NetPacksLib.cpp 61 KB

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