NetPacksLib.cpp 61 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "NetPacks.h"
  12. #include "NetPackVisitor.h"
  13. #include "CGeneralTextHandler.h"
  14. #include "mapObjects/CObjectClassesHandler.h"
  15. #include "CArtHandler.h"
  16. #include "CHeroHandler.h"
  17. #include "mapObjects/CObjectHandler.h"
  18. #include "CModHandler.h"
  19. #include "VCMI_Lib.h"
  20. #include "mapping/CMap.h"
  21. #include "spells/CSpellHandler.h"
  22. #include "CCreatureHandler.h"
  23. #include "CGameState.h"
  24. #include "CStack.h"
  25. #include "battle/BattleInfo.h"
  26. #include "CTownHandler.h"
  27. #include "mapping/CMapInfo.h"
  28. #include "StartInfo.h"
  29. #include "CPlayerState.h"
  30. #include "TerrainHandler.h"
  31. #include "mapping/CCampaignHandler.h"
  32. #include "GameSettings.h"
  33. VCMI_LIB_NAMESPACE_BEGIN
  34. void CPack::visit(ICPackVisitor & visitor)
  35. {
  36. visitBasic(visitor);
  37. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  38. if(visitor.callTyped())
  39. {
  40. visitTyped(visitor);
  41. }
  42. }
  43. void CPack::visitBasic(ICPackVisitor & visitor)
  44. {
  45. }
  46. void CPack::visitTyped(ICPackVisitor & visitor)
  47. {
  48. }
  49. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  50. {
  51. visitor.visitForClient(*this);
  52. }
  53. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  54. {
  55. visitor.visitForServer(*this);
  56. }
  57. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  58. {
  59. visitor.visitForLobby(*this);
  60. }
  61. bool CPackForLobby::isForServer() const
  62. {
  63. return false;
  64. }
  65. bool CLobbyPackToServer::isForServer() const
  66. {
  67. return true;
  68. }
  69. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  70. {
  71. visitor.visitPackageApplied(*this);
  72. }
  73. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  74. {
  75. visitor.visitSystemMessage(*this);
  76. }
  77. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  78. {
  79. visitor.visitPlayerBlocked(*this);
  80. }
  81. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  82. {
  83. visitor.visitPlayerCheated(*this);
  84. }
  85. void YourTurn::visitTyped(ICPackVisitor & visitor)
  86. {
  87. visitor.visitYourTurn(*this);
  88. }
  89. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  90. {
  91. visitor.visitEntitiesChanged(*this);
  92. }
  93. void SetResources::visitTyped(ICPackVisitor & visitor)
  94. {
  95. visitor.visitSetResources(*this);
  96. }
  97. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  98. {
  99. visitor.visitSetPrimSkill(*this);
  100. }
  101. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  102. {
  103. visitor.visitSetSecSkill(*this);
  104. }
  105. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  106. {
  107. visitor.visitHeroVisitCastle(*this);
  108. }
  109. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  110. {
  111. visitor.visitChangeSpells(*this);
  112. }
  113. void SetMana::visitTyped(ICPackVisitor & visitor)
  114. {
  115. visitor.visitSetMana(*this);
  116. }
  117. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  118. {
  119. visitor.visitSetMovePoints(*this);
  120. }
  121. void FoWChange::visitTyped(ICPackVisitor & visitor)
  122. {
  123. visitor.visitFoWChange(*this);
  124. }
  125. void SetAvailableHeroes::visitTyped(ICPackVisitor & visitor)
  126. {
  127. visitor.visitSetAvailableHeroes(*this);
  128. }
  129. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  130. {
  131. visitor.visitGiveBonus(*this);
  132. }
  133. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  134. {
  135. visitor.visitChangeObjPos(*this);
  136. }
  137. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  138. {
  139. visitor.visitPlayerEndsGame(*this);
  140. }
  141. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  142. {
  143. visitor.visitPlayerReinitInterface(*this);
  144. }
  145. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  146. {
  147. visitor.visitRemoveBonus(*this);
  148. }
  149. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  150. {
  151. visitor.visitSetCommanderProperty(*this);
  152. }
  153. void AddQuest::visitTyped(ICPackVisitor & visitor)
  154. {
  155. visitor.visitAddQuest(*this);
  156. }
  157. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  158. {
  159. visitor.visitUpdateArtHandlerLists(*this);
  160. }
  161. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  162. {
  163. visitor.visitUpdateMapEvents(*this);
  164. }
  165. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  166. {
  167. visitor.visitUpdateCastleEvents(*this);
  168. }
  169. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  170. {
  171. visitor.visitChangeFormation(*this);
  172. }
  173. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  174. {
  175. visitor.visitRemoveObject(*this);
  176. }
  177. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  178. {
  179. visitor.visitTryMoveHero(*this);
  180. }
  181. void NewStructures::visitTyped(ICPackVisitor & visitor)
  182. {
  183. visitor.visitNewStructures(*this);
  184. }
  185. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  186. {
  187. visitor.visitRazeStructures(*this);
  188. }
  189. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  190. {
  191. visitor.visitSetAvailableCreatures(*this);
  192. }
  193. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  194. {
  195. visitor.visitSetHeroesInTown(*this);
  196. }
  197. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  198. {
  199. visitor.visitHeroRecruited(*this);
  200. }
  201. void GiveHero::visitTyped(ICPackVisitor & visitor)
  202. {
  203. visitor.visitGiveHero(*this);
  204. }
  205. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  206. {
  207. visitor.visitOpenWindow(*this);
  208. }
  209. void NewObject::visitTyped(ICPackVisitor & visitor)
  210. {
  211. visitor.visitNewObject(*this);
  212. }
  213. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  214. {
  215. visitor.visitSetAvailableArtifacts(*this);
  216. }
  217. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  218. {
  219. visitor.visitNewArtifact(*this);
  220. }
  221. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  222. {
  223. visitor.visitChangeStackCount(*this);
  224. }
  225. void SetStackType::visitTyped(ICPackVisitor & visitor)
  226. {
  227. visitor.visitSetStackType(*this);
  228. }
  229. void EraseStack::visitTyped(ICPackVisitor & visitor)
  230. {
  231. visitor.visitEraseStack(*this);
  232. }
  233. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  234. {
  235. visitor.visitSwapStacks(*this);
  236. }
  237. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  238. {
  239. visitor.visitInsertNewStack(*this);
  240. }
  241. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  242. {
  243. visitor.visitRebalanceStacks(*this);
  244. }
  245. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  246. {
  247. visitor.visitBulkRebalanceStacks(*this);
  248. }
  249. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  250. {
  251. visitor.visitBulkSmartRebalanceStacks(*this);
  252. }
  253. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  254. {
  255. visitor.visitPutArtifact(*this);
  256. }
  257. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  258. {
  259. visitor.visitEraseArtifact(*this);
  260. }
  261. void MoveArtifact::visitTyped(ICPackVisitor & visitor)
  262. {
  263. visitor.visitMoveArtifact(*this);
  264. }
  265. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  266. {
  267. visitor.visitBulkMoveArtifacts(*this);
  268. }
  269. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  270. {
  271. visitor.visitAssembledArtifact(*this);
  272. }
  273. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  274. {
  275. visitor.visitDisassembledArtifact(*this);
  276. }
  277. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  278. {
  279. visitor.visitHeroVisit(*this);
  280. }
  281. void NewTurn::visitTyped(ICPackVisitor & visitor)
  282. {
  283. visitor.visitNewTurn(*this);
  284. }
  285. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  286. {
  287. visitor.visitInfoWindow(*this);
  288. }
  289. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  290. {
  291. visitor.visitSetObjectProperty(*this);
  292. }
  293. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  294. {
  295. visitor.visitChangeObjectVisitors(*this);
  296. }
  297. void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor)
  298. {
  299. visitor.visitPrepareHeroLevelUp(*this);
  300. }
  301. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  302. {
  303. visitor.visitHeroLevelUp(*this);
  304. }
  305. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  306. {
  307. visitor.visitCommanderLevelUp(*this);
  308. }
  309. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  310. {
  311. visitor.visitBlockingDialog(*this);
  312. }
  313. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  314. {
  315. visitor.visitGarrisonDialog(*this);
  316. }
