NetPacksLib.cpp 47 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "NetPacks.h"
  12. #include "CGeneralTextHandler.h"
  13. #include "mapObjects/CObjectClassesHandler.h"
  14. #include "CArtHandler.h"
  15. #include "CHeroHandler.h"
  16. #include "mapObjects/CObjectHandler.h"
  17. #include "CModHandler.h"
  18. #include "VCMI_Lib.h"
  19. #include "mapping/CMap.h"
  20. #include "spells/CSpellHandler.h"
  21. #include "CCreatureHandler.h"
  22. #include "CGameState.h"
  23. #include "CStack.h"
  24. #include "battle/BattleInfo.h"
  25. #include "CTownHandler.h"
  26. #include "mapping/CMapInfo.h"
  27. #include "StartInfo.h"
  28. #include "CPlayerState.h"
  29. #include "TerrainHandler.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. DLL_LINKAGE void SetResources::applyGs(CGameState * gs) const
  32. {
  33. assert(player < PlayerColor::PLAYER_LIMIT);
  34. if(abs)
  35. gs->getPlayerState(player)->resources = res;
  36. else
  37. gs->getPlayerState(player)->resources += res;
  38. //just ensure that player resources are not negative
  39. //server is responsible to check if player can afford deal
  40. //but events on server side are allowed to take more than player have
  41. gs->getPlayerState(player)->resources.positive();
  42. }
  43. DLL_LINKAGE void SetPrimSkill::applyGs(CGameState * gs) const
  44. {
  45. CGHeroInstance * hero = gs->getHero(id);
  46. assert(hero);
  47. hero->setPrimarySkill(which, val, abs);
  48. }
  49. DLL_LINKAGE void SetSecSkill::applyGs(CGameState * gs) const
  50. {
  51. CGHeroInstance *hero = gs->getHero(id);
  52. hero->setSecSkillLevel(which, val, abs);
  53. }
  54. DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
  55. {
  56. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  57. assert (commander);
  58. switch (which)
  59. {
  60. case BONUS:
  61. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  62. break;
  63. case SPECIAL_SKILL:
  64. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  65. commander->specialSKills.insert (additionalInfo);
  66. break;
  67. case SECONDARY_SKILL:
  68. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  69. break;
  70. case ALIVE:
  71. if (amount)
  72. commander->setAlive(true);
  73. else
  74. commander->setAlive(false);
  75. break;
  76. case EXPERIENCE:
  77. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  78. break;
  79. }
  80. }
  81. DLL_LINKAGE void AddQuest::applyGs(CGameState * gs) const
  82. {
  83. assert (vstd::contains(gs->players, player));
  84. auto * vec = &gs->players[player].quests;
  85. if (!vstd::contains(*vec, quest))
  86. vec->push_back (quest);
  87. else
  88. logNetwork->warn("Warning! Attempt to add duplicated quest");
  89. }
  90. DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  91. {
  92. VLC->arth->minors = minors;
  93. VLC->arth->majors = majors;
  94. VLC->arth->treasures = treasures;
  95. VLC->arth->relics = relics;
  96. }
  97. DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState * gs) const
  98. {
  99. gs->map->events = events;
  100. }
  101. DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState * gs) const
  102. {
  103. auto * t = gs->getTown(town);
  104. t->events = events;
  105. }
  106. DLL_LINKAGE void ChangeFormation::applyGs(CGameState * gs) const
  107. {
  108. gs->getHero(hid)->setFormation(formation);
  109. }
  110. DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState * gs) const
  111. {
  112. CGHeroInstance *h = gs->getHero(hid);
  113. CGTownInstance *t = gs->getTown(tid);
  114. assert(h);
  115. assert(t);
  116. if(start())
  117. t->setVisitingHero(h);
  118. else
  119. t->setVisitingHero(nullptr);
  120. }
  121. DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
  122. {
  123. CGHeroInstance *hero = gs->getHero(hid);
  124. if(learn)
  125. for(const auto & sid : spells)
  126. hero->addSpellToSpellbook(sid);
  127. else
  128. for(const auto & sid : spells)
  129. hero->removeSpellFromSpellbook(sid);
  130. }
  131. DLL_LINKAGE void SetMana::applyGs(CGameState * gs) const
  132. {
  133. CGHeroInstance * hero = gs->getHero(hid);
  134. assert(hero);
  135. if(absolute)
  136. hero->mana = val;
  137. else
  138. hero->mana += val;
  139. vstd::amax(hero->mana, 0); //not less than 0
  140. }
  141. DLL_LINKAGE void SetMovePoints::applyGs(CGameState * gs) const
  142. {
  143. CGHeroInstance *hero = gs->getHero(hid);
  144. assert(hero);
  145. if(absolute)
  146. hero->movement = val;
  147. else
  148. hero->movement += val;
  149. vstd::amax(hero->movement, 0); //not less than 0
  150. }
  151. DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
  152. {
  153. TeamState * team = gs->getPlayerTeam(player);
  154. auto fogOfWarMap = team->fogOfWarMap;
  155. for(const int3 & t : tiles)
  156. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  157. if (mode == 0) //do not hide too much
  158. {
  159. std::unordered_set<int3, ShashInt3> tilesRevealed;
  160. for (auto & elem : gs->map->objects)
  161. {
  162. const CGObjectInstance *o = elem;
  163. if (o)
  164. {
  165. switch(o->ID)
  166. {
  167. case Obj::HERO:
  168. case Obj::MINE:
  169. case Obj::TOWN:
  170. case Obj::ABANDONED_MINE:
  171. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  172. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  173. break;
  174. }
  175. }
  176. }
  177. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  178. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  179. }
  180. }
  181. DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
  182. {
  183. PlayerState *p = gs->getPlayerState(player);
  184. p->availableHeroes.clear();
  185. for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
  186. {
  187. CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
  188. if(h && army[i])
  189. h->setToArmy(army[i]);
  190. p->availableHeroes.emplace_back(h);
  191. }
  192. }
  193. DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
  194. {
  195. CBonusSystemNode *cbsn = nullptr;
  196. switch(who)
  197. {
  198. case HERO:
  199. cbsn = gs->getHero(ObjectInstanceID(id));
  200. break;
  201. case PLAYER:
  202. cbsn = gs->getPlayerState(PlayerColor(id));
  203. break;
  204. case TOWN:
  205. cbsn = gs->getTown(ObjectInstanceID(id));
  206. break;
  207. }
  208. assert(cbsn);
