NetPacksLib.cpp 61 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "NetPacks.h"
  13. #include "NetPackVisitor.h"
  14. #include "CGeneralTextHandler.h"
  15. #include "CArtHandler.h"
  16. #include "CHeroHandler.h"
  17. #include "CModHandler.h"
  18. #include "VCMI_Lib.h"
  19. #include "mapping/CMap.h"
  20. #include "spells/CSpellHandler.h"
  21. #include "CCreatureHandler.h"
  22. #include "gameState/CGameState.h"
  23. #include "gameState/TavernHeroesPool.h"
  24. #include "CStack.h"
  25. #include "battle/BattleInfo.h"
  26. #include "CTownHandler.h"
  27. #include "mapping/CMapInfo.h"
  28. #include "StartInfo.h"
  29. #include "CPlayerState.h"
  30. #include "TerrainHandler.h"
  31. #include "mapObjects/CGCreature.h"
  32. #include "mapObjects/CGMarket.h"
  33. #include "mapObjectConstructors/AObjectTypeHandler.h"
  34. #include "mapObjectConstructors/CObjectClassesHandler.h"
  35. #include "campaign/CampaignState.h"
  36. #include "GameSettings.h"
  37. VCMI_LIB_NAMESPACE_BEGIN
  38. 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 SaveGameClient::visitTyped(ICPackVisitor & visitor)
  534. {
  535. visitor.visitSaveGameClient(*this);
  536. }
  537. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  538. {
  539. visitor.visitPlayerMessage(*this);
  540. }
  541. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  542. {
  543. visitor.visitPlayerMessageClient(*this);
  544. }
  545. void CenterView::visitTyped(ICPackVisitor & visitor)
  546. {
  547. visitor.visitCenterView(*this);
  548. }
  549. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  550. {
  551. visitor.visitLobbyClientConnected(*this);
  552. }
  553. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  554. {
  555. visitor.visitLobbyClientDisconnected(*this);
  556. }
  557. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  558. {
  559. visitor.visitLobbyChatMessage(*this);
  560. }
  561. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  562. {
  563. visitor.visitLobbyGuiAction(*this);
  564. }
  565. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  566. {
  567. visitor.visitLobbyEndGame(*this);
  568. }
  569. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  570. {
  571. visitor.visitLobbyStartGame(*this);
  572. }
  573. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  574. {
  575. visitor.visitLobbyChangeHost(*this);
  576. }
  577. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  578. {
  579. visitor.visitLobbyUpdateState(*this);
  580. }
  581. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  582. {
  583. visitor.visitLobbySetMap(*this);
  584. }
  585. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  586. {
  587. visitor.visitLobbySetCampaign(*this);
  588. }
  589. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  590. {
  591. visitor.visitLobbySetCampaignMap(*this);
  592. }
  593. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  594. {
  595. visitor.visitLobbySetCampaignBonus(*this);
  596. }
  597. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  598. {
  599. visitor.visitLobbyChangePlayerOption(*this);
  600. }
  601. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  602. {
  603. visitor.visitLobbySetPlayer(*this);
  604. }
  605. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  606. {
  607. visitor.visitLobbySetTurnTime(*this);
  608. }
  609. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  610. {
  611. visitor.visitLobbySetDifficulty(*this);
  612. }
  613. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  614. {
  615. visitor.visitLobbyForceSetPlayer(*this);
  616. }
  617. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  618. {
  619. visitor.visitLobbyShowMessage(*this);
  620. }
  621. void SetResources::applyGs(CGameState * gs) const
  622. {
  623. assert(player < PlayerColor::PLAYER_LIMIT);
  624. if(abs)
  625. gs->getPlayerState(player)->resources = res;
  626. else
  627. gs->getPlayerState(player)->resources += res;
  628. //just ensure that player resources are not negative
  629. //server is responsible to check if player can afford deal
  630. //but events on server side are allowed to take more than player have
  631. gs->getPlayerState(player)->resources.positive();
  632. }
  633. void SetPrimSkill::applyGs(CGameState * gs) const
  634. {
  635. CGHeroInstance * hero = gs->getHero(id);
  636. assert(hero);
  637. hero->setPrimarySkill(which, val, abs);
  638. }
  639. void SetSecSkill::applyGs(CGameState * gs) const
  640. {
  641. CGHeroInstance *hero = gs->getHero(id);
  642. hero->setSecSkillLevel(which, val, abs);
  643. }
  644. void SetCommanderProperty::applyGs(CGameState *gs)
  645. {
  646. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  647. assert (commander);
  648. switch (which)
  649. {
  650. case BONUS:
  651. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  652. break;
  653. case SPECIAL_SKILL:
  654. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  655. commander->specialSKills.insert (additionalInfo);
  656. break;
  657. case SECONDARY_SKILL:
  658. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  659. break;
  660. case ALIVE:
