NetPacksLib.cpp 61 KB

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