  209. if(Bonus::OneWeek(&bonus))
  210. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  211. auto b = std::make_shared<Bonus>(bonus);
  212. cbsn->addNewBonus(b);
  213. std::string &descr = b->description;
  214. if(bdescr.message.empty() && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
  215. {
  216. if (bonus.source == Bonus::OBJECT)
  217. {
  218. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  219. }
  220. else if(bonus.source == Bonus::TOWN_STRUCTURE)
  221. {
  222. descr = bonus.description;
  223. return;
  224. }
  225. else
  226. {
  227. bdescr.toString(descr);
  228. }
  229. }
  230. else
  231. {
  232. bdescr.toString(descr);
  233. }
  234. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  235. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  236. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  237. }
  238. DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
  239. {
  240. CGObjectInstance *obj = gs->getObjInstance(objid);
  241. if(!obj)
  242. {
  243. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  244. return;
  245. }
  246. gs->map->removeBlockVisTiles(obj);
  247. obj->pos = nPos;
  248. gs->map->addBlockVisTiles(obj);
  249. }
  250. DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState * gs) const
  251. {
  252. switch (mode) {
  253. case VISITOR_ADD:
  254. gs->getHero(hero)->visitedObjects.insert(object);
  255. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  256. break;
  257. case VISITOR_ADD_TEAM:
  258. {
  259. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  260. for(const auto & color : ts->players)
  261. {
  262. gs->getPlayerState(color)->visitedObjects.insert(object);
  263. }
  264. }
  265. break;
  266. case VISITOR_CLEAR:
  267. for (CGHeroInstance * hero : gs->map->allHeroes)
  268. {
  269. if (hero)
  270. {
  271. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  272. }
  273. }
  274. for(auto &elem : gs->players)
  275. {
  276. elem.second.visitedObjects.erase(object);
  277. }
  278. break;
  279. case VISITOR_REMOVE:
  280. gs->getHero(hero)->visitedObjects.erase(object);
  281. break;
  282. }
  283. }
  284. DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState * gs) const
  285. {
  286. PlayerState *p = gs->getPlayerState(player);
  287. if(victoryLossCheckResult.victory())
  288. {
  289. p->status = EPlayerStatus::WINNER;
  290. // TODO: Campaign-specific code might as well go somewhere else
  291. if(p->human && gs->scenarioOps->campState)
  292. {
  293. std::vector<CGHeroInstance *> crossoverHeroes;
  294. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  295. {
  296. if (hero->tempOwner == player)
  297. {
  298. // keep all heroes from the winning player
  299. crossoverHeroes.push_back(hero);
  300. }
  301. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  302. {
  303. // keep hero whether lost or won (like Xeron in AB campaign)
  304. crossoverHeroes.push_back(hero);
  305. }
  306. }
  307. // keep lost heroes which are in heroes pool
  308. for (auto & heroPair : gs->hpool.heroesPool)
  309. {
  310. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  311. {
  312. crossoverHeroes.push_back(heroPair.second.get());
  313. }
  314. }
  315. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  316. }
  317. }
  318. else
  319. {
  320. p->status = EPlayerStatus::LOSER;
  321. }
  322. }
  323. DLL_LINKAGE void PlayerReinitInterface::applyGs(CGameState *gs)
  324. {
  325. if(!gs || !gs->scenarioOps)
  326. return;
  327. //TODO: what does mean if more that one player connected?
  328. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  329. {
  330. for(const auto & player : players)
  331. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  332. }
  333. }
  334. DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
  335. {
  336. CBonusSystemNode * node = nullptr;
  337. if (who == HERO)
  338. node = gs->getHero(ObjectInstanceID(whoID));
  339. else
  340. node = gs->getPlayerState(PlayerColor(whoID));
  341. BonusList &bonuses = node->getExportedBonusList();
  342. for(const auto & b : bonuses)
  343. {
  344. if(b->source == source && b->sid == id)
  345. {
  346. bonus = *b; //backup bonus (to show to interfaces later)
  347. node->removeBonus(b);
  348. break;
  349. }
  350. }
  351. }
  352. DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
  353. {
  354. CGObjectInstance *obj = gs->getObjInstance(id);
  355. logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
  356. //unblock tiles
  357. gs->map->removeBlockVisTiles(obj);
  358. if(obj->ID == Obj::HERO) //remove beaten hero
  359. {
  360. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  361. assert(beatenHero);
  362. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  363. gs->map->heroesOnMap -= beatenHero;
  364. p->heroes -= beatenHero;
  365. beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));
  366. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  367. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  368. {
  369. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  370. });
  371. if(beatenHero->visitedTown)
  372. {
  373. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  374. beatenHero->visitedTown->garrisonHero = nullptr;
  375. else
  376. beatenHero->visitedTown->visitingHero = nullptr;
  377. beatenHero->visitedTown = nullptr;
  378. beatenHero->inTownGarrison = false;
  379. }
  380. //return hero to the pool, so he may reappear in tavern
  381. gs->hpool.heroesPool[beatenHero->subID] = beatenHero;
  382. if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID))
  383. gs->hpool.pavailable[beatenHero->subID] = 0xff;
  384. gs->map->objects[id.getNum()] = nullptr;
  385. //If hero on Boat is removed, the Boat disappears
  386. if(beatenHero->boat)
  387. {
  388. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  389. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  390. beatenHero->boat = nullptr;
  391. }
  392. return;
  393. }
  394. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  395. if (quest)
  396. {
  397. gs->map->quests[quest->quest->qid] = nullptr;
  398. for (auto &player : gs->players)
  399. {
  400. for (auto &q : player.second.quests)
  401. {
  402. if (q.obj == obj)
  403. {
  404. q.obj = nullptr;
  405. }
  406. }