  317. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  318. {
  319. visitor.visitExchangeDialog(*this);
  320. }
  321. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  322. {
  323. visitor.visitTeleportDialog(*this);
  324. }
  325. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  326. {
  327. visitor.visitMapObjectSelectDialog(*this);
  328. }
  329. void BattleStart::visitTyped(ICPackVisitor & visitor)
  330. {
  331. visitor.visitBattleStart(*this);
  332. }
  333. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  334. {
  335. visitor.visitBattleNextRound(*this);
  336. }
  337. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  338. {
  339. visitor.visitBattleSetActiveStack(*this);
  340. }
  341. void BattleResult::visitTyped(ICPackVisitor & visitor)
  342. {
  343. visitor.visitBattleResult(*this);
  344. }
  345. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  346. {
  347. visitor.visitBattleLogMessage(*this);
  348. }
  349. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  350. {
  351. visitor.visitBattleStackMoved(*this);
  352. }
  353. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  354. {
  355. visitor.visitBattleUnitsChanged(*this);
  356. }
  357. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  358. {
  359. visitor.visitBattleAttack(*this);
  360. }
  361. void StartAction::visitTyped(ICPackVisitor & visitor)
  362. {
  363. visitor.visitStartAction(*this);
  364. }
  365. void EndAction::visitTyped(ICPackVisitor & visitor)
  366. {
  367. visitor.visitEndAction(*this);
  368. }
  369. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  370. {
  371. visitor.visitBattleSpellCast(*this);
  372. }
  373. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  374. {
  375. visitor.visitSetStackEffect(*this);
  376. }
  377. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  378. {
  379. visitor.visitStacksInjured(*this);
  380. }
  381. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  382. {
  383. visitor.visitBattleResultsApplied(*this);
  384. }
  385. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  386. {
  387. visitor.visitBattleObstaclesChanged(*this);
  388. }
  389. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  390. {
  391. visitor.visitBattleSetStackProperty(*this);
  392. }
  393. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  394. {
  395. visitor.visitBattleTriggerEffect(*this);
  396. }
  397. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  398. {
  399. visitor.visitBattleUpdateGateState(*this);
  400. }
  401. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  402. {
  403. visitor.visitAdvmapSpellCast(*this);
  404. }
  405. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  406. {
  407. visitor.visitShowWorldViewEx(*this);
  408. }
  409. void EndTurn::visitTyped(ICPackVisitor & visitor)
  410. {
  411. visitor.visitEndTurn(*this);
  412. }
  413. void DismissHero::visitTyped(ICPackVisitor & visitor)
  414. {
  415. visitor.visitDismissHero(*this);
  416. }
  417. void MoveHero::visitTyped(ICPackVisitor & visitor)
  418. {
  419. visitor.visitMoveHero(*this);
  420. }
  421. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  422. {
  423. visitor.visitCastleTeleportHero(*this);
  424. }
  425. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  426. {
  427. visitor.visitArrangeStacks(*this);
  428. }
  429. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  430. {
  431. visitor.visitBulkMoveArmy(*this);
  432. }
  433. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  434. {
  435. visitor.visitBulkSplitStack(*this);
  436. }
  437. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  438. {
  439. visitor.visitBulkMergeStacks(*this);
  440. }
  441. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  442. {
  443. visitor.visitBulkSmartSplitStack(*this);
  444. }
  445. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  446. {
  447. visitor.visitDisbandCreature(*this);
  448. }
  449. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  450. {
  451. visitor.visitBuildStructure(*this);
  452. }
  453. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  454. {
  455. visitor.visitRazeStructure(*this);
  456. }
  457. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  458. {
  459. visitor.visitRecruitCreatures(*this);
  460. }
  461. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  462. {
  463. visitor.visitUpgradeCreature(*this);
  464. }
  465. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  466. {
  467. visitor.visitGarrisonHeroSwap(*this);
  468. }
  469. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  470. {
  471. visitor.visitExchangeArtifacts(*this);
  472. }
  473. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  474. {
  475. visitor.visitBulkExchangeArtifacts(*this);
  476. }
  477. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  478. {
  479. visitor.visitAssembleArtifacts(*this);
  480. }
  481. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  482. {
  483. visitor.visitEraseArtifactByClient(*this);
  484. }
  485. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  486. {
  487. visitor.visitBuyArtifact(*this);
  488. }
  489. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  490. {
  491. visitor.visitTradeOnMarketplace(*this);
  492. }
  493. void SetFormation::visitTyped(ICPackVisitor & visitor)
  494. {
  495. visitor.visitSetFormation(*this);
  496. }
  497. void HireHero::visitTyped(ICPackVisitor & visitor)
  498. {
  499. visitor.visitHireHero(*this);
  500. }
  501. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  502. {
  503. visitor.visitBuildBoat(*this);
  504. }
  505. void QueryReply::visitTyped(ICPackVisitor & visitor)
  506. {
  507. visitor.visitQueryReply(*this);
  508. }
  509. void MakeAction::visitTyped(ICPackVisitor & visitor)
  510. {
  511. visitor.visitMakeAction(*this);
  512. }
  513. void MakeCustomAction::visitTyped(ICPackVisitor & visitor)
  514. {
  515. visitor.visitMakeCustomAction(*this);
  516. }
  517. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  518. {
  519. visitor.visitDigWithHero(*this);
  520. }
  521. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  522. {
  523. visitor.visitCastAdvSpell(*this);
  524. }
  525. void SaveGame::visitTyped(ICPackVisitor & visitor)
  526. {
  527. visitor.visitSaveGame(*this);
  528. }
  529. void SaveGameClient::visitTyped(ICPackVisitor & visitor)
  530. {
  531. visitor.visitSaveGameClient(*this);
  532. }
  533. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  534. {
  535. visitor.visitPlayerMessage(*this);
  536. }
  537. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  538. {
  539. visitor.visitPlayerMessageClient(*this);
  540. }
  541. void CenterView::visitTyped(ICPackVisitor & visitor)
  542. {
  543. visitor.visitCenterView(*this);
  544. }
  545. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  546. {
  547. visitor.visitLobbyClientConnected(*this);
  548. }
  549. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  550. {
  551. visitor.visitLobbyClientDisconnected(*this);
  552. }
  553. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  554. {
  555. visitor.visitLobbyChatMessage(*this);
  556. }
  557. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  558. {
  559. visitor.visitLobbyGuiAction(*this);
  560. }
  561. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  562. {
  563. visitor.visitLobbyEndGame(*this);
  564. }
  565. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  566. {
  567. visitor.visitLobbyStartGame(*this);
  568. }
  569. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  570. {
  571. visitor.visitLobbyChangeHost(*this);
  572. }
  573. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  574. {
  575. visitor.visitLobbyUpdateState(*this);
  576. }
  577. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  578. {
  579. visitor.visitLobbySetMap(*this);
  580. }
  581. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  582. {
  583. visitor.visitLobbySetCampaign(*this);
  584. }
  585. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  586. {
  587. visitor.visitLobbySetCampaignMap(*this);
  588. }
  589. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  590. {
  591. visitor.visitLobbySetCampaignBonus(*this);
  592. }
  593. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  594. {
  595. visitor.visitLobbyChangePlayerOption(*this);
  596. }
  597. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  598. {
  599. visitor.visitLobbySetPlayer(*this);
  600. }
  601. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  602. {
  603. visitor.visitLobbySetTurnTime(*this);
  604. }
  605. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  606. {
  607. visitor.visitLobbySetDifficulty(*this);
  608. }
  609. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  610. {
  611. visitor.visitLobbyForceSetPlayer(*this);
  612. }
  613. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  614. {
  615. visitor.visitLobbyShowMessage(*this);
  616. }
  617. void SetResources::applyGs(CGameState * gs) const
