitedObjects.insert(object);
  255. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  256. break;
  257. case VISITOR_ADD_TEAM:
  258. {
  259. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  260. for (auto & color : ts->players)
  261. {
  262. gs->getPlayerState(color)->visitedObjects.insert(object);
  263. }
  264. }
  265. break;
  266. case VISITOR_CLEAR:
  267. for (CGHeroInstance * hero : gs->map->allHeroes)
  268. {
  269. if (hero)
  270. {
  271. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  272. }
  273. }
  274. for(auto &elem : gs->players)
  275. {
  276. elem.second.visitedObjects.erase(object);
  277. }
  278. break;
  279. case VISITOR_REMOVE:
  280. gs->getHero(hero)->visitedObjects.erase(object);
  281. break;
  282. }
  283. }
  284. DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
  285. {
  286. PlayerState *p = gs->getPlayerState(player);
  287. if(victoryLossCheckResult.victory())
  288. {
  289. p->status = EPlayerStatus::WINNER;
  290. // TODO: Campaign-specific code might as well go somewhere else
  291. if(p->human && gs->scenarioOps->campState)
  292. {
  293. std::vector<CGHeroInstance *> crossoverHeroes;
  294. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  295. {
  296. if (hero->tempOwner == player)
  297. {
  298. // keep all heroes from the winning player
  299. crossoverHeroes.push_back(hero);
  300. }
  301. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  302. {
  303. // keep hero whether lost or won (like Xeron in AB campaign)
  304. crossoverHeroes.push_back(hero);
  305. }
  306. }
  307. // keep lost heroes which are in heroes pool
  308. for (auto & heroPair : gs->hpool.heroesPool)
  309. {
  310. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  311. {
  312. crossoverHeroes.push_back(heroPair.second.get());
  313. }
  314. }
  315. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  316. }
  317. }
  318. else
  319. {
  320. p->status = EPlayerStatus::LOSER;
  321. }
  322. }
  323. DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
  324. {
  325. CBonusSystemNode *node;
  326. if (who == HERO)
  327. node = gs->getHero(ObjectInstanceID(whoID));
  328. else
  329. node = gs->getPlayerState(PlayerColor(whoID));
  330. BonusList &bonuses = node->getExportedBonusList();
  331. for (int i = 0; i < bonuses.size(); i++)
  332. {
  333. auto b = bonuses[i];
  334. if(b->source == source && b->sid == id)
  335. {
  336. bonus = *b; //backup bonus (to show to interfaces later)
  337. node->removeBonus(b);
  338. break;
  339. }
  340. }
  341. }
  342. DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
  343. {
  344. CGObjectInstance *obj = gs->getObjInstance(id);
  345. logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
  346. //unblock tiles
  347. gs->map->removeBlockVisTiles(obj);
  348. if(obj->ID == Obj::HERO) //remove beaten hero
  349. {
  350. CGHeroInstance * beatenHero = static_cast<CGHeroInstance*>(obj);
  351. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  352. gs->map->heroesOnMap -= beatenHero;
  353. p->heroes -= beatenHero;
  354. beatenHero->detachFrom(beatenHero->whereShouldBeAttachedOnSiege(gs));
  355. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  356. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  357. {
  358. return asi.artifact->artType->id == ArtifactID::GRAIL;
  359. });
  360. if(beatenHero->visitedTown)
  361. {
  362. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  363. beatenHero->visitedTown->garrisonHero = nullptr;
  364. else
  365. beatenHero->visitedTown->visitingHero = nullptr;
  366. beatenHero->visitedTown = nullptr;
  367. beatenHero->inTownGarrison = false;
  368. }
  369. //return hero to the pool, so he may reappear in tavern
  370. gs->hpool.heroesPool[beatenHero->subID] = beatenHero;
  371. if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID))
  372. gs->hpool.pavailable[beatenHero->subID] = 0xff;
  373. gs->map->objects[id.getNum()] = nullptr;
  374. //If hero on Boat is removed, the Boat disappears
  375. if(beatenHero->boat)
  376. {
  377. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  378. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  379. beatenHero->boat = nullptr;
  380. }
  381. return;
  382. }
  383. auto quest = dynamic_cast<const IQuestObject *>(obj);
  384. if (quest)
  385. {
  386. gs->map->quests[quest->quest->qid] = nullptr;
  387. for (auto &player : gs->players)
  388. {
  389. for (auto &q : player.second.quests)
  390. {
  391. if (q.obj == obj)
  392. {
  393. q.obj = nullptr;
  394. }
  395. }
  396. }
  397. }
  398. for (TriggeredEvent & event : gs->map->triggeredEvents)
  399. {
  400. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  401. {
  402. if (cond.object == obj)
  403. {
  404. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  405. {
  406. cond.condition = EventCondition::CONST_VALUE;