  407. }
  408. }
  409. for (TriggeredEvent & event : gs->map->triggeredEvents)
  410. {
  411. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  412. {
  413. if (cond.object == obj)
  414. {
  415. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  416. {
  417. cond.condition = EventCondition::CONST_VALUE;
  418. cond.value = 1; // destroyed object, from now on always fulfilled
  419. }
  420. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  421. {
  422. cond.condition = EventCondition::CONST_VALUE;
  423. cond.value = 0; // destroyed object, from now on can not be fulfilled
  424. }
  425. }
  426. return cond;
  427. };
  428. event.trigger = event.trigger.morph(patcher);
  429. }
  430. gs->map->instanceNames.erase(obj->instanceName);
  431. gs->map->objects[id.getNum()].dellNull();
  432. gs->map->calculateGuardingGreaturePositions();
  433. }
  434. static int getDir(const int3 & src, const int3 & dst)
  435. {
  436. int ret = -1;
  437. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  438. {
  439. ret = 1;
  440. }
  441. else if(dst.x == src.x && dst.y+1 == src.y) //t
  442. {
  443. ret = 2;
  444. }
  445. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  446. {
  447. ret = 3;
  448. }
  449. else if(dst.x-1 == src.x && dst.y == src.y) //r
  450. {
  451. ret = 4;
  452. }
  453. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  454. {
  455. ret = 5;
  456. }
  457. else if(dst.x == src.x && dst.y-1 == src.y) //b
  458. {
  459. ret = 6;
  460. }
  461. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  462. {
  463. ret = 7;
  464. }
  465. else if(dst.x+1 == src.x && dst.y == src.y) //l
  466. {
  467. ret = 8;
  468. }
  469. return ret;
  470. }
  471. void TryMoveHero::applyGs(CGameState *gs)
  472. {
  473. CGHeroInstance *h = gs->getHero(id);
  474. if (!h)
  475. {
  476. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  477. return;
  478. }
  479. h->movement = movePoints;
  480. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  481. {
  482. auto dir = getDir(start,end);
  483. if(dir > 0 && dir <= 8)
  484. h->moveDir = dir;
  485. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  486. }
  487. if(result == EMBARK) //hero enters boat at destination tile
  488. {
  489. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  490. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  491. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  492. assert(boat);
  493. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  494. h->boat = boat;
  495. boat->hero = h;
  496. }
  497. else if(result == DISEMBARK) //hero leaves boat to destination tile
  498. {
  499. auto * b = const_cast<CGBoat *>(h->boat);
  500. b->direction = h->moveDir;
  501. b->pos = start;
  502. b->hero = nullptr;
  503. gs->map->addBlockVisTiles(b);
  504. h->boat = nullptr;
  505. }
  506. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  507. {
  508. gs->map->removeBlockVisTiles(h);
  509. h->pos = end;
  510. if(auto * b = const_cast<CGBoat *>(h->boat))
  511. b->pos = end;
  512. gs->map->addBlockVisTiles(h);
  513. }
  514. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  515. for(const int3 & t : fowRevealed)
  516. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  517. }
  518. DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
  519. {
  520. CGTownInstance *t = gs->getTown(tid);
  521. for(const auto & id : bid)
  522. {
  523. assert(t->town->buildings.at(id) != nullptr);
  524. t->builtBuildings.insert(id);
  525. t->updateAppearance();
  526. auto currentBuilding = t->town->buildings.at(id);
  527. if(currentBuilding->overrideBids.empty())
  528. continue;
  529. for(const auto & overrideBid : currentBuilding->overrideBids)
  530. {
  531. t->overriddenBuildings.insert(overrideBid);
  532. t->deleteTownBonus(overrideBid);
  533. }
  534. }
  535. t->builded = builded;
  536. t->recreateBuildingsBonuses();
  537. }
  538. DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
  539. {
  540. CGTownInstance *t = gs->getTown(tid);
  541. for(const auto & id : bid)
  542. {
  543. t->builtBuildings.erase(id);
  544. t->updateAppearance();
  545. }
  546. t->destroyed = destroyed; //yeaha
  547. t->recreateBuildingsBonuses();
  548. }
  549. DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState * gs) const
  550. {
  551. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  552. assert(dw);
  553. dw->creatures = creatures;
  554. }
  555. DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState * gs) const
  556. {
  557. CGTownInstance *t = gs->getTown(tid);
  558. CGHeroInstance * v = gs->getHero(visiting);
  559. CGHeroInstance * g = gs->getHero(garrison);
  560. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  561. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  562. if(newVisitorComesFromGarrison)
  563. t->setGarrisonedHero(nullptr);
  564. if(newGarrisonComesFromVisiting)
  565. t->setVisitingHero(nullptr);
  566. if(!newGarrisonComesFromVisiting || v)
  567. t->setVisitingHero(v);
  568. if(!newVisitorComesFromGarrison || g)
  569. t->setGarrisonedHero(g);
  570. if(v)
  571. {
  572. gs->map->addBlockVisTiles(v);
  573. }
  574. if(g)
  575. {
  576. gs->map->removeBlockVisTiles(g);
  577. }
  578. }
  579. DLL_LINKAGE void HeroRecruited::applyGs(CGameState * gs) const
  580. {
  581. assert(vstd::contains(gs->hpool.heroesPool, hid));
  582. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  583. CGTownInstance *t = gs->getTown(tid);
  584. PlayerState *p = gs->getPlayerState(player);
  585. assert(!h->boat);
  586. h->setOwner(player);
  587. h->pos = tile;
  588. bool fresh = !h->isInitialized();
  589. if(fresh)
  590. { // this is a fresh hero who hasn't appeared yet
  591. h->movement = h->maxMovePoints(true);
  592. }
  593. gs->hpool.heroesPool.erase(hid);
  594. if(h->id == ObjectInstanceID())
  595. {
  596. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  597. gs->map->objects.emplace_back(h);
  598. }
  599. else
  600. gs->map->objects[h->id.getNum()] = h;
  601. gs->map->heroesOnMap.emplace_back(h);
  602. p->heroes.emplace_back(h);
  603. h->attachTo(*p);
  604. if(fresh)
  605. {
  606. h->initObj(gs->getRandomGenerator());
  607. }
  608. gs->map->addBlockVisTiles(h);
  609. if(t)
  610. {
  611. t->setVisitingHero(h);