  618. {
  619. assert(player < PlayerColor::PLAYER_LIMIT);
  620. if(abs)
  621. gs->getPlayerState(player)->resources = res;
  622. else
  623. gs->getPlayerState(player)->resources += res;
  624. //just ensure that player resources are not negative
  625. //server is responsible to check if player can afford deal
  626. //but events on server side are allowed to take more than player have
  627. gs->getPlayerState(player)->resources.positive();
  628. }
  629. void SetPrimSkill::applyGs(CGameState * gs) const
  630. {
  631. CGHeroInstance * hero = gs->getHero(id);
  632. assert(hero);
  633. hero->setPrimarySkill(which, val, abs);
  634. }
  635. void SetSecSkill::applyGs(CGameState * gs) const
  636. {
  637. CGHeroInstance *hero = gs->getHero(id);
  638. hero->setSecSkillLevel(which, val, abs);
  639. }
  640. void SetCommanderProperty::applyGs(CGameState *gs)
  641. {
  642. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  643. assert (commander);
  644. switch (which)
  645. {
  646. case BONUS:
  647. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  648. break;
  649. case SPECIAL_SKILL:
  650. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  651. commander->specialSKills.insert (additionalInfo);
  652. break;
  653. case SECONDARY_SKILL:
  654. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  655. break;
  656. case ALIVE:
  657. if (amount)
  658. commander->setAlive(true);
  659. else
  660. commander->setAlive(false);
  661. break;
  662. case EXPERIENCE:
  663. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  664. break;
  665. }
  666. }
  667. void AddQuest::applyGs(CGameState * gs) const
  668. {
  669. assert (vstd::contains(gs->players, player));
  670. auto * vec = &gs->players[player].quests;
  671. if (!vstd::contains(*vec, quest))
  672. vec->push_back (quest);
  673. else
  674. logNetwork->warn("Warning! Attempt to add duplicated quest");
  675. }
  676. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  677. {
  678. VLC->arth->minors = minors;
  679. VLC->arth->majors = majors;
  680. VLC->arth->treasures = treasures;
  681. VLC->arth->relics = relics;
  682. }
  683. void UpdateMapEvents::applyGs(CGameState * gs) const
  684. {
  685. gs->map->events = events;
  686. }
  687. void UpdateCastleEvents::applyGs(CGameState * gs) const
  688. {
  689. auto * t = gs->getTown(town);
  690. t->events = events;
  691. }
  692. void ChangeFormation::applyGs(CGameState * gs) const
  693. {
  694. gs->getHero(hid)->setFormation(formation);
  695. }
  696. void HeroVisitCastle::applyGs(CGameState * gs) const
  697. {
  698. CGHeroInstance *h = gs->getHero(hid);
  699. CGTownInstance *t = gs->getTown(tid);
  700. assert(h);
  701. assert(t);
  702. if(start())
  703. t->setVisitingHero(h);
  704. else
  705. t->setVisitingHero(nullptr);
  706. }
  707. void ChangeSpells::applyGs(CGameState *gs)
  708. {
  709. CGHeroInstance *hero = gs->getHero(hid);
  710. if(learn)
  711. for(const auto & sid : spells)
  712. hero->addSpellToSpellbook(sid);
  713. else
  714. for(const auto & sid : spells)
  715. hero->removeSpellFromSpellbook(sid);
  716. }
  717. void SetMana::applyGs(CGameState * gs) const
  718. {
  719. CGHeroInstance * hero = gs->getHero(hid);
  720. assert(hero);
  721. if(absolute)
  722. hero->mana = val;
  723. else
  724. hero->mana += val;
  725. vstd::amax(hero->mana, 0); //not less than 0
  726. }
  727. void SetMovePoints::applyGs(CGameState * gs) const
  728. {
  729. CGHeroInstance *hero = gs->getHero(hid);
  730. assert(hero);
  731. if(absolute)
  732. hero->movement = val;
  733. else
  734. hero->movement += val;
  735. vstd::amax(hero->movement, 0); //not less than 0
  736. }
  737. void FoWChange::applyGs(CGameState *gs)
  738. {
  739. TeamState * team = gs->getPlayerTeam(player);
  740. auto fogOfWarMap = team->fogOfWarMap;
  741. for(const int3 & t : tiles)
  742. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  743. if (mode == 0) //do not hide too much
  744. {
  745. std::unordered_set<int3, ShashInt3> tilesRevealed;
  746. for (auto & elem : gs->map->objects)
  747. {
  748. const CGObjectInstance *o = elem;
  749. if (o)
  750. {
  751. switch(o->ID)
  752. {
  753. case Obj::HERO:
  754. case Obj::MINE:
  755. case Obj::TOWN:
  756. case Obj::ABANDONED_MINE:
  757. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  758. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  759. break;
  760. }
  761. }
  762. }
  763. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  764. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  765. }
  766. }
  767. void SetAvailableHeroes::applyGs(CGameState *gs)
  768. {
  769. PlayerState *p = gs->getPlayerState(player);
  770. p->availableHeroes.clear();
  771. for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
  772. {
  773. CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
  774. if(h && army[i])
  775. h->setToArmy(army[i]);
  776. p->availableHeroes.emplace_back(h);
  777. }
  778. }
  779. void GiveBonus::applyGs(CGameState *gs)
  780. {
  781. CBonusSystemNode *cbsn = nullptr;
  782. switch(who)
  783. {
  784. case ETarget::HERO:
  785. cbsn = gs->getHero(ObjectInstanceID(id));
  786. break;
  787. case ETarget::PLAYER:
  788. cbsn = gs->getPlayerState(PlayerColor(id));
  789. break;
  790. case ETarget::TOWN:
  791. cbsn = gs->getTown(ObjectInstanceID(id));
  792. break;
  793. case ETarget::BATTLE:
  794. assert(Bonus::OneBattle(&bonus));
  795. cbsn = dynamic_cast<CBonusSystemNode*>(gs->curB.get());
  796. break;
  797. }
  798. assert(cbsn);
  799. if(Bonus::OneWeek(&bonus))
  800. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  801. auto b = std::make_shared<Bonus>(bonus);
  802. cbsn->addNewBonus(b);
  803. std::string &descr = b->description;
  804. if(bdescr.message.empty() && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
  805. {
  806. if (bonus.source == Bonus::OBJECT)
  807. {
  808. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  809. }
  810. else if(bonus.source == Bonus::TOWN_STRUCTURE)
  811. {
  812. descr = bonus.description;
  813. return;
  814. }
  815. else
  816. {
  817. bdescr.toString(descr);
  818. }
  819. }
  820. else
  821. {
  822. bdescr.toString(descr);
  823. }
  824. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  825. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  826. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  827. }
  828. void ChangeObjPos::applyGs(CGameState *gs)
  829. {
  830. CGObjectInstance *obj = gs->getObjInstance(objid);
  831. if(!obj)
  832. {
  833. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  834. return;
  835. }
  836. gs->map->removeBlockVisTiles(obj);
  837. obj->pos = nPos;
  838. gs->map->addBlockVisTiles(obj);
  839. }
  840. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  841. {
  842. switch (mode) {
  843. case VISITOR_ADD:
  844. gs->getHero(hero)->visitedObjects.insert(object);
  845. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  846. break;
  847. case VISITOR_ADD_TEAM:
  848. {
  849. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  850. for(const auto & color : ts->players)
  851. {
  852. gs->getPlayerState(color)->visitedObjects.insert(object);
  853. }
  854. }
  855. break;
  856. case VISITOR_CLEAR:
  857. for (CGHeroInstance * hero : gs->map->allHeroes)
  858. {
  859. if (hero)
  860. {
  861. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  862. }
  863. }
  864. for(auto &elem : gs->players)
  865. {
  866. elem.second.visitedObjects.erase(object);
  867. }
  868. break;
  869. case VISITOR_REMOVE:
  870. gs->getHero(hero)->visitedObjects.erase(object);
  871. break;
  872. }
  873. }
  874. void PlayerEndsGame::applyGs(CGameState * gs) const
  875. {
  876. PlayerState *p = gs->getPlayerState(player);
  877. if(victoryLossCheckResult.victory())
  878. {
  879. p->status = EPlayerStatus::WINNER;
  880. // TODO: Campaign-specific code might as well go somewhere else
  881. if(p->human && gs->scenarioOps->campState)
  882. {
  883. std::vector<CGHeroInstance *> crossoverHeroes;
  884. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  885. {
  886. if (hero->tempOwner == player)
  887. {
  888. // keep all heroes from the winning player
  889. crossoverHeroes.push_back(hero);
  890. }
  891. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  892. {
  893. // keep hero whether lost or won (like Xeron in AB campaign)
  894. crossoverHeroes.push_back(hero);
  895. }
  896. }
  897. // keep lost heroes which are in heroes pool
  898. for (auto & heroPair : gs->hpool.heroesPool)
  899. {
  900. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  901. {
  902. crossoverHeroes.push_back(heroPair.second.get());
  903. }
  904. }
  905. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  906. }
  907. }
  908. else
  909. {
  910. p->status = EPlayerStatus::LOSER;
  911. }
  912. }
  913. void PlayerReinitInterface::applyGs(CGameState *gs)
  914. {
  915. if(!gs || !gs->scenarioOps)
  916. return;
  917. //TODO: what does mean if more that one player connected?