  407. cond.value = 1; // destroyed object, from now on always fulfilled
  408. }
  409. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  410. {
  411. cond.condition = EventCondition::CONST_VALUE;
  412. cond.value = 0; // destroyed object, from now on can not be fulfilled
  413. }
  414. }
  415. return cond;
  416. };
  417. event.trigger = event.trigger.morph(patcher);
  418. }
  419. gs->map->instanceNames.erase(obj->instanceName);
  420. gs->map->objects[id.getNum()].dellNull();
  421. gs->map->calculateGuardingGreaturePositions();
  422. }
  423. static int getDir(int3 src, int3 dst)
  424. {
  425. int ret = -1;
  426. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  427. {
  428. ret = 1;
  429. }
  430. else if(dst.x == src.x && dst.y+1 == src.y) //t
  431. {
  432. ret = 2;
  433. }
  434. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  435. {
  436. ret = 3;
  437. }
  438. else if(dst.x-1 == src.x && dst.y == src.y) //r
  439. {
  440. ret = 4;
  441. }
  442. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  443. {
  444. ret = 5;
  445. }
  446. else if(dst.x == src.x && dst.y-1 == src.y) //b
  447. {
  448. ret = 6;
  449. }
  450. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  451. {
  452. ret = 7;
  453. }
  454. else if(dst.x+1 == src.x && dst.y == src.y) //l
  455. {
  456. ret = 8;
  457. }
  458. return ret;
  459. }
  460. void TryMoveHero::applyGs(CGameState *gs)
  461. {
  462. CGHeroInstance *h = gs->getHero(id);
  463. if (!h)
  464. {
  465. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  466. return;
  467. }
  468. h->movement = movePoints;
  469. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  470. {
  471. auto dir = getDir(start,end);
  472. if(dir > 0 && dir <= 8)
  473. h->moveDir = dir;
  474. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  475. }
  476. if(result == EMBARK) //hero enters boat at destination tile
  477. {
  478. const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
  479. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  480. CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
  481. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  482. h->boat = boat;
  483. boat->hero = h;
  484. }
  485. else if(result == DISEMBARK) //hero leaves boat to destination tile
  486. {
  487. CGBoat *b = const_cast<CGBoat *>(h->boat);
  488. b->direction = h->moveDir;
  489. b->pos = start;
  490. b->hero = nullptr;
  491. gs->map->addBlockVisTiles(b);
  492. h->boat = nullptr;
  493. }
  494. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  495. {
  496. gs->map->removeBlockVisTiles(h);
  497. h->pos = end;
  498. if(CGBoat *b = const_cast<CGBoat *>(h->boat))
  499. b->pos = end;
  500. gs->map->addBlockVisTiles(h);
  501. }
  502. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  503. for(int3 t : fowRevealed)
  504. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  505. }
  506. DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
  507. {
  508. CGTownInstance *t = gs->getTown(tid);
  509. for(const auto & id : bid)
  510. {
  511. assert(t->town->buildings.at(id) != nullptr);
  512. t->builtBuildings.insert(id);
  513. t->updateAppearance();
  514. auto currentBuilding = t->town->buildings.at(id);
  515. if(currentBuilding->overrideBids.empty())
  516. continue;
  517. for(auto overrideBid : currentBuilding->overrideBids)
  518. {
  519. t->overriddenBuildings.insert(overrideBid);
  520. t->deleteTownBonus(overrideBid);
  521. }
  522. }
  523. t->builded = builded;
  524. t->recreateBuildingsBonuses();
  525. }
  526. DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
  527. {
  528. CGTownInstance *t = gs->getTown(tid);
  529. for(const auto & id : bid)
  530. {
  531. t->builtBuildings.erase(id);
  532. t->updateAppearance();
  533. }
  534. t->destroyed = destroyed; //yeaha
  535. t->recreateBuildingsBonuses();
  536. }
  537. DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs)
  538. {
  539. CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
  540. assert(dw);
  541. dw->creatures = creatures;
  542. }
  543. DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
  544. {
  545. CGTownInstance *t = gs->getTown(tid);
  546. CGHeroInstance *v = gs->getHero(visiting),
  547. *g = gs->getHero(garrison);
  548. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  549. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  550. if(newVisitorComesFromGarrison)
  551. t->setGarrisonedHero(nullptr);
  552. if(newGarrisonComesFromVisiting)
  553. t->setVisitingHero(nullptr);
  554. if(!newGarrisonComesFromVisiting || v)
  555. t->setVisitingHero(v);
  556. if(!newVisitorComesFromGarrison || g)
  557. t->setGarrisonedHero(g);
  558. if(v)
  559. {
  560. gs->map->addBlockVisTiles(v);
  561. }
  562. if(g)
  563. {
  564. gs->map->removeBlockVisTiles(g);