  612. }
  613. }
  614. DLL_LINKAGE void GiveHero::applyGs(CGameState * gs) const
  615. {
  616. CGHeroInstance *h = gs->getHero(id);
  617. //bonus system
  618. h->detachFrom(gs->globalEffects);
  619. h->attachTo(*gs->getPlayerState(player));
  620. auto oldVisitablePos = h->visitablePos();
  621. gs->map->removeBlockVisTiles(h,true);
  622. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  623. h->setOwner(player);
  624. h->movement = h->maxMovePoints(true);
  625. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  626. gs->map->heroesOnMap.emplace_back(h);
  627. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  628. gs->map->addBlockVisTiles(h);
  629. h->inTownGarrison = false;
  630. }
  631. DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
  632. {
  633. TerrainId terrainType = ETerrainId::NONE;
  634. if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not
  635. {
  636. CGObjectInstance testObject = CGObjectInstance();
  637. testObject.pos = pos;
  638. testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(ETerrainId::WATER).front();
  639. const int3 previousXAxisTile = int3(pos.x - 1, pos.y, pos.z);
  640. assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile));
  641. MAYBE_UNUSED(previousXAxisTile);
  642. }
  643. else
  644. {
  645. const TerrainTile & t = gs->map->getTile(pos);
  646. terrainType = t.terType->getId();
  647. }
  648. CGObjectInstance *o = nullptr;
  649. switch(ID)
  650. {
  651. case Obj::BOAT:
  652. o = new CGBoat();
  653. terrainType = ETerrainId::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
  654. break;
  655. case Obj::MONSTER: //probably more options will be needed
  656. o = new CGCreature();
  657. {
  658. //CStackInstance hlp;
  659. auto * cre = dynamic_cast<CGCreature *>(o);
  660. //cre->slots[0] = hlp;
  661. assert(cre);
  662. cre->notGrowingTeam = cre->neverFlees = false;
  663. cre->character = 2;
  664. cre->gainedArtifact = ArtifactID::NONE;
  665. cre->identifier = -1;
  666. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  667. }
  668. break;
  669. default:
  670. o = new CGObjectInstance();
  671. break;
  672. }
  673. o->ID = ID;
  674. o->subID = subID;
  675. o->pos = pos;
  676. o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
  677. id = o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  678. gs->map->objects.emplace_back(o);
  679. gs->map->addBlockVisTiles(o);
  680. o->initObj(gs->getRandomGenerator());
  681. gs->map->calculateGuardingGreaturePositions();
  682. logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
  683. }
  684. DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
  685. {
  686. assert(!vstd::contains(gs->map->artInstances, art));
  687. gs->map->addNewArtifactInstance(art);
  688. assert(!art->getParentNodes().size());
  689. art->setType(art->artType);
  690. if(auto * cart = dynamic_cast<CCombinedArtifactInstance *>(art.get()))
  691. cart->createConstituents();
  692. }
  693. DLL_LINKAGE const CStackInstance * StackLocation::getStack()
  694. {
  695. if(!army->hasStackAtSlot(slot))
  696. {
  697. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  698. return nullptr;
  699. }
  700. return &army->getStack(slot);
  701. }
  702. struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
  703. {
  704. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  705. {
  706. return h;
  707. }
  708. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  709. {
  710. return s->armyObj;
  711. }
  712. };
  713. template <typename T>
  714. struct GetBase : boost::static_visitor<T*>
  715. {
  716. template <typename TArg>
  717. T * operator()(TArg &arg) const
  718. {
  719. return arg;
  720. }
  721. };
  722. DLL_LINKAGE void ArtifactLocation::removeArtifact()
  723. {
  724. CArtifactInstance *a = getArt();
  725. assert(a);
  726. a->removeFrom(*this);
  727. }
  728. DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
  729. {
  730. return boost::apply_visitor(ObjectRetriever(), artHolder);
  731. }
  732. DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const
  733. {
  734. const auto * obj = relatedObj();
  735. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  736. }
  737. DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet()
  738. {
  739. return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
  740. }
  741. DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
  742. {
  743. return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);
  744. }
  745. DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
  746. {
  747. const auto * s = getSlot();
  748. if(s)
  749. return s->getArt();
  750. else
  751. return nullptr;
  752. }
  753. DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
  754. {
  755. auto * t = const_cast<ArtifactLocation *>(this);
  756. return t->getHolderArtSet();
  757. }
  758. DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  759. {
  760. auto * t = const_cast<ArtifactLocation *>(this);
  761. return t->getHolderNode();
  762. }
  763. DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt()
  764. {
  765. const ArtifactLocation *t = this;
  766. return const_cast<CArtifactInstance*>(t->getArt());
  767. }
  768. DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
  769. {
  770. return getHolderArtSet()->getSlot(slot);
  771. }
  772. DLL_LINKAGE void ChangeStackCount::applyGs(CGameState * gs)
  773. {
  774. auto * srcObj = gs->getArmyInstance(army);
  775. if(!srcObj)
  776. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  777. if(absoluteValue)
  778. srcObj->setStackCount(slot, count);
  779. else
  780. srcObj->changeStackCount(slot, count);
  781. }
  782. DLL_LINKAGE void SetStackType::applyGs(CGameState * gs)
  783. {
  784. auto * srcObj = gs->getArmyInstance(army);
  785. if(!srcObj)
  786. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  787. srcObj->setStackType(slot, type);
  788. }
  789. DLL_LINKAGE void EraseStack::applyGs(CGameState * gs)
  790. {
  791. auto * srcObj = gs->getArmyInstance(army);
  792. if(!srcObj)
  793. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  794. srcObj->eraseStack(slot);
  795. }
  796. DLL_LINKAGE void SwapStacks::applyGs(CGameState * gs)
  797. {
  798. auto * srcObj = gs->getArmyInstance(srcArmy);
  799. if(!srcObj)