  918. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  919. {
  920. for(const auto & player : players)
  921. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  922. }
  923. }
  924. void RemoveBonus::applyGs(CGameState *gs)
  925. {
  926. CBonusSystemNode * node = nullptr;
  927. if (who == GiveBonus::ETarget::HERO)
  928. node = gs->getHero(ObjectInstanceID(whoID));
  929. else
  930. node = gs->getPlayerState(PlayerColor(whoID));
  931. BonusList &bonuses = node->getExportedBonusList();
  932. for(const auto & b : bonuses)
  933. {
  934. if(b->source == source && b->sid == id)
  935. {
  936. bonus = *b; //backup bonus (to show to interfaces later)
  937. node->removeBonus(b);
  938. break;
  939. }
  940. }
  941. }
  942. void RemoveObject::applyGs(CGameState *gs)
  943. {
  944. CGObjectInstance *obj = gs->getObjInstance(id);
  945. logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
  946. //unblock tiles
  947. gs->map->removeBlockVisTiles(obj);
  948. if(obj->ID == Obj::HERO) //remove beaten hero
  949. {
  950. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  951. assert(beatenHero);
  952. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  953. gs->map->heroesOnMap -= beatenHero;
  954. p->heroes -= beatenHero;
  955. beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));
  956. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  957. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  958. {
  959. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  960. });
  961. if(beatenHero->visitedTown)
  962. {
  963. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  964. beatenHero->visitedTown->garrisonHero = nullptr;
  965. else
  966. beatenHero->visitedTown->visitingHero = nullptr;
  967. beatenHero->visitedTown = nullptr;
  968. beatenHero->inTownGarrison = false;
  969. }
  970. //return hero to the pool, so he may reappear in tavern
  971. gs->hpool.heroesPool[beatenHero->subID] = beatenHero;
  972. if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID))
  973. gs->hpool.pavailable[beatenHero->subID] = 0xff;
  974. gs->map->objects[id.getNum()] = nullptr;
  975. //If hero on Boat is removed, the Boat disappears
  976. if(beatenHero->boat)
  977. {
  978. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  979. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  980. beatenHero->boat = nullptr;
  981. }
  982. return;
  983. }
  984. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  985. if (quest)
  986. {
  987. gs->map->quests[quest->quest->qid] = nullptr;
  988. for (auto &player : gs->players)
  989. {
  990. for (auto &q : player.second.quests)
  991. {
  992. if (q.obj == obj)
  993. {
  994. q.obj = nullptr;
  995. }
  996. }
  997. }
  998. }
  999. for (TriggeredEvent & event : gs->map->triggeredEvents)
  1000. {
  1001. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  1002. {
  1003. if (cond.object == obj)
  1004. {
  1005. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  1006. {
  1007. cond.condition = EventCondition::CONST_VALUE;
  1008. cond.value = 1; // destroyed object, from now on always fulfilled
  1009. }
  1010. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  1011. {
  1012. cond.condition = EventCondition::CONST_VALUE;
  1013. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1014. }
  1015. }
  1016. return cond;
  1017. };
  1018. event.trigger = event.trigger.morph(patcher);
  1019. }
  1020. gs->map->instanceNames.erase(obj->instanceName);
  1021. gs->map->objects[id.getNum()].dellNull();
  1022. gs->map->calculateGuardingGreaturePositions();
  1023. }
  1024. static int getDir(const int3 & src, const int3 & dst)
  1025. {
  1026. int ret = -1;
  1027. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1028. {
  1029. ret = 1;
  1030. }
  1031. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1032. {
  1033. ret = 2;
  1034. }
  1035. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1036. {
  1037. ret = 3;
  1038. }
  1039. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1040. {
  1041. ret = 4;
  1042. }
  1043. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1044. {
  1045. ret = 5;
  1046. }
  1047. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1048. {
  1049. ret = 6;
  1050. }
  1051. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1052. {
  1053. ret = 7;
  1054. }
  1055. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1056. {
  1057. ret = 8;
  1058. }
  1059. return ret;
  1060. }
  1061. void TryMoveHero::applyGs(CGameState *gs)
  1062. {
  1063. CGHeroInstance *h = gs->getHero(id);
  1064. if (!h)
  1065. {
  1066. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1067. return;
  1068. }
  1069. h->movement = movePoints;
  1070. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1071. {
  1072. auto dir = getDir(start,end);
  1073. if(dir > 0 && dir <= 8)
  1074. h->moveDir = dir;
  1075. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1076. }
  1077. if(result == EMBARK) //hero enters boat at destination tile
  1078. {
  1079. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1080. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1081. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1082. assert(boat);
  1083. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1084. h->boat = boat;
  1085. boat->hero = h;
  1086. }
  1087. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1088. {
  1089. auto * b = const_cast<CGBoat *>(h->boat);
  1090. b->direction = h->moveDir;
  1091. b->pos = start;
  1092. b->hero = nullptr;
  1093. gs->map->addBlockVisTiles(b);
  1094. h->boat = nullptr;
  1095. }
  1096. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1097. {
  1098. gs->map->removeBlockVisTiles(h);
  1099. h->pos = end;
  1100. if(auto * b = const_cast<CGBoat *>(h->boat))
  1101. b->pos = end;
  1102. gs->map->addBlockVisTiles(h);
  1103. }
  1104. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1105. for(const int3 & t : fowRevealed)
  1106. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1107. }
  1108. void NewStructures::applyGs(CGameState *gs)
  1109. {
  1110. CGTownInstance *t = gs->getTown(tid);
  1111. for(const auto & id : bid)
  1112. {
  1113. assert(t->town->buildings.at(id) != nullptr);
  1114. t->builtBuildings.insert(id);
  1115. t->updateAppearance();
  1116. auto currentBuilding = t->town->buildings.at(id);
  1117. if(currentBuilding->overrideBids.empty())
  1118. continue;
  1119. for(const auto & overrideBid : currentBuilding->overrideBids)
  1120. {
  1121. t->overriddenBuildings.insert(overrideBid);
  1122. t->deleteTownBonus(overrideBid);
  1123. }
  1124. }
  1125. t->builded = builded;
  1126. t->recreateBuildingsBonuses();
  1127. }
  1128. void RazeStructures::applyGs(CGameState *gs)
  1129. {
  1130. CGTownInstance *t = gs->getTown(tid);
  1131. for(const auto & id : bid)
  1132. {
  1133. t->builtBuildings.erase(id);
  1134. t->updateAppearance();
  1135. }
  1136. t->destroyed = destroyed; //yeaha
  1137. t->recreateBuildingsBonuses();
  1138. }
  1139. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1140. {
  1141. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1142. assert(dw);
  1143. dw->creatures = creatures;
  1144. }
  1145. void SetHeroesInTown::applyGs(CGameState * gs) const
  1146. {
  1147. CGTownInstance *t = gs->getTown(tid);
  1148. CGHeroInstance * v = gs->getHero(visiting);
  1149. CGHeroInstance * g = gs->getHero(garrison);
  1150. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1151. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1152. if(newVisitorComesFromGarrison)
  1153. t->setGarrisonedHero(nullptr);
  1154. if(newGarrisonComesFromVisiting)
  1155. t->setVisitingHero(nullptr);
  1156. if(!newGarrisonComesFromVisiting || v)
  1157. t->setVisitingHero(v);
  1158. if(!newVisitorComesFromGarrison || g)
  1159. t->setGarrisonedHero(g);
  1160. if(v)
  1161. {
  1162. gs->map->addBlockVisTiles(v);
  1163. }
  1164. if(g)
  1165. {
  1166. gs->map->removeBlockVisTiles(g);
  1167. }
  1168. }
  1169. void HeroRecruited::applyGs(CGameState * gs) const
  1170. {
  1171. assert(vstd::contains(gs->hpool.heroesPool, hid));
  1172. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  1173. CGTownInstance *t = gs->getTown(tid);
  1174. PlayerState *p = gs->getPlayerState(player);
  1175. assert(!h->boat);
  1176. h->setOwner(player);
  1177. h->pos = tile;
  1178. bool fresh = !h->isInitialized();
  1179. if(fresh)
  1180. { // this is a fresh hero who hasn't appeared yet
  1181. h->movement = h->maxMovePoints(true);