  565. }
  566. }
  567. DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
  568. {
  569. assert(vstd::contains(gs->hpool.heroesPool, hid));
  570. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  571. CGTownInstance *t = gs->getTown(tid);
  572. PlayerState *p = gs->getPlayerState(player);
  573. assert(!h->boat);
  574. h->setOwner(player);
  575. h->pos = tile;
  576. bool fresh = !h->isInitialized();
  577. if(fresh)
  578. { // this is a fresh hero who hasn't appeared yet
  579. h->movement = h->maxMovePoints(true);
  580. }
  581. gs->hpool.heroesPool.erase(hid);
  582. if(h->id == ObjectInstanceID())
  583. {
  584. h->id = ObjectInstanceID((si32)gs->map->objects.size());
  585. gs->map->objects.push_back(h);
  586. }
  587. else
  588. gs->map->objects[h->id.getNum()] = h;
  589. gs->map->heroesOnMap.push_back(h);
  590. p->heroes.push_back(h);
  591. h->attachTo(p);
  592. if(fresh)
  593. {
  594. h->initObj(gs->getRandomGenerator());
  595. }
  596. gs->map->addBlockVisTiles(h);
  597. if(t)
  598. {
  599. t->setVisitingHero(h);
  600. }
  601. }
  602. DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
  603. {
  604. CGHeroInstance *h = gs->getHero(id);
  605. //bonus system
  606. h->detachFrom(&gs->globalEffects);
  607. h->attachTo(gs->getPlayerState(player));
  608. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  609. gs->map->removeBlockVisTiles(h,true);
  610. h->setOwner(player);
  611. h->movement = h->maxMovePoints(true);
  612. gs->map->heroesOnMap.push_back(h);
  613. gs->getPlayerState(h->getOwner())->heroes.push_back(h);
  614. gs->map->addBlockVisTiles(h);
  615. h->inTownGarrison = false;
  616. }
  617. DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
  618. {
  619. TerrainId terrainType = Terrain::BORDER;
  620. if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not
  621. {
  622. CGObjectInstance testObject = CGObjectInstance();
  623. testObject.pos = pos;
  624. testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(Terrain::WATER).front();
  625. const int3 previousXAxisTile = int3(pos.x - 1, pos.y, pos.z);
  626. assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile));
  627. UNUSED(previousXAxisTile);
  628. }
  629. else
  630. {
  631. const TerrainTile & t = gs->map->getTile(pos);
  632. terrainType = t.terType->id;
  633. }
  634. CGObjectInstance *o = nullptr;
  635. switch(ID)
  636. {
  637. case Obj::BOAT:
  638. o = new CGBoat();
  639. terrainType = Terrain::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
  640. break;
  641. case Obj::MONSTER: //probably more options will be needed
  642. o = new CGCreature();
  643. {
  644. //CStackInstance hlp;
  645. CGCreature *cre = static_cast<CGCreature*>(o);
  646. //cre->slots[0] = hlp;
  647. cre->notGrowingTeam = cre->neverFlees = 0;
  648. cre->character = 2;
  649. cre->gainedArtifact = ArtifactID::NONE;
  650. cre->identifier = -1;
  651. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  652. }
  653. break;
  654. default:
  655. o = new CGObjectInstance();
  656. break;
  657. }
  658. o->ID = ID;
  659. o->subID = subID;
  660. o->pos = pos;
  661. o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
  662. id = o->id = ObjectInstanceID((si32)gs->map->objects.size());
  663. gs->map->objects.push_back(o);
  664. gs->map->addBlockVisTiles(o);
  665. o->initObj(gs->getRandomGenerator());
  666. gs->map->calculateGuardingGreaturePositions();
  667. logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
  668. }
  669. DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
  670. {
  671. assert(!vstd::contains(gs->map->artInstances, art));
  672. gs->map->addNewArtifactInstance(art);
  673. assert(!art->getParentNodes().size());
  674. art->setType(art->artType);
  675. if (CCombinedArtifactInstance* cart = dynamic_cast<CCombinedArtifactInstance*>(art.get()))
  676. cart->createConstituents();
  677. }
  678. DLL_LINKAGE const CStackInstance * StackLocation::getStack()
  679. {
  680. if(!army->hasStackAtSlot(slot))
  681. {
  682. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  683. return nullptr;
  684. }
  685. return &army->getStack(slot);
  686. }
  687. struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
  688. {
  689. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  690. {
  691. return h;
  692. }
  693. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  694. {
  695. return s->armyObj;
  696. }
  697. };
  698. template <typename T>
  699. struct GetBase : boost::static_visitor<T*>
  700. {
  701. template <typename TArg>
  702. T * operator()(TArg &arg) const
  703. {
  704. return arg;
  705. }
  706. };
  707. DLL_LINKAGE void ArtifactLocation::removeArtifact()
  708. {
  709. CArtifactInstance *a = getArt();
  710. assert(a);
  711. a->removeFrom(*this);
  712. }
  713. DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