  800. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  801. auto * dstObj = gs->getArmyInstance(dstArmy);
  802. if(!dstObj)
  803. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  804. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  805. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  806. srcObj->putStack(srcSlot, s2);
  807. dstObj->putStack(dstSlot, s1);
  808. }
  809. DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
  810. {
  811. if(auto * obj = gs->getArmyInstance(army))
  812. obj->putStack(slot, new CStackInstance(type, count));
  813. else
  814. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  815. }
  816. DLL_LINKAGE void RebalanceStacks::applyGs(CGameState * gs)
  817. {
  818. auto * srcObj = gs->getArmyInstance(srcArmy);
  819. if(!srcObj)
  820. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  821. auto * dstObj = gs->getArmyInstance(dstArmy);
  822. if(!dstObj)
  823. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  824. StackLocation src(srcObj, srcSlot);
  825. StackLocation dst(dstObj, dstSlot);
  826. const CCreature * srcType = src.army->getCreature(src.slot);
  827. TQuantity srcCount = src.army->getStackCount(src.slot);
  828. bool stackExp = VLC->modh->modules.STACK_EXP;
  829. if(srcCount == count) //moving whole stack
  830. {
  831. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
  832. {
  833. assert(c == srcType);
  834. MAYBE_UNUSED(c);
  835. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  836. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  837. auto * artHere = alHere.getArt();
  838. auto * artDest = alDest.getArt();
  839. if (artHere)
  840. {
  841. if (alDest.getArt())
  842. {
  843. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  844. if (hero)
  845. {
  846. artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));
  847. }
  848. //else - artifact cna be lost :/
  849. else
  850. {
  851. logNetwork->warn("Artifact is present at destination slot!");
  852. }
  853. artHere->move (alHere, alDest);
  854. //TODO: choose from dialog
  855. }
  856. else //just move to the other slot before stack gets erased
  857. {
  858. artHere->move (alHere, alDest);
  859. }
  860. }
  861. if (stackExp)
  862. {
  863. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  864. src.army->eraseStack(src.slot);
  865. dst.army->changeStackCount(dst.slot, count);
  866. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  867. }
  868. else
  869. {
  870. src.army->eraseStack(src.slot);
  871. dst.army->changeStackCount(dst.slot, count);
  872. }
  873. }
  874. else //move stack to an empty slot, no exp change needed
  875. {
  876. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  877. dst.army->putStack(dst.slot, stackDetached);
  878. }
  879. }
  880. else
  881. {
  882. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
  883. {
  884. assert(c == srcType);
  885. MAYBE_UNUSED(c);
  886. if (stackExp)
  887. {
  888. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  889. src.army->changeStackCount(src.slot, -count);
  890. dst.army->changeStackCount(dst.slot, count);
  891. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  892. }
  893. else
  894. {
  895. src.army->changeStackCount(src.slot, -count);
  896. dst.army->changeStackCount(dst.slot, count);
  897. }
  898. }
  899. else //split stack to an empty slot
  900. {
  901. src.army->changeStackCount(src.slot, -count);
  902. dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
  903. if (stackExp)
  904. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  905. }
  906. }
  907. CBonusSystemNode::treeHasChanged();
  908. }
  909. DLL_LINKAGE void BulkRebalanceStacks::applyGs(CGameState * gs)
  910. {
  911. for(auto & move : moves)
  912. move.applyGs(gs);
  913. }
  914. DLL_LINKAGE void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  915. {
  916. for(auto & move : moves)
  917. move.applyGs(gs);
  918. for(auto & change : changes)
  919. change.applyGs(gs);
  920. }
  921. DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
  922. {
  923. assert(art->canBePutAt(al));
  924. art->putAt(al);
  925. //al.hero->putArtifact(al.slot, art);
  926. }
  927. DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
  928. {
  929. const auto * slot = al.getSlot();
  930. if(slot->locked)
  931. {
  932. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  933. DisassembledArtifact dis;
  934. dis.al.artHolder = al.artHolder;
  935. auto * aset = al.getHolderArtSet();
  936. #ifndef NDEBUG
  937. bool found = false;
  938. #endif
  939. for(auto& p : aset->artifactsWorn)
  940. {
  941. auto art = p.second.artifact;
  942. if(art->canBeDisassembled() && art->isPart(slot->artifact))
  943. {
  944. dis.al.slot = aset->getArtPos(art);
  945. #ifndef NDEBUG
  946. found = true;
  947. #endif
  948. break;
  949. }
  950. }
  951. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  952. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  953. dis.applyGs(gs);
  954. }
  955. else
  956. {
  957. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  958. }
  959. al.removeArtifact();
  960. }
  961. DLL_LINKAGE void MoveArtifact::applyGs(CGameState * gs)
  962. {
  963. CArtifactInstance * art = src.getArt();
  964. if(!ArtifactUtils::isSlotBackpack(dst.slot))
  965. assert(!dst.getArt());
  966. art->move(src, dst);
  967. }
  968. DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
  969. {
  970. enum class EBulkArtsOp
  971. {
  972. BULK_MOVE,
  973. BULK_REMOVE,
  974. BULK_PUT
  975. };
  976. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  977. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  978. {
  979. int numBackpackArtifactsMoved = 0;
  980. for(auto & slot : artsPack)
  981. {
  982. // When an object gets removed from the backpack, the backpack shrinks
  983. // so all the following indices will be affected. Thus, we need to update
  984. // the subsequent artifact slots to account for that
  985. auto srcPos = slot.srcPos;
  986. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  987. {
  988. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  989. }
  990. const auto * slotInfo = artSet->getSlot(srcPos);
  991. assert(slotInfo);
  992. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  993. assert(art);
  994. switch(operation)
