NetPacksLib.cpp 61 KB

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