  1182. }
  1183. gs->hpool.heroesPool.erase(hid);
  1184. if(h->id == ObjectInstanceID())
  1185. {
  1186. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1187. gs->map->objects.emplace_back(h);
  1188. }
  1189. else
  1190. gs->map->objects[h->id.getNum()] = h;
  1191. gs->map->heroesOnMap.emplace_back(h);
  1192. p->heroes.emplace_back(h);
  1193. h->attachTo(*p);
  1194. if(fresh)
  1195. {
  1196. h->initObj(gs->getRandomGenerator());
  1197. }
  1198. gs->map->addBlockVisTiles(h);
  1199. if(t)
  1200. {
  1201. t->setVisitingHero(h);
  1202. }
  1203. }
  1204. void GiveHero::applyGs(CGameState * gs) const
  1205. {
  1206. CGHeroInstance *h = gs->getHero(id);
  1207. //bonus system
  1208. h->detachFrom(gs->globalEffects);
  1209. h->attachTo(*gs->getPlayerState(player));
  1210. auto oldVisitablePos = h->visitablePos();
  1211. gs->map->removeBlockVisTiles(h,true);
  1212. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1213. h->setOwner(player);
  1214. h->movement = h->maxMovePoints(true);
  1215. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1216. gs->map->heroesOnMap.emplace_back(h);
  1217. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1218. gs->map->addBlockVisTiles(h);
  1219. h->inTownGarrison = false;
  1220. }
  1221. void NewObject::applyGs(CGameState *gs)
  1222. {
  1223. TerrainId terrainType = ETerrainId::NONE;
  1224. if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not
  1225. {
  1226. CGObjectInstance testObject = CGObjectInstance();
  1227. testObject.pos = pos;
  1228. testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(ETerrainId::WATER).front();
  1229. [[maybe_unused]] const int3 previousXAxisTile = int3(pos.x - 1, pos.y, pos.z);
  1230. assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile));
  1231. }
  1232. else
  1233. {
  1234. const TerrainTile & t = gs->map->getTile(pos);
  1235. terrainType = t.terType->getId();
  1236. }
  1237. CGObjectInstance *o = nullptr;
  1238. switch(ID)
  1239. {
  1240. case Obj::BOAT:
  1241. o = new CGBoat();
  1242. terrainType = ETerrainId::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
  1243. break;
  1244. case Obj::MONSTER: //probably more options will be needed
  1245. o = new CGCreature();
  1246. {
  1247. //CStackInstance hlp;
  1248. auto * cre = dynamic_cast<CGCreature *>(o);
  1249. //cre->slots[0] = hlp;
  1250. assert(cre);
  1251. cre->notGrowingTeam = cre->neverFlees = false;
  1252. cre->character = 2;
  1253. cre->gainedArtifact = ArtifactID::NONE;
  1254. cre->identifier = -1;
  1255. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1256. }
  1257. break;
  1258. default:
  1259. o = new CGObjectInstance();
  1260. break;
  1261. }
  1262. o->ID = ID;
  1263. o->subID = subID;
  1264. o->pos = pos;
  1265. o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
  1266. id = o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1267. gs->map->objects.emplace_back(o);
  1268. gs->map->addBlockVisTiles(o);
  1269. o->initObj(gs->getRandomGenerator());
  1270. gs->map->calculateGuardingGreaturePositions();
  1271. logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
  1272. }
  1273. void NewArtifact::applyGs(CGameState *gs)
  1274. {
  1275. assert(!vstd::contains(gs->map->artInstances, art));
  1276. gs->map->addNewArtifactInstance(art);
  1277. assert(!art->getParentNodes().size());
  1278. art->setType(art->artType);
  1279. if(auto * cart = dynamic_cast<CCombinedArtifactInstance *>(art.get()))
  1280. cart->createConstituents();
  1281. }
  1282. const CStackInstance * StackLocation::getStack()
  1283. {
  1284. if(!army->hasStackAtSlot(slot))
  1285. {
  1286. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1287. return nullptr;
  1288. }
  1289. return &army->getStack(slot);
  1290. }
  1291. struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
  1292. {
  1293. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1294. {
  1295. return h;
  1296. }
  1297. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1298. {
  1299. return s->armyObj;
  1300. }
  1301. };
  1302. template <typename T>
  1303. struct GetBase : boost::static_visitor<T*>
  1304. {
  1305. template <typename TArg>
  1306. T * operator()(TArg &arg) const
  1307. {
  1308. return arg;
  1309. }
  1310. };
  1311. void ArtifactLocation::removeArtifact()
  1312. {
  1313. CArtifactInstance *a = getArt();
  1314. assert(a);
  1315. a->removeFrom(*this);
  1316. }
  1317. const CArmedInstance * ArtifactLocation::relatedObj() const
  1318. {
  1319. return std::visit(ObjectRetriever(), artHolder);
  1320. }
  1321. PlayerColor ArtifactLocation::owningPlayer() const
  1322. {
  1323. const auto * obj = relatedObj();
  1324. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1325. }
  1326. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1327. {
  1328. return std::visit(GetBase<CArtifactSet>(), artHolder);
  1329. }
  1330. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1331. {
  1332. return std::visit(GetBase<CBonusSystemNode>(), artHolder);
  1333. }
  1334. const CArtifactInstance *ArtifactLocation::getArt() const
  1335. {
  1336. const auto * s = getSlot();
  1337. if(s)
  1338. return s->getArt();
  1339. else
  1340. return nullptr;
  1341. }
  1342. const CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1343. {
  1344. auto * t = const_cast<ArtifactLocation *>(this);
  1345. return t->getHolderArtSet();
  1346. }
  1347. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1348. {
  1349. auto * t = const_cast<ArtifactLocation *>(this);
  1350. return t->getHolderNode();
  1351. }
  1352. CArtifactInstance *ArtifactLocation::getArt()
  1353. {
  1354. const ArtifactLocation *t = this;
  1355. return const_cast<CArtifactInstance*>(t->getArt());
  1356. }
  1357. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1358. {
  1359. return getHolderArtSet()->getSlot(slot);
  1360. }
  1361. void ChangeStackCount::applyGs(CGameState * gs)
  1362. {
  1363. auto * srcObj = gs->getArmyInstance(army);
  1364. if(!srcObj)
  1365. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1366. if(absoluteValue)
  1367. srcObj->setStackCount(slot, count);
  1368. else
  1369. srcObj->changeStackCount(slot, count);
  1370. }
  1371. void SetStackType::applyGs(CGameState * gs)
  1372. {
  1373. auto * srcObj = gs->getArmyInstance(army);
  1374. if(!srcObj)
  1375. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1376. srcObj->setStackType(slot, type);
  1377. }
  1378. void EraseStack::applyGs(CGameState * gs)
  1379. {
  1380. auto * srcObj = gs->getArmyInstance(army);
  1381. if(!srcObj)
  1382. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1383. srcObj->eraseStack(slot);
  1384. }
  1385. void SwapStacks::applyGs(CGameState * gs)
  1386. {
  1387. auto * srcObj = gs->getArmyInstance(srcArmy);
  1388. if(!srcObj)
  1389. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1390. auto * dstObj = gs->getArmyInstance(dstArmy);
  1391. if(!dstObj)
  1392. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1393. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1394. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1395. srcObj->putStack(srcSlot, s2);
  1396. dstObj->putStack(dstSlot, s1);
  1397. }
  1398. void InsertNewStack::applyGs(CGameState *gs)
  1399. {
  1400. if(auto * obj = gs->getArmyInstance(army))
  1401. obj->putStack(slot, new CStackInstance(type, count));
  1402. else
  1403. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1404. }
  1405. void RebalanceStacks::applyGs(CGameState * gs)
  1406. {
  1407. auto * srcObj = gs->getArmyInstance(srcArmy);
  1408. if(!srcObj)
  1409. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1410. auto * dstObj = gs->getArmyInstance(dstArmy);
  1411. if(!dstObj)
  1412. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1413. StackLocation src(srcObj, srcSlot);
  1414. StackLocation dst(dstObj, dstSlot);
  1415. const CCreature * srcType = src.army->getCreature(src.slot);
  1416. TQuantity srcCount = src.army->getStackCount(src.slot);
  1417. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1418. if(srcCount == count) //moving whole stack
  1419. {
  1420. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1421. if(c) //stack at dest -> merge
  1422. {
  1423. assert(c == srcType);
  1424. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1425. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1426. auto * artHere = alHere.getArt();
  1427. auto * artDest = alDest.getArt();
  1428. if (artHere)
  1429. {
  1430. if (alDest.getArt())