  995. {
  996. case EBulkArtsOp::BULK_MOVE:
  997. const_cast<CArtifactInstance*>(art)->move(
  998. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  999. break;
  1000. case EBulkArtsOp::BULK_REMOVE:
  1001. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1002. break;
  1003. case EBulkArtsOp::BULK_PUT:
  1004. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1005. break;
  1006. default:
  1007. break;
  1008. }
  1009. if(srcPos >= GameConstants::BACKPACK_START)
  1010. {
  1011. numBackpackArtifactsMoved++;
  1012. }
  1013. }
  1014. };
  1015. if(swap)
  1016. {
  1017. // Swap
  1018. auto * leftSet = getSrcHolderArtSet();
  1019. auto * rightSet = getDstHolderArtSet();
  1020. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1021. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1022. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1023. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1024. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1025. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1026. }
  1027. else
  1028. {
  1029. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1030. }
  1031. }
  1032. DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
  1033. {
  1034. CArtifactSet * artSet = al.getHolderArtSet();
  1035. const CArtifactInstance *transformedArt = al.getArt();
  1036. assert(transformedArt);
  1037. bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
  1038. assert(vstd::contains_if(transformedArt->assemblyPossibilities(artSet, combineEquipped), [=](const CArtifact * art)->bool
  1039. {
  1040. return art->getId() == builtArt->getId();
  1041. }));
  1042. MAYBE_UNUSED(transformedArt);
  1043. auto * combinedArt = new CCombinedArtifactInstance(builtArt);
  1044. gs->map->addNewArtifactInstance(combinedArt);
  1045. // Retrieve all constituents
  1046. for(const CArtifact * constituent : *builtArt->constituents)
  1047. {
  1048. ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
  1049. artSet->getArtBackpackPos(constituent->getId());
  1050. assert(pos >= 0);
  1051. CArtifactInstance * constituentInstance = artSet->getArt(pos);
  1052. //move constituent from hero to be part of new, combined artifact
  1053. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
  1054. combinedArt->addAsConstituent(constituentInstance, pos);
  1055. if(combineEquipped)
  1056. {
  1057. if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot)
  1058. && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
  1059. al.slot = pos;
  1060. }
  1061. else
  1062. {
  1063. al.slot = std::min(al.slot, pos);
  1064. }
  1065. }
  1066. //put new combined artifacts
  1067. combinedArt->putAt(al);
  1068. }
  1069. DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
  1070. {
  1071. auto * disassembled = dynamic_cast<CCombinedArtifactInstance *>(al.getArt());
  1072. assert(disassembled);
  1073. std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
  1074. disassembled->removeFrom(al);
  1075. for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
  1076. {
  1077. ArtifactLocation constituentLoc = al;
  1078. constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
  1079. disassembled->detachFrom(*ci.art);
  1080. ci.art->putAt(constituentLoc);
  1081. }
  1082. gs->map->eraseArtifactInstance(disassembled);
  1083. }
  1084. DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
  1085. {
  1086. }
  1087. DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1088. {
  1089. if(id >= 0)
  1090. {
  1091. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1092. {
  1093. bm->artifacts = arts;
  1094. }
  1095. else
  1096. {
  1097. logNetwork->error("Wrong black market id!");
  1098. }
  1099. }
  1100. else
  1101. {
  1102. CGTownInstance::merchantArtifacts = arts;
  1103. }
  1104. }
  1105. DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
  1106. {
  1107. gs->day = day;
  1108. // Update bonuses before doing anything else so hero don't get more MP than needed
  1109. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1110. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1111. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1112. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1113. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1114. {
  1115. CGHeroInstance *hero = gs->getHero(h.id);
  1116. if(!hero)
  1117. {
  1118. // retreated or surrendered hero who has not been reset yet
  1119. for(auto& hp : gs->hpool.heroesPool)
  1120. {
  1121. if(hp.second->id == h.id)
  1122. {
  1123. hero = hp.second;
  1124. break;
  1125. }
  1126. }
  1127. }
  1128. if(!hero)
  1129. {
  1130. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1131. continue;
  1132. }
  1133. hero->movement = h.move;
  1134. hero->mana = h.mana;
  1135. }
  1136. for(const auto & re : res)
  1137. {
  1138. assert(i->first < PlayerColor::PLAYER_LIMIT);
  1139. gs->getPlayerState(re.first)->resources = re.second;
  1140. }
  1141. for(const auto & creatureSet : cres) //set available creatures in towns
  1142. creatureSet.second.applyGs(gs);
  1143. for(CGTownInstance* t : gs->map->towns)
  1144. t->builded = 0;
  1145. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1146. gs->updateRumor();
  1147. //count days without town for all players, regardless of their turn order
  1148. for (auto &p : gs->players)
  1149. {
  1150. PlayerState & playerState = p.second;
  1151. if (playerState.status == EPlayerStatus::INGAME)
  1152. {
  1153. if (playerState.towns.empty())
  1154. {
  1155. if (playerState.daysWithoutCastle)
  1156. ++(*playerState.daysWithoutCastle);
  1157. else
  1158. playerState.daysWithoutCastle = boost::make_optional(0);
  1159. }
  1160. else
  1161. {
  1162. playerState.daysWithoutCastle = boost::none;
  1163. }
  1164. }
  1165. }
  1166. }
  1167. DLL_LINKAGE void SetObjectProperty::applyGs(CGameState * gs) const
  1168. {
  1169. CGObjectInstance *obj = gs->getObjInstance(id);
  1170. if(!obj)
  1171. {
  1172. logNetwork->error("Wrong object ID - property cannot be set!");
  1173. return;
  1174. }
  1175. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1176. if(what == ObjProperty::OWNER && cai)
  1177. {
  1178. if(obj->ID == Obj::TOWN)
  1179. {
  1180. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1181. assert(t);