  714. {
  715. return boost::apply_visitor(ObjectRetriever(), artHolder);
  716. }
  717. DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const
  718. {
  719. auto obj = relatedObj();
  720. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  721. }
  722. DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet()
  723. {
  724. return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
  725. }
  726. DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
  727. {
  728. return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);
  729. }
  730. DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
  731. {
  732. const ArtSlotInfo *s = getSlot();
  733. if(s && s->artifact)
  734. {
  735. if(!s->locked)
  736. return s->artifact;
  737. else
  738. {
  739. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  740. return nullptr;
  741. }
  742. }
  743. return nullptr;
  744. }
  745. DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
  746. {
  747. ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
  748. return t->getHolderArtSet();
  749. }
  750. DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  751. {
  752. ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
  753. return t->getHolderNode();
  754. }
  755. DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt()
  756. {
  757. const ArtifactLocation *t = this;
  758. return const_cast<CArtifactInstance*>(t->getArt());
  759. }
  760. DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
  761. {
  762. return getHolderArtSet()->getSlot(slot);
  763. }
  764. DLL_LINKAGE void ChangeStackCount::applyGs(CGameState * gs)
  765. {
  766. auto srcObj = gs->getArmyInstance(army);
  767. if(!srcObj)
  768. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  769. if(absoluteValue)
  770. srcObj->setStackCount(slot, count);
  771. else
  772. srcObj->changeStackCount(slot, count);
  773. }
  774. DLL_LINKAGE void SetStackType::applyGs(CGameState * gs)
  775. {
  776. auto srcObj = gs->getArmyInstance(army);
  777. if(!srcObj)
  778. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  779. srcObj->setStackType(slot, type);
  780. }
  781. DLL_LINKAGE void EraseStack::applyGs(CGameState * gs)
  782. {
  783. auto srcObj = gs->getArmyInstance(army);
  784. if(!srcObj)
  785. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  786. srcObj->eraseStack(slot);
  787. }
  788. DLL_LINKAGE void SwapStacks::applyGs(CGameState * gs)
  789. {
  790. auto srcObj = gs->getArmyInstance(srcArmy);
  791. if(!srcObj)
  792. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  793. auto dstObj = gs->getArmyInstance(dstArmy);
  794. if(!dstObj)
  795. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  796. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  797. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  798. srcObj->putStack(srcSlot, s2);
  799. dstObj->putStack(dstSlot, s1);
  800. }
  801. DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
  802. {
  803. if(auto obj = gs->getArmyInstance(army))
  804. obj->putStack(slot, new CStackInstance(type, count));
  805. else
  806. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  807. }
  808. DLL_LINKAGE void RebalanceStacks::applyGs(CGameState * gs)
  809. {
  810. auto srcObj = gs->getArmyInstance(srcArmy);
  811. if(!srcObj)
  812. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  813. auto dstObj = gs->getArmyInstance(dstArmy);
  814. if(!dstObj)
  815. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  816. StackLocation src(srcObj, srcSlot);
  817. StackLocation dst(dstObj, dstSlot);
  818. const CCreature * srcType = src.army->getCreature(src.slot);
  819. TQuantity srcCount = src.army->getStackCount(src.slot);
  820. bool stackExp = VLC->modh->modules.STACK_EXP;
  821. if(srcCount == count) //moving whole stack
  822. {
  823. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
  824. {
  825. assert(c == srcType);
  826. UNUSED(c);
  827. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  828. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  829. auto artHere = alHere.getArt();
  830. auto artDest = alDest.getArt();
  831. if (artHere)
  832. {
  833. if (alDest.getArt())
  834. {
  835. auto hero = dynamic_cast <CGHeroInstance *>(src.army.get());
  836. if (hero)
  837. {
  838. artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));
  839. }
  840. //else - artifact cna be lost :/
  841. else
  842. {
  843. logNetwork->warn("Artifact is present at destination slot!");
  844. }
  845. artHere->move (alHere, alDest);
  846. //TODO: choose from dialog
  847. }
  848. else //just move to the other slot before stack gets erased
  849. {
  850. artHere->move (alHere, alDest);
  851. }
  852. }
  853. if (stackExp)
  854. {
  855. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  856. src.army->eraseStack(src.slot);