  1431. {
  1432. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1433. auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
  1434. if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
  1435. {
  1436. artDest->move (alDest, ArtifactLocation (hero, dstSlot));
  1437. }
  1438. //else - artifact cna be lost :/
  1439. else
  1440. {
  1441. EraseArtifact ea;
  1442. ea.al = alDest;
  1443. ea.applyGs(gs);
  1444. logNetwork->warn("Cannot move artifact! No free slots");
  1445. }
  1446. artHere->move (alHere, alDest);
  1447. //TODO: choose from dialog
  1448. }
  1449. else //just move to the other slot before stack gets erased
  1450. {
  1451. artHere->move (alHere, alDest);
  1452. }
  1453. }
  1454. if (stackExp)
  1455. {
  1456. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1457. src.army->eraseStack(src.slot);
  1458. dst.army->changeStackCount(dst.slot, count);
  1459. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1460. }
  1461. else
  1462. {
  1463. src.army->eraseStack(src.slot);
  1464. dst.army->changeStackCount(dst.slot, count);
  1465. }
  1466. }
  1467. else //move stack to an empty slot, no exp change needed
  1468. {
  1469. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1470. dst.army->putStack(dst.slot, stackDetached);
  1471. }
  1472. }
  1473. else
  1474. {
  1475. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1476. if(c) //stack at dest -> rebalance
  1477. {
  1478. assert(c == srcType);
  1479. if (stackExp)
  1480. {
  1481. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1482. src.army->changeStackCount(src.slot, -count);
  1483. dst.army->changeStackCount(dst.slot, count);
  1484. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1485. }
  1486. else
  1487. {
  1488. src.army->changeStackCount(src.slot, -count);
  1489. dst.army->changeStackCount(dst.slot, count);
  1490. }
  1491. }
  1492. else //split stack to an empty slot
  1493. {
  1494. src.army->changeStackCount(src.slot, -count);
  1495. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1496. if (stackExp)
  1497. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1498. }
  1499. }
  1500. CBonusSystemNode::treeHasChanged();
  1501. }
  1502. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1503. {
  1504. for(auto & move : moves)
  1505. move.applyGs(gs);
  1506. }
  1507. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1508. {
  1509. for(auto & move : moves)
  1510. move.applyGs(gs);
  1511. for(auto & change : changes)
  1512. change.applyGs(gs);
  1513. }
  1514. void PutArtifact::applyGs(CGameState *gs)
  1515. {
  1516. assert(art->canBePutAt(al));
  1517. art->putAt(al);
  1518. //al.hero->putArtifact(al.slot, art);
  1519. }
  1520. void EraseArtifact::applyGs(CGameState *gs)
  1521. {
  1522. const auto * slot = al.getSlot();
  1523. if(slot->locked)
  1524. {
  1525. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1526. DisassembledArtifact dis;
  1527. dis.al.artHolder = al.artHolder;
  1528. auto * aset = al.getHolderArtSet();
  1529. #ifndef NDEBUG
  1530. bool found = false;
  1531. #endif
  1532. for(auto& p : aset->artifactsWorn)
  1533. {
  1534. auto art = p.second.artifact;
  1535. if(art->canBeDisassembled() && art->isPart(slot->artifact))
  1536. {
  1537. dis.al.slot = aset->getArtPos(art);
  1538. #ifndef NDEBUG
  1539. found = true;
  1540. #endif
  1541. break;
  1542. }
  1543. }
  1544. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1545. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1546. dis.applyGs(gs);
  1547. }
  1548. else
  1549. {
  1550. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1551. }
  1552. al.removeArtifact();
  1553. }
  1554. void MoveArtifact::applyGs(CGameState * gs)
  1555. {
  1556. CArtifactInstance * art = src.getArt();
  1557. if(!ArtifactUtils::isSlotBackpack(dst.slot))
  1558. assert(!dst.getArt());
  1559. art->move(src, dst);
  1560. }
  1561. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1562. {
  1563. enum class EBulkArtsOp
  1564. {
  1565. BULK_MOVE,
  1566. BULK_REMOVE,
  1567. BULK_PUT
  1568. };
  1569. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1570. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1571. {
  1572. int numBackpackArtifactsMoved = 0;
  1573. for(auto & slot : artsPack)
  1574. {
  1575. // When an object gets removed from the backpack, the backpack shrinks
  1576. // so all the following indices will be affected. Thus, we need to update
  1577. // the subsequent artifact slots to account for that
  1578. auto srcPos = slot.srcPos;
  1579. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1580. {
  1581. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1582. }
  1583. const auto * slotInfo = artSet->getSlot(srcPos);
  1584. assert(slotInfo);
  1585. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1586. assert(art);
  1587. switch(operation)
  1588. {
  1589. case EBulkArtsOp::BULK_MOVE:
  1590. const_cast<CArtifactInstance*>(art)->move(
  1591. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1592. break;
  1593. case EBulkArtsOp::BULK_REMOVE:
  1594. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1595. break;
  1596. case EBulkArtsOp::BULK_PUT:
  1597. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1598. break;
  1599. default:
  1600. break;
  1601. }
  1602. if(srcPos >= GameConstants::BACKPACK_START)
  1603. {
  1604. numBackpackArtifactsMoved++;
  1605. }
  1606. }
  1607. };
  1608. if(swap)
  1609. {
  1610. // Swap
  1611. auto * leftSet = getSrcHolderArtSet();
  1612. auto * rightSet = getDstHolderArtSet();
  1613. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1614. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1615. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1616. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1617. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1618. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1619. }
  1620. else
  1621. {
  1622. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1623. }
  1624. }
  1625. void AssembledArtifact::applyGs(CGameState *gs)
  1626. {
  1627. CArtifactSet * artSet = al.getHolderArtSet();
  1628. [[maybe_unused]] const CArtifactInstance *transformedArt = al.getArt();
  1629. assert(transformedArt);
  1630. bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
  1631. assert(vstd::contains_if(transformedArt->assemblyPossibilities(artSet, combineEquipped), [=](const CArtifact * art)->bool
  1632. {
  1633. return art->getId() == builtArt->getId();
  1634. }));
  1635. auto * combinedArt = new CCombinedArtifactInstance(builtArt);
  1636. gs->map->addNewArtifactInstance(combinedArt);
  1637. // Retrieve all constituents
  1638. for(const CArtifact * constituent : *builtArt->constituents)
  1639. {
  1640. ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
  1641. artSet->getArtBackpackPos(constituent->getId());
  1642. assert(pos >= 0);
  1643. CArtifactInstance * constituentInstance = artSet->getArt(pos);
  1644. //move constituent from hero to be part of new, combined artifact
  1645. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
  1646. combinedArt->addAsConstituent(constituentInstance, pos);
  1647. if(combineEquipped)
  1648. {
  1649. if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot)
  1650. && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
  1651. al.slot = pos;
  1652. }
  1653. else
  1654. {
  1655. al.slot = std::min(al.slot, pos);
  1656. }
  1657. }
  1658. //put new combined artifacts
  1659. combinedArt->putAt(al);
  1660. }
  1661. void DisassembledArtifact::applyGs(CGameState *gs)
  1662. {
  1663. auto * disassembled = dynamic_cast<CCombinedArtifactInstance *>(al.getArt());
  1664. assert(disassembled);
  1665. std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
  1666. disassembled->removeFrom(al);
  1667. for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
  1668. {
  1669. ArtifactLocation constituentLoc = al;
  1670. constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
  1671. disassembled->detachFrom(*ci.art);
  1672. ci.art->putAt(constituentLoc);
  1673. }
  1674. gs->map->eraseArtifactInstance(disassembled);
  1675. }
  1676. void HeroVisit::applyGs(CGameState *gs)
  1677. {
  1678. }
  1679. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1680. {
  1681. if(id >= 0)
  1682. {
  1683. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1684. {
  1685. bm->artifacts = arts;
  1686. }
  1687. else
  1688. {
  1689. logNetwork->error("Wrong black market id!");
  1690. }
  1691. }
  1692. else