  1182. if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
  1183. gs->getPlayerState(t->tempOwner)->towns -= t;
  1184. if(val < PlayerColor::PLAYER_LIMIT_I)
  1185. {
  1186. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1187. p->towns.emplace_back(t);
  1188. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1189. if(p->daysWithoutCastle)
  1190. p->daysWithoutCastle = boost::none;
  1191. }
  1192. }
  1193. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1194. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1195. obj->setProperty(what,val);
  1196. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1197. }
  1198. else //not an armed instance
  1199. {
  1200. obj->setProperty(what,val);
  1201. }
  1202. }
  1203. DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1204. {
  1205. auto * hero = gs->getHero(heroId);
  1206. assert(hero);
  1207. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1208. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1209. {
  1210. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1211. }
  1212. else
  1213. {
  1214. skills = proposedSkills;
  1215. }
  1216. }
  1217. DLL_LINKAGE void HeroLevelUp::applyGs(CGameState * gs) const
  1218. {
  1219. auto * hero = gs->getHero(heroId);
  1220. assert(hero);
  1221. hero->levelUp(skills);
  1222. }
  1223. DLL_LINKAGE void CommanderLevelUp::applyGs(CGameState * gs) const
  1224. {
  1225. auto * hero = gs->getHero(heroId);
  1226. assert(hero);
  1227. auto commander = hero->commander;
  1228. assert(commander);
  1229. commander->levelUp();
  1230. }
  1231. DLL_LINKAGE void BattleStart::applyGs(CGameState * gs) const
  1232. {
  1233. gs->curB = info;
  1234. gs->curB->localInit();
  1235. }
  1236. DLL_LINKAGE void BattleNextRound::applyGs(CGameState * gs) const
  1237. {
  1238. gs->curB->nextRound(round);
  1239. }
  1240. DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState * gs) const
  1241. {
  1242. gs->curB->nextTurn(stack);
  1243. }
  1244. DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState * gs) const
  1245. {
  1246. CStack * st = gs->curB->getStack(stackID);
  1247. assert(st);
  1248. switch(effect)
  1249. {
  1250. case Bonus::HP_REGENERATION:
  1251. {
  1252. int64_t toHeal = val;
  1253. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1254. break;
  1255. }
  1256. case Bonus::MANA_DRAIN:
  1257. {
  1258. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1259. st->drainedMana = true;
  1260. h->mana -= val;
  1261. vstd::amax(h->mana, 0);
  1262. break;
  1263. }
  1264. case Bonus::POISON:
  1265. {
  1266. auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
  1267. .And(Selector::type()(Bonus::STACK_HEALTH)));
  1268. if (b)
  1269. b->val = val;
  1270. break;
  1271. }
  1272. case Bonus::ENCHANTER:
  1273. break;
  1274. case Bonus::FEAR:
  1275. st->fear = true;
  1276. break;
  1277. default:
  1278. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1279. }
  1280. }
  1281. DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState * gs) const
  1282. {
  1283. if(gs->curB)
  1284. gs->curB->si.gateState = state;
  1285. }
  1286. void BattleResult::applyGs(CGameState *gs)
  1287. {
  1288. for (auto & elem : gs->curB->stacks)
  1289. delete elem;
  1290. for(int i = 0; i < 2; ++i)
  1291. {
  1292. if(auto * h = gs->curB->battleGetFightingHero(i))
  1293. {
  1294. h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
  1295. if (h->commander && h->commander->alive)
  1296. {
  1297. for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
  1298. {
  1299. art.second.artifact->artType->levelUpArtifact (art.second.artifact);
  1300. }
  1301. }
  1302. }
  1303. }
  1304. if(VLC->modh->modules.STACK_EXP)
  1305. {
  1306. for(int i = 0; i < 2; i++)
  1307. if(exp[i])
  1308. gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
  1309. CBonusSystemNode::treeHasChanged();
  1310. }
  1311. for(int i = 0; i < 2; i++)
  1312. gs->curB->battleGetArmyObject(i)->battle = nullptr;
  1313. gs->curB.dellNull();
  1314. }
  1315. DLL_LINKAGE void BattleLogMessage::applyGs(CGameState *gs)
  1316. {
  1317. //nothing
  1318. }
  1319. DLL_LINKAGE void BattleLogMessage::applyBattle(IBattleState * battleState)
  1320. {
  1321. //nothing
  1322. }
  1323. DLL_LINKAGE void BattleStackMoved::applyGs(CGameState *gs)
  1324. {
  1325. applyBattle(gs->curB);
  1326. }
  1327. DLL_LINKAGE void BattleStackMoved::applyBattle(IBattleState * battleState)
  1328. {
  1329. battleState->moveUnit(stack, tilesToMove.back());
  1330. }
  1331. DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState * gs)
  1332. {
  1333. applyBattle(gs->curB);
  1334. }
  1335. DLL_LINKAGE void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1336. {
  1337. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1338. }
  1339. DLL_LINKAGE void BattleAttack::applyGs(CGameState * gs)
  1340. {
  1341. CStack * attacker = gs->curB->getStack(stackAttacking);
  1342. assert(attacker);
  1343. attackerChanges.applyGs(gs);
  1344. for(BattleStackAttacked & stackAttacked : bsa)
  1345. stackAttacked.applyGs(gs);
  1346. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1347. }
  1348. DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
  1349. {
  1350. CStack *st = gs->curB->getStack(ba.stackNumber);
  1351. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1352. {
  1353. gs->curB->tacticDistance = 0;
  1354. return;
  1355. }
  1356. if(gs->curB->tacticDistance)
  1357. {
  1358. // moves in tactics phase do not affect creature status
  1359. // (tactics stack queue is managed by client)
  1360. return;
  1361. }
  1362. if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
  1363. {
  1364. assert(st);
  1365. }
  1366. else
  1367. {
  1368. gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);
  1369. }
  1370. switch(ba.actionType)
  1371. {
  1372. case EActionType::DEFEND:
  1373. st->waiting = false;
  1374. st->defending = true;
  1375. st->defendingAnim = true;
  1376. break;
  1377. case EActionType::WAIT:
  1378. st->defendingAnim = false;
  1379. st->waiting = true;
  1380. st->waitedThisTurn = true;
  1381. break;
  1382. case EActionType::HERO_SPELL: //no change in current stack state
  1383. break;
  1384. default: //any active stack action - attack, catapult, heal, spell...