  857. dst.army->changeStackCount(dst.slot, count);
  858. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  859. }
  860. else
  861. {
  862. src.army->eraseStack(src.slot);
  863. dst.army->changeStackCount(dst.slot, count);
  864. }
  865. }
  866. else //move stack to an empty slot, no exp change needed
  867. {
  868. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  869. dst.army->putStack(dst.slot, stackDetached);
  870. }
  871. }
  872. else
  873. {
  874. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
  875. {
  876. assert(c == srcType);
  877. UNUSED(c);
  878. if (stackExp)
  879. {
  880. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  881. src.army->changeStackCount(src.slot, -count);
  882. dst.army->changeStackCount(dst.slot, count);
  883. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  884. }
  885. else
  886. {
  887. src.army->changeStackCount(src.slot, -count);
  888. dst.army->changeStackCount(dst.slot, count);
  889. }
  890. }
  891. else //split stack to an empty slot
  892. {
  893. src.army->changeStackCount(src.slot, -count);
  894. dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
  895. if (stackExp)
  896. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  897. }
  898. }
  899. CBonusSystemNode::treeHasChanged();
  900. }
  901. DLL_LINKAGE void BulkRebalanceStacks::applyGs(CGameState * gs)
  902. {
  903. for(auto & move : moves)
  904. move.applyGs(gs);
  905. }
  906. DLL_LINKAGE void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  907. {
  908. for(auto & move : moves)
  909. move.applyGs(gs);
  910. for(auto & change : changes)
  911. change.applyGs(gs);
  912. }
  913. DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
  914. {
  915. assert(art->canBePutAt(al));
  916. art->putAt(al);
  917. //al.hero->putArtifact(al.slot, art);
  918. }
  919. DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
  920. {
  921. auto slot = al.getSlot();
  922. if(slot->locked)
  923. {
  924. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getName());
  925. DisassembledArtifact dis;
  926. dis.al.artHolder = al.artHolder;
  927. auto aset = al.getHolderArtSet();
  928. #ifndef NDEBUG
  929. bool found = false;
  930. #endif
  931. for(auto& p : aset->artifactsWorn)
  932. {
  933. auto art = p.second.artifact;
  934. if(art->canBeDisassembled() && art->isPart(slot->artifact))
  935. {
  936. dis.al.slot = aset->getArtPos(art);
  937. #ifndef NDEBUG
  938. found = true;
  939. #endif
  940. break;
  941. }
  942. }
  943. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  944. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getName());
  945. dis.applyGs(gs);
  946. }
  947. else
  948. {
  949. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getName());
  950. }
  951. al.removeArtifact();
  952. }
  953. DLL_LINKAGE void MoveArtifact::applyGs(CGameState *gs)
  954. {
  955. CArtifactInstance *a = src.getArt();
  956. if(dst.slot < GameConstants::BACKPACK_START)
  957. assert(!dst.getArt());
  958. a->move(src, dst);
  959. //TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
  960. if (a->artType->id == ArtifactID::TITANS_THUNDER && dst.slot == ArtifactPosition::RIGHT_HAND) //Titan's Thunder creates new spellbook on equip
  961. {
  962. auto hPtr = boost::get<ConstTransitivePtr<CGHeroInstance> >(&dst.artHolder);
  963. if(hPtr)
  964. {
  965. CGHeroInstance *h = *hPtr;
  966. if(h && !h->hasSpellbook())
  967. gs->giveHeroArtifact(h, ArtifactID::SPELLBOOK);
  968. }
  969. }
  970. }
  971. DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
  972. {
  973. CArtifactSet *artSet = al.getHolderArtSet();
  974. const CArtifactInstance *transformedArt = al.getArt();
  975. assert(transformedArt);
  976. assert(vstd::contains(transformedArt->assemblyPossibilities(artSet), builtArt));
  977. UNUSED(transformedArt);
  978. auto combinedArt = new CCombinedArtifactInstance(builtArt);
  979. gs->map->addNewArtifactInstance(combinedArt);
  980. //retrieve all constituents
  981. for(const CArtifact * constituent : *builtArt->constituents)
  982. {
  983. ArtifactPosition pos = artSet->getArtPos(constituent->id);
  984. assert(pos >= 0);
  985. CArtifactInstance *constituentInstance = artSet->getArt(pos);
  986. //move constituent from hero to be part of new, combined artifact
  987. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
  988. combinedArt->addAsConstituent(constituentInstance, pos);
  989. if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot) && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
  990. al.slot = pos;
  991. }
  992. //put new combined artifacts
  993. combinedArt->putAt(al);
  994. }
  995. DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
  996. {
  997. CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
  998. assert(disassembled);