  1693. {
  1694. CGTownInstance::merchantArtifacts = arts;
  1695. }
  1696. }
  1697. void NewTurn::applyGs(CGameState *gs)
  1698. {
  1699. gs->day = day;
  1700. // Update bonuses before doing anything else so hero don't get more MP than needed
  1701. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1702. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1703. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1704. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1705. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1706. {
  1707. CGHeroInstance *hero = gs->getHero(h.id);
  1708. if(!hero)
  1709. {
  1710. // retreated or surrendered hero who has not been reset yet
  1711. for(auto& hp : gs->hpool.heroesPool)
  1712. {
  1713. if(hp.second->id == h.id)
  1714. {
  1715. hero = hp.second;
  1716. break;
  1717. }
  1718. }
  1719. }
  1720. if(!hero)
  1721. {
  1722. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1723. continue;
  1724. }
  1725. hero->movement = h.move;
  1726. hero->mana = h.mana;
  1727. }
  1728. for(const auto & re : res)
  1729. {
  1730. assert(re.first < PlayerColor::PLAYER_LIMIT);
  1731. gs->getPlayerState(re.first)->resources = re.second;
  1732. }
  1733. for(const auto & creatureSet : cres) //set available creatures in towns
  1734. creatureSet.second.applyGs(gs);
  1735. for(CGTownInstance* t : gs->map->towns)
  1736. t->builded = 0;
  1737. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1738. gs->updateRumor();
  1739. //count days without town for all players, regardless of their turn order
  1740. for (auto &p : gs->players)
  1741. {
  1742. PlayerState & playerState = p.second;
  1743. if (playerState.status == EPlayerStatus::INGAME)
  1744. {
  1745. if (playerState.towns.empty())
  1746. {
  1747. if (playerState.daysWithoutCastle)
  1748. ++(*playerState.daysWithoutCastle);
  1749. else
  1750. playerState.daysWithoutCastle = std::make_optional(0);
  1751. }
  1752. else
  1753. {
  1754. playerState.daysWithoutCastle = std::nullopt;
  1755. }
  1756. }
  1757. }
  1758. }
  1759. void SetObjectProperty::applyGs(CGameState * gs) const
  1760. {
  1761. CGObjectInstance *obj = gs->getObjInstance(id);
  1762. if(!obj)
  1763. {
  1764. logNetwork->error("Wrong object ID - property cannot be set!");
  1765. return;
  1766. }
  1767. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1768. if(what == ObjProperty::OWNER && cai)
  1769. {
  1770. if(obj->ID == Obj::TOWN)
  1771. {
  1772. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1773. assert(t);
  1774. if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
  1775. gs->getPlayerState(t->tempOwner)->towns -= t;
  1776. if(val < PlayerColor::PLAYER_LIMIT_I)
  1777. {
  1778. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1779. p->towns.emplace_back(t);
  1780. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1781. if(p->daysWithoutCastle)
  1782. p->daysWithoutCastle = std::nullopt;
  1783. }
  1784. }
  1785. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1786. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1787. obj->setProperty(what,val);
  1788. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1789. }
  1790. else //not an armed instance
  1791. {
  1792. obj->setProperty(what,val);
  1793. }
  1794. }
  1795. void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1796. {
  1797. auto * hero = gs->getHero(heroId);
  1798. assert(hero);
  1799. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1800. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1801. {
  1802. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1803. }
  1804. else
  1805. {
  1806. skills = proposedSkills;
  1807. }
  1808. }
  1809. void HeroLevelUp::applyGs(CGameState * gs) const
  1810. {
  1811. auto * hero = gs->getHero(heroId);
  1812. assert(hero);
  1813. hero->levelUp(skills);
  1814. }
  1815. void CommanderLevelUp::applyGs(CGameState * gs) const
  1816. {
  1817. auto * hero = gs->getHero(heroId);
  1818. assert(hero);
  1819. auto commander = hero->commander;
  1820. assert(commander);
  1821. commander->levelUp();
  1822. }
  1823. void BattleStart::applyGs(CGameState * gs) const
  1824. {
  1825. gs->curB = info;
  1826. gs->curB->localInit();
  1827. }
  1828. void BattleNextRound::applyGs(CGameState * gs) const
  1829. {
  1830. gs->curB->nextRound(round);
  1831. }
  1832. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1833. {
  1834. gs->curB->nextTurn(stack);
  1835. }
  1836. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1837. {
  1838. CStack * st = gs->curB->getStack(stackID);
  1839. assert(st);
  1840. switch(effect)
  1841. {
  1842. case Bonus::HP_REGENERATION:
  1843. {
  1844. int64_t toHeal = val;
  1845. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1846. break;
  1847. }
  1848. case Bonus::MANA_DRAIN:
  1849. {
  1850. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1851. st->drainedMana = true;
  1852. h->mana -= val;
  1853. vstd::amax(h->mana, 0);
  1854. break;
  1855. }
  1856. case Bonus::POISON:
  1857. {
  1858. auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
  1859. .And(Selector::type()(Bonus::STACK_HEALTH)));
  1860. if (b)
  1861. b->val = val;
  1862. break;
  1863. }
  1864. case Bonus::ENCHANTER:
  1865. case Bonus::MORALE:
  1866. break;
  1867. case Bonus::FEAR:
  1868. st->fear = true;
  1869. break;
  1870. default:
  1871. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1872. }
  1873. }
  1874. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1875. {
  1876. if(gs->curB)
  1877. gs->curB->si.gateState = state;
  1878. }
  1879. void BattleResultAccepted::applyGs(CGameState * gs) const
  1880. {
  1881. for(auto * h : {hero1, hero2})
  1882. {
  1883. if(h)
  1884. {
  1885. h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
  1886. if (h->commander && h->commander->alive)
  1887. {
  1888. for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
  1889. {
  1890. art.second.artifact->artType->levelUpArtifact (art.second.artifact);
  1891. }
  1892. }
  1893. }
  1894. }
  1895. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1896. {
  1897. for(int i = 0; i < 2; i++)
  1898. {
  1899. if(exp[i])
  1900. {
  1901. if(auto * army = (i == 0 ? army1 : army2))
  1902. army->giveStackExp(exp[i]);
  1903. }
  1904. }
  1905. CBonusSystemNode::treeHasChanged();
  1906. }
  1907. gs->curB.dellNull();
  1908. }
  1909. void BattleLogMessage::applyGs(CGameState *gs)
  1910. {
  1911. //nothing
  1912. }
  1913. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1914. {
  1915. //nothing
  1916. }
  1917. void BattleStackMoved::applyGs(CGameState *gs)
  1918. {
  1919. applyBattle(gs->curB);
  1920. }
  1921. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1922. {
  1923. battleState->moveUnit(stack, tilesToMove.back());
  1924. }
  1925. void BattleStackAttacked::applyGs(CGameState * gs)
  1926. {
  1927. applyBattle(gs->curB);
  1928. }
  1929. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1930. {
  1931. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1932. }
  1933. void BattleAttack::applyGs(CGameState * gs)
  1934. {
  1935. CStack * attacker = gs->curB->getStack(stackAttacking);
  1936. assert(attacker);
  1937. attackerChanges.applyGs(gs);
  1938. for(BattleStackAttacked & stackAttacked : bsa)
  1939. stackAttacked.applyGs(gs);
  1940. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1941. }
  1942. void StartAction::applyGs(CGameState *gs)
  1943. {
  1944. CStack *st = gs->curB->getStack(ba.stackNumber);
  1945. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1946. {
  1947. gs->curB->tacticDistance = 0;
  1948. return;
  1949. }
  1950. if(gs->curB->tacticDistance)
  1951. {
  1952. // moves in tactics phase do not affect creature status
  1953. // (tactics stack queue is managed by client)
  1954. return;
  1955. }
  1956. if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
  1957. {
  1958. assert(st);
  1959. }
  1960. else
  1961. {
  1962. gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);
  1963. }
  1964. switch(ba.actionType)
  1965. {
  1966. case EActionType::DEFEND:
  1967. st->waiting = false;
  1968. st->defending = true;
  1969. st->defendingAnim = true;
  1970. break;
  1971. case EActionType::WAIT:
  1972. st->defendingAnim = false;
  1973. st->waiting = true;
  1974. st->waitedThisTurn = true;
  1975. break;
  1976. case EActionType::HERO_SPELL: //no change in current stack state
  1977. break;
  1978. default: //any active stack action - attack, catapult, heal, spell...