  1385. st->waiting = false;
  1386. st->defendingAnim = false;
  1387. st->movedThisRound = true;
  1388. break;
  1389. }
  1390. }
  1391. DLL_LINKAGE void BattleSpellCast::applyGs(CGameState * gs) const
  1392. {
  1393. assert(gs->curB);
  1394. if(castByHero)
  1395. {
  1396. if(side < 2)
  1397. {
  1398. gs->curB->sides[side].castSpellsCount++;
  1399. }
  1400. }
  1401. }
  1402. DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
  1403. {
  1404. applyBattle(gs->curB);
  1405. }
  1406. DLL_LINKAGE void SetStackEffect::applyBattle(IBattleState * battleState)
  1407. {
  1408. for(const auto & stackData : toRemove)
  1409. battleState->removeUnitBonus(stackData.first, stackData.second);
  1410. for(const auto & stackData : toUpdate)
  1411. battleState->updateUnitBonus(stackData.first, stackData.second);
  1412. for(const auto & stackData : toAdd)
  1413. battleState->addUnitBonus(stackData.first, stackData.second);
  1414. }
  1415. DLL_LINKAGE void StacksInjured::applyGs(CGameState *gs)
  1416. {
  1417. applyBattle(gs->curB);
  1418. }
  1419. DLL_LINKAGE void StacksInjured::applyBattle(IBattleState * battleState)
  1420. {
  1421. for(BattleStackAttacked stackAttacked : stacks)
  1422. stackAttacked.applyBattle(battleState);
  1423. }
  1424. DLL_LINKAGE void BattleUnitsChanged::applyGs(CGameState *gs)
  1425. {
  1426. applyBattle(gs->curB);
  1427. }
  1428. DLL_LINKAGE void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1429. {
  1430. for(auto & elem : changedStacks)
  1431. {
  1432. switch(elem.operation)
  1433. {
  1434. case BattleChanges::EOperation::RESET_STATE:
  1435. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1436. break;
  1437. case BattleChanges::EOperation::REMOVE:
  1438. battleState->removeUnit(elem.id);
  1439. break;
  1440. case BattleChanges::EOperation::ADD:
  1441. battleState->addUnit(elem.id, elem.data);
  1442. break;
  1443. case BattleChanges::EOperation::UPDATE:
  1444. battleState->updateUnit(elem.id, elem.data);
  1445. break;
  1446. default:
  1447. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1448. break;
  1449. }
  1450. }
  1451. }
  1452. DLL_LINKAGE void BattleObstaclesChanged::applyGs(CGameState * gs)
  1453. {
  1454. if(gs->curB)
  1455. applyBattle(gs->curB);
  1456. }
  1457. DLL_LINKAGE void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1458. {
  1459. for(const auto & change : changes)
  1460. {
  1461. switch(change.operation)
  1462. {
  1463. case BattleChanges::EOperation::REMOVE:
  1464. battleState->removeObstacle(change.id);
  1465. break;
  1466. case BattleChanges::EOperation::ADD:
  1467. battleState->addObstacle(change);
  1468. break;
  1469. case BattleChanges::EOperation::ACTIVATE_AND_UPDATE:
  1470. case BattleChanges::EOperation::UPDATE:
  1471. battleState->updateObstacle(change);
  1472. break;
  1473. default:
  1474. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1475. break;
  1476. }
  1477. }
  1478. }
  1479. DLL_LINKAGE CatapultAttack::CatapultAttack() = default;
  1480. DLL_LINKAGE CatapultAttack::~CatapultAttack() = default;
  1481. DLL_LINKAGE void CatapultAttack::applyGs(CGameState * gs)
  1482. {
  1483. if(gs->curB)
  1484. applyBattle(gs->curB);
  1485. }
  1486. DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
  1487. {
  1488. const auto * town = battleState->getDefendedTown();
  1489. if(!town)
  1490. return;
  1491. if(town->fortLevel() == CGTownInstance::NONE)
  1492. return;
  1493. for(const auto & part : attackedParts)
  1494. {
  1495. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  1496. battleState->setWallState(part.attackedPart, newWallState);
  1497. }
  1498. }
  1499. DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs) const
  1500. {
  1501. CStack * stack = gs->curB->getStack(stackID);
  1502. switch(which)
  1503. {
  1504. case CASTS:
  1505. {
  1506. if(absolute)
  1507. logNetwork->error("Can not change casts in absolute mode");
  1508. else
  1509. stack->casts.use(-val);
  1510. break;
  1511. }
  1512. case ENCHANTER_COUNTER:
  1513. {
  1514. auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
  1515. if(absolute)
  1516. counter = val;
  1517. else
  1518. counter += val;
  1519. vstd::amax(counter, 0);
  1520. break;
  1521. }
  1522. case UNBIND:
  1523. {
  1524. stack->removeBonusesRecursive(Selector::type()(Bonus::BIND_EFFECT));
  1525. break;
  1526. }
  1527. case CLONED:
  1528. {
  1529. stack->cloned = true;
  1530. break;
  1531. }
  1532. case HAS_CLONE:
  1533. {
  1534. stack->cloneID = val;
  1535. break;
  1536. }
  1537. }
  1538. }
  1539. DLL_LINKAGE void PlayerCheated::applyGs(CGameState * gs) const
  1540. {
  1541. if(!player.isValidPlayer())
  1542. return;
  1543. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  1544. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  1545. }
  1546. DLL_LINKAGE void YourTurn::applyGs(CGameState * gs) const
  1547. {
  1548. gs->currentPlayer = player;
  1549. auto & playerState = gs->players[player];
  1550. playerState.daysWithoutCastle = daysWithoutCastle;
  1551. }
  1552. DLL_LINKAGE Component::Component(const CStackBasicDescriptor & stack)
  1553. : id(CREATURE)
  1554. , subtype(stack.type->idNumber)
  1555. , val(stack.count)
  1556. {
  1557. }
  1558. DLL_LINKAGE void EntitiesChanged::applyGs(CGameState * gs)
  1559. {
  1560. for(const auto & change : changes)
  1561. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  1562. }
  1563. const CArtifactInstance * ArtSlotInfo::getArt() const
  1564. {
  1565. if(locked)
  1566. {
  1567. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  1568. return nullptr;
  1569. }
  1570. return artifact;
  1571. }
  1572. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  1573. {
  1574. return boost::apply_visitor(GetBase<CArtifactSet>(), srcArtHolder);
  1575. }
  1576. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  1577. {
  1578. return boost::apply_visitor(GetBase<CArtifactSet>(), dstArtHolder);
  1579. }
  1580. VCMI_LIB_NAMESPACE_END