  999. std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
  1000. disassembled->removeFrom(al);
  1001. for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
  1002. {
  1003. ArtifactLocation constituentLoc = al;
  1004. constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
  1005. disassembled->detachFrom(ci.art);
  1006. ci.art->putAt(constituentLoc);
  1007. }
  1008. gs->map->eraseArtifactInstance(disassembled);
  1009. }
  1010. DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
  1011. {
  1012. }
  1013. DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs)
  1014. {
  1015. if(id >= 0)
  1016. {
  1017. if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
  1018. {
  1019. bm->artifacts = arts;
  1020. }
  1021. else
  1022. {
  1023. logNetwork->error("Wrong black market id!");
  1024. }
  1025. }
  1026. else
  1027. {
  1028. CGTownInstance::merchantArtifacts = arts;
  1029. }
  1030. }
  1031. DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
  1032. {
  1033. gs->day = day;
  1034. // Update bonuses before doing anything else so hero don't get more MP than needed
  1035. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1036. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1037. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1038. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1039. for(NewTurn::Hero h : heroes) //give mana/movement point
  1040. {
  1041. CGHeroInstance *hero = gs->getHero(h.id);
  1042. if(!hero)
  1043. {
  1044. // retreated or surrendered hero who has not been reset yet
  1045. for(auto& hp : gs->hpool.heroesPool)
  1046. {
  1047. if(hp.second->id == h.id)
  1048. {
  1049. hero = hp.second;
  1050. break;
  1051. }
  1052. }
  1053. }
  1054. if(!hero)
  1055. {
  1056. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1057. continue;
  1058. }
  1059. hero->movement = h.move;
  1060. hero->mana = h.mana;
  1061. }
  1062. for(auto i = res.cbegin(); i != res.cend(); i++)
  1063. {
  1064. assert(i->first < PlayerColor::PLAYER_LIMIT);
  1065. gs->getPlayerState(i->first)->resources = i->second;
  1066. }
  1067. for(auto creatureSet : cres) //set available creatures in towns
  1068. creatureSet.second.applyGs(gs);
  1069. for(CGTownInstance* t : gs->map->towns)
  1070. t->builded = 0;
  1071. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1072. gs->updateRumor();
  1073. //count days without town for all players, regardless of their turn order
  1074. for (auto &p : gs->players)
  1075. {
  1076. PlayerState & playerState = p.second;
  1077. if (playerState.status == EPlayerStatus::INGAME)
  1078. {
  1079. if (playerState.towns.empty())
  1080. {
  1081. if (playerState.daysWithoutCastle)
  1082. ++(*playerState.daysWithoutCastle);
  1083. else
  1084. playerState.daysWithoutCastle = boost::make_optional(0);
  1085. }
  1086. else
  1087. {
  1088. playerState.daysWithoutCastle = boost::none;
  1089. }
  1090. }
  1091. }
  1092. }
  1093. DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
  1094. {
  1095. CGObjectInstance *obj = gs->getObjInstance(id);
  1096. if(!obj)
  1097. {
  1098. logNetwork->error("Wrong object ID - property cannot be set!");
  1099. return;
  1100. }
  1101. CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
  1102. if(what == ObjProperty::OWNER && cai)
  1103. {
  1104. if(obj->ID == Obj::TOWN)
  1105. {
  1106. CGTownInstance *t = static_cast<CGTownInstance*>(obj);
  1107. if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
  1108. gs->getPlayerState(t->tempOwner)->towns -= t;
  1109. if(val < PlayerColor::PLAYER_LIMIT_I)
  1110. {
  1111. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1112. p->towns.push_back(t);
  1113. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1114. if(p->daysWithoutCastle)
  1115. p->daysWithoutCastle = boost::none;
  1116. }
  1117. }
  1118. CBonusSystemNode *nodeToMove = cai->whatShouldBeAttached();
  1119. nodeToMove->detachFrom(cai->whereShouldBeAttached(gs));
  1120. obj->setProperty(what,val);
  1121. nodeToMove->attachTo(cai->whereShouldBeAttached(gs));
  1122. }
  1123. else //not an armed instance
  1124. {
  1125. obj->setProperty(what,val);
  1126. }
  1127. }
  1128. DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1129. {
  1130. auto hero = gs->getHero(heroId);
  1131. assert(hero);
  1132. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1133. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1134. {
  1135. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1136. }
  1137. else
  1138. {
  1139. skills = proposedSkills;
  1140. }
  1141. }
  1142. DLL_LINKAGE void HeroLevelUp::applyGs(CGameState * gs)
  1143. {
  1144. auto hero = gs->getHero(heroId);
  1145. assert(hero);
  1146. hero->levelUp(skills);
  1147. }
  1148. DLL_LINKAGE void CommanderLevelUp::applyGs(CGameState * gs)
  1149. {