  1979. st->waiting = false;
  1980. st->defendingAnim = false;
  1981. st->movedThisRound = true;
  1982. break;
  1983. }
  1984. }
  1985. void BattleSpellCast::applyGs(CGameState * gs) const
  1986. {
  1987. assert(gs->curB);
  1988. if(castByHero)
  1989. {
  1990. if(side < 2)
  1991. {
  1992. gs->curB->sides[side].castSpellsCount++;
  1993. }
  1994. }
  1995. }
  1996. void SetStackEffect::applyGs(CGameState *gs)
  1997. {
  1998. applyBattle(gs->curB);
  1999. }
  2000. void SetStackEffect::applyBattle(IBattleState * battleState)
  2001. {
  2002. for(const auto & stackData : toRemove)
  2003. battleState->removeUnitBonus(stackData.first, stackData.second);
  2004. for(const auto & stackData : toUpdate)
  2005. battleState->updateUnitBonus(stackData.first, stackData.second);
  2006. for(const auto & stackData : toAdd)
  2007. battleState->addUnitBonus(stackData.first, stackData.second);
  2008. }
  2009. void StacksInjured::applyGs(CGameState *gs)
  2010. {
  2011. applyBattle(gs->curB);
  2012. }
  2013. void StacksInjured::applyBattle(IBattleState * battleState)
  2014. {
  2015. for(BattleStackAttacked stackAttacked : stacks)
  2016. stackAttacked.applyBattle(battleState);
  2017. }
  2018. void BattleUnitsChanged::applyGs(CGameState *gs)
  2019. {
  2020. applyBattle(gs->curB);
  2021. }
  2022. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2023. {
  2024. for(auto & elem : changedStacks)
  2025. {
  2026. switch(elem.operation)
  2027. {
  2028. case BattleChanges::EOperation::RESET_STATE:
  2029. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2030. break;
  2031. case BattleChanges::EOperation::REMOVE:
  2032. battleState->removeUnit(elem.id);
  2033. break;
  2034. case BattleChanges::EOperation::ADD:
  2035. battleState->addUnit(elem.id, elem.data);
  2036. break;
  2037. case BattleChanges::EOperation::UPDATE:
  2038. battleState->updateUnit(elem.id, elem.data);
  2039. break;
  2040. default:
  2041. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2042. break;
  2043. }
  2044. }
  2045. }
  2046. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2047. {
  2048. if(gs->curB)
  2049. applyBattle(gs->curB);
  2050. }
  2051. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2052. {
  2053. for(const auto & change : changes)
  2054. {
  2055. switch(change.operation)
  2056. {
  2057. case BattleChanges::EOperation::REMOVE:
  2058. battleState->removeObstacle(change.id);
  2059. break;
  2060. case BattleChanges::EOperation::ADD:
  2061. battleState->addObstacle(change);
  2062. break;
  2063. case BattleChanges::EOperation::UPDATE:
  2064. battleState->updateObstacle(change);
  2065. break;
  2066. default:
  2067. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2068. break;
  2069. }
  2070. }
  2071. }
  2072. CatapultAttack::CatapultAttack() = default;
  2073. CatapultAttack::~CatapultAttack() = default;
  2074. void CatapultAttack::applyGs(CGameState * gs)
  2075. {
  2076. if(gs->curB)
  2077. applyBattle(gs->curB);
  2078. }
  2079. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2080. {
  2081. visitor.visitCatapultAttack(*this);
  2082. }
  2083. void CatapultAttack::applyBattle(IBattleState * battleState)
  2084. {
  2085. const auto * town = battleState->getDefendedTown();
  2086. if(!town)
  2087. return;
  2088. if(town->fortLevel() == CGTownInstance::NONE)
  2089. return;
  2090. for(const auto & part : attackedParts)
  2091. {
  2092. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2093. battleState->setWallState(part.attackedPart, newWallState);
  2094. }
  2095. }
  2096. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2097. {
  2098. CStack * stack = gs->curB->getStack(stackID);
  2099. switch(which)
  2100. {
  2101. case CASTS:
  2102. {
  2103. if(absolute)
  2104. logNetwork->error("Can not change casts in absolute mode");
  2105. else
  2106. stack->casts.use(-val);
  2107. break;
  2108. }
  2109. case ENCHANTER_COUNTER:
  2110. {
  2111. auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
  2112. if(absolute)
  2113. counter = val;
  2114. else
  2115. counter += val;
  2116. vstd::amax(counter, 0);
  2117. break;
  2118. }
  2119. case UNBIND:
  2120. {
  2121. stack->removeBonusesRecursive(Selector::type()(Bonus::BIND_EFFECT));
  2122. break;
  2123. }
  2124. case CLONED:
  2125. {
  2126. stack->cloned = true;
  2127. break;
  2128. }
  2129. case HAS_CLONE:
  2130. {
  2131. stack->cloneID = val;
  2132. break;
  2133. }
  2134. }
  2135. }
  2136. void PlayerCheated::applyGs(CGameState * gs) const
  2137. {
  2138. if(!player.isValidPlayer())
  2139. return;
  2140. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2141. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2142. }
  2143. void YourTurn::applyGs(CGameState * gs) const
  2144. {
  2145. gs->currentPlayer = player;
  2146. auto & playerState = gs->players[player];
  2147. playerState.daysWithoutCastle = daysWithoutCastle;
  2148. }
  2149. Component::Component(const CStackBasicDescriptor & stack)
  2150. : id(EComponentType::CREATURE)
  2151. , subtype(stack.type->getId())
  2152. , val(stack.count)
  2153. {
  2154. }
  2155. void EntitiesChanged::applyGs(CGameState * gs)
  2156. {
  2157. for(const auto & change : changes)
  2158. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2159. }
  2160. const CArtifactInstance * ArtSlotInfo::getArt() const
  2161. {
  2162. if(locked)
  2163. {
  2164. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2165. return nullptr;
  2166. }
  2167. return artifact;
  2168. }
  2169. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  2170. {
  2171. return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
  2172. }
  2173. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  2174. {
  2175. return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
  2176. }
  2177. VCMI_LIB_NAMESPACE_END