  1150. auto hero = gs->getHero(heroId);
  1151. assert(hero);
  1152. auto commander = hero->commander;
  1153. assert(commander);
  1154. commander->levelUp();
  1155. }
  1156. DLL_LINKAGE void BattleStart::applyGs(CGameState *gs)
  1157. {
  1158. gs->curB = info;
  1159. gs->curB->localInit();
  1160. }
  1161. DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
  1162. {
  1163. gs->curB->nextRound(round);
  1164. }
  1165. DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
  1166. {
  1167. gs->curB->nextTurn(stack);
  1168. }
  1169. DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
  1170. {
  1171. CStack * st = gs->curB->getStack(stackID);
  1172. assert(st);
  1173. switch(effect)
  1174. {
  1175. case Bonus::HP_REGENERATION:
  1176. {
  1177. int64_t toHeal = val;
  1178. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1179. break;
  1180. }
  1181. case Bonus::MANA_DRAIN:
  1182. {
  1183. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1184. st->drainedMana = true;
  1185. h->mana -= val;
  1186. vstd::amax(h->mana, 0);
  1187. break;
  1188. }
  1189. case Bonus::POISON:
  1190. {
  1191. auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
  1192. .And(Selector::type()(Bonus::STACK_HEALTH)));
  1193. if (b)
  1194. b->val = val;
  1195. break;
  1196. }
  1197. case Bonus::ENCHANTER:
  1198. break;
  1199. case Bonus::FEAR:
  1200. st->fear = true;
  1201. break;
  1202. default:
  1203. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1204. }
  1205. }
  1206. DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
  1207. {
  1208. if(gs->curB)
  1209. gs->curB->si.gateState = state;
  1210. }
  1211. void BattleResult::applyGs(CGameState *gs)
  1212. {
  1213. for (auto & elem : gs->curB->stacks)
  1214. delete elem;
  1215. for(int i = 0; i < 2; ++i)
  1216. {
  1217. if(auto h = gs->curB->battleGetFightingHero(i))
  1218. {
  1219. h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
  1220. if (h->commander && h->commander->alive)
  1221. {
  1222. for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
  1223. {
  1224. art.second.artifact->artType->levelUpArtifact (art.second.artifact);
  1225. }
  1226. }
  1227. }
  1228. }
  1229. if(VLC->modh->modules.STACK_EXP)
  1230. {
  1231. for(int i = 0; i < 2; i++)
  1232. if(exp[i])
  1233. gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
  1234. CBonusSystemNode::treeHasChanged();
  1235. }
  1236. for(int i = 0; i < 2; i++)
  1237. gs->curB->battleGetArmyObject(i)->battle = nullptr;
  1238. gs->curB.dellNull();
  1239. }
  1240. DLL_LINKAGE void BattleLogMessage::applyGs(CGameState *gs)
  1241. {
  1242. //nothing
  1243. }
  1244. DLL_LINKAGE void BattleLogMessage::applyBattle(IBattleState * battleState)
  1245. {
  1246. //nothing
  1247. }
  1248. DLL_LINKAGE void BattleStackMoved::applyGs(CGameState *gs)
  1249. {
  1250. applyBattle(gs->curB);
  1251. }
  1252. DLL_LINKAGE void BattleStackMoved::applyBattle(IBattleState * battleState)
  1253. {
  1254. battleState->moveUnit(stack, tilesToMove.back());
  1255. }
  1256. DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState * gs)
  1257. {
  1258. applyBattle(gs->curB);
  1259. }
  1260. DLL_LINKAGE void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1261. {
  1262. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1263. }
  1264. DLL_LINKAGE void BattleAttack::applyGs(CGameState * gs)
  1265. {
  1266. CStack * attacker = gs->curB->getStack(stackAttacking);
  1267. assert(attacker);
  1268. attackerChanges.applyGs(gs);
  1269. for(BattleStackAttacked & stackAttacked : bsa)
  1270. stackAttacked.applyGs(gs);
  1271. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1272. }
  1273. DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
  1274. {
  1275. CStack *st = gs->curB->getStack(ba.stackNumber);
  1276. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1277. {
  1278. gs->curB->tacticDistance = 0;
  1279. return;
  1280. }
  1281. if(gs->curB->tacticDistance)
  1282. {
  1283. // moves in tactics phase do not affect creature status
  1284. // (tactics stack queue is managed by client)
  1285. return;
  1286. }
  1287. if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
  1288. {
  1289. assert(st);
  1290. }
  1291. else
  1292. {
  1293. gs->curB->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.actionSubtype));
  1294. }
  1295. switch(ba.actionType)
  1296. {
  1297. case EActionType::DEFEND:
  1298. st->waiting = false;
  1299. st->defending = true;
  1300. st->defendingAnim = true;
  1301. break;
  1302. case EActionType::WAIT:
  1303. st->defendingAnim = false;
  1304. st->waiting = true;
  1305. st->waitedThisTurn = true;
  1306. break;
  1307. case EActionType::HERO_SPELL: //no change in current stack state
  1308. break;
  1309. default: //any active stack action - attack, catapult, heal, spell...
  1310. st->waiting = false;
  1311. st->defendingAnim = false;
  1312. st->movedThisRound = true;
  1313. break;
  1314. }
  1315. }
  1316. DLL_LINKAGE void BattleSpellCast::applyGs(CGameState *gs)
  1317. {
  1318. assert(gs->curB);
  1319. if(castByHero)
  1320. {
  1321. if(side < 2)
  1322. {
  1323. gs->curB->sides[side].castSpellsCount++;
  1324. }
  1325. }
  1326. }
  1327. DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
  1328. {
  1329. applyBattle(gs->curB);
  1330. }
  1331. DLL_LINKAGE void SetStackEffect::applyBattle(IBattleState * battleState)
  1332. {
  1333. for(const auto & stackData : toRemove)
  1334. battleState->removeUnitBonus(stackData.first, stackData.second);
  1335. for(const auto & stackData : toUpdate)
  1336. battleState->updateUnitBonus(stackData.first, stackData.second);
  1337. for(const auto & stackData : toAdd)
  1338. battleState->addUnitBonus(stackData.first, stackData.second);
  1339. }
  1340. DLL_LINKAGE void StacksInjured::applyGs(CGameState *gs)
  1341. {
  1342. applyBattle(gs->curB);
  1343. }
  1344. DLL_LINKAGE void StacksInjured::applyBattle(IBattleState * battleState)
  1345. {
  1346. for(BattleStackAttacked stackAttacked : stacks)
  1347. stackAttacked.applyBattle(battleState);
  1348. }
  1349. DLL_LINKAGE void BattleUnitsChanged::applyGs(CGameState *gs)
  1350. {
  1351. applyBattle(gs->curB);
  1352. }
  1353. DLL_LINKAGE void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1354. {
  1355. for(auto & elem : changedStacks)
  1356. {
  1357. switch(elem.operation)
  1358. {
  1359. case BattleChanges::EOperation::RESET_STATE:
  1360. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1361. break;
  1362. case BattleChanges::EOperation::REMOVE:
  1363. battleState->removeUnit(elem.id);
  1364. break;
  1365. case BattleChanges::EOperation::ADD:
  1366. battleState->addUnit(elem.id, elem.data);
  1367. break;
  1368. case BattleChanges::EOperation::UPDATE:
  1369. battleState->updateUnit(elem.id, elem.data);
  1370. break;
  1371. default:
  1372. logNetwork->error("Unknown unit operation %d", (int)elem.operation);
  1373. break;
  1374. }
  1375. }
  1376. }
  1377. DLL_LINKAGE void BattleObstaclesChanged::applyGs(CGameState * gs)
  1378. {
  1379. if(gs->curB)
  1380. applyBattle(gs->curB);
  1381. }
  1382. DLL_LINKAGE void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1383. {
  1384. for(const auto & change : changes)
  1385. {
  1386. switch(change.operation)
  1387. {
  1388. case BattleChanges::EOperation::REMOVE:
  1389. battleState->removeObstacle(change.id);
  1390. break;
  1391. case BattleChanges::EOperation::ADD:
  1392. battleState->addObstacle(change);
  1393. break;
  1394. case BattleChanges::EOperation::UPDATE:
  1395. battleState->updateObstacle(change);
  1396. break;
  1397. default:
  1398. logNetwork->error("Unknown obstacle operation %d", (int)change.operation);
  1399. break;
  1400. }
  1401. }
  1402. }
  1403. DLL_LINKAGE CatapultAttack::CatapultAttack()
  1404. {
  1405. attacker = -1;
  1406. }
  1407. DLL_LINKAGE CatapultAttack::~CatapultAttack()
  1408. {
  1409. }
  1410. DLL_LINKAGE void CatapultAttack::applyGs(CGameState * gs)
  1411. {
  1412. if(gs->curB)
  1413. applyBattle(gs->curB);
  1414. }
  1415. DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
  1416. {
  1417. auto town = battleState->getDefendedTown();
  1418. if(!town)
  1419. return;
  1420. if(town->fortLevel() == CGTownInstance::NONE)
  1421. return;
  1422. for(const auto & part : attackedParts)
  1423. {
  1424. auto newWallState = SiegeInfo::applyDamage(EWallState::EWallState(battleState->getWallState(part.attackedPart)), part.damageDealt);
  1425. battleState->setWallState(part.attackedPart, newWallState);
  1426. }
  1427. }
  1428. DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs)
  1429. {
  1430. CStack * stack = gs->curB->getStack(stackID);
  1431. switch(which)
  1432. {
  1433. case CASTS:
  1434. {
  1435. if(absolute)
  1436. logNetwork->error("Can not change casts in absolute mode");
  1437. else
  1438. stack->casts.use(-val);
  1439. break;
  1440. }
  1441. case ENCHANTER_COUNTER:
  1442. {
  1443. auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
  1444. if(absolute)
  1445. counter = val;
  1446. else
  1447. counter += val;
  1448. vstd::amax(counter, 0);
  1449. break;
  1450. }
  1451. case UNBIND:
  1452. {
  1453. stack->removeBonusesRecursive(Selector::type()(Bonus::BIND_EFFECT));
  1454. break;
  1455. }
  1456. case CLONED:
  1457. {
  1458. stack->cloned = true;
  1459. break;
  1460. }
  1461. case HAS_CLONE:
  1462. {
  1463. stack->cloneID = val;
  1464. break;
  1465. }
  1466. }
  1467. }
  1468. DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs)
  1469. {
  1470. if(!player.isValidPlayer())
  1471. return;
  1472. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  1473. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  1474. }
  1475. DLL_LINKAGE void YourTurn::applyGs(CGameState *gs)
  1476. {
  1477. gs->currentPlayer = player;
  1478. auto & playerState = gs->players[player];
  1479. playerState.daysWithoutCastle = daysWithoutCastle;
  1480. }
  1481. DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
  1482. : id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
  1483. {
  1484. }
  1485. DLL_LINKAGE void EntitiesChanged::applyGs(CGameState * gs)
  1486. {
  1487. for(const auto & change : changes)
  1488. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  1489. }
  1490. VCMI_LIB_NAMESPACE_END