  661. if (amount)
  662. commander->setAlive(true);
  663. else
  664. commander->setAlive(false);
  665. break;
  666. case EXPERIENCE:
  667. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  668. break;
  669. }
  670. }
  671. void AddQuest::applyGs(CGameState * gs) const
  672. {
  673. assert (vstd::contains(gs->players, player));
  674. auto * vec = &gs->players[player].quests;
  675. if (!vstd::contains(*vec, quest))
  676. vec->push_back (quest);
  677. else
  678. logNetwork->warn("Warning! Attempt to add duplicated quest");
  679. }
  680. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  681. {
  682. VLC->arth->minors = minors;
  683. VLC->arth->majors = majors;
  684. VLC->arth->treasures = treasures;
  685. VLC->arth->relics = relics;
  686. }
  687. void UpdateMapEvents::applyGs(CGameState * gs) const
  688. {
  689. gs->map->events = events;
  690. }
  691. void UpdateCastleEvents::applyGs(CGameState * gs) const
  692. {
  693. auto * t = gs->getTown(town);
  694. t->events = events;
  695. }
  696. void ChangeFormation::applyGs(CGameState * gs) const
  697. {
  698. gs->getHero(hid)->setFormation(formation);
  699. }
  700. void HeroVisitCastle::applyGs(CGameState * gs) const
  701. {
  702. CGHeroInstance *h = gs->getHero(hid);
  703. CGTownInstance *t = gs->getTown(tid);
  704. assert(h);
  705. assert(t);
  706. if(start())
  707. t->setVisitingHero(h);
  708. else
  709. t->setVisitingHero(nullptr);
  710. }
  711. void ChangeSpells::applyGs(CGameState *gs)
  712. {
  713. CGHeroInstance *hero = gs->getHero(hid);
  714. if(learn)
  715. for(const auto & sid : spells)
  716. hero->addSpellToSpellbook(sid);
  717. else
  718. for(const auto & sid : spells)
  719. hero->removeSpellFromSpellbook(sid);
  720. }
  721. void SetMana::applyGs(CGameState * gs) const
  722. {
  723. CGHeroInstance * hero = gs->getHero(hid);
  724. assert(hero);
  725. if(absolute)
  726. hero->mana = val;
  727. else
  728. hero->mana += val;
  729. vstd::amax(hero->mana, 0); //not less than 0
  730. }
  731. void SetMovePoints::applyGs(CGameState * gs) const
  732. {
  733. CGHeroInstance *hero = gs->getHero(hid);
  734. assert(hero);
  735. if(absolute)
  736. hero->setMovementPoints(val);
  737. else
  738. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  739. }
  740. void FoWChange::applyGs(CGameState *gs)
  741. {
  742. TeamState * team = gs->getPlayerTeam(player);
  743. auto fogOfWarMap = team->fogOfWarMap;
  744. for(const int3 & t : tiles)
  745. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  746. if (mode == 0) //do not hide too much
  747. {
  748. std::unordered_set<int3> tilesRevealed;
  749. for (auto & elem : gs->map->objects)
  750. {
  751. const CGObjectInstance *o = elem;
  752. if (o)
  753. {
  754. switch(o->ID)
  755. {
  756. case Obj::HERO:
  757. case Obj::MINE:
  758. case Obj::TOWN:
  759. case Obj::ABANDONED_MINE:
  760. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  761. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  762. break;
  763. }
  764. }
  765. }
  766. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  767. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  768. }
  769. }
  770. void SetAvailableHero::applyGs(CGameState *gs)
  771. {
  772. gs->hpool->setHeroForPlayer(player, TavernHeroSlot(slotID), hid, army);
  773. }
  774. void GiveBonus::applyGs(CGameState *gs)
  775. {
  776. CBonusSystemNode *cbsn = nullptr;
  777. switch(who)
  778. {
  779. case ETarget::HERO:
  780. cbsn = gs->getHero(ObjectInstanceID(id));
  781. break;
  782. case ETarget::PLAYER:
  783. cbsn = gs->getPlayerState(PlayerColor(id));
  784. break;
  785. case ETarget::TOWN:
  786. cbsn = gs->getTown(ObjectInstanceID(id));
  787. break;
  788. case ETarget::BATTLE:
  789. assert(Bonus::OneBattle(&bonus));
  790. cbsn = dynamic_cast<CBonusSystemNode*>(gs->curB.get());
  791. break;
  792. }
  793. assert(cbsn);
  794. if(Bonus::OneWeek(&bonus))
  795. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  796. auto b = std::make_shared<Bonus>(bonus);
  797. cbsn->addNewBonus(b);
  798. std::string &descr = b->description;
  799. if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
  800. {
  801. if (bonus.source == BonusSource::OBJECT)
  802. {
  803. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  804. }
  805. else if(bonus.source == BonusSource::TOWN_STRUCTURE)
  806. {
  807. descr = bonus.description;
  808. return;
  809. }
  810. else
  811. {
  812. descr = bdescr.toString();
  813. }
  814. }
  815. else
  816. {
  817. descr = bdescr.toString();
  818. }
  819. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  820. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  821. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  822. }
  823. void ChangeObjPos::applyGs(CGameState *gs)
  824. {
  825. CGObjectInstance *obj = gs->getObjInstance(objid);
  826. if(!obj)
  827. {
  828. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  829. return;
  830. }
  831. gs->map->removeBlockVisTiles(obj);
  832. obj->pos = nPos + obj->getVisitableOffset();
  833. gs->map->addBlockVisTiles(obj);
  834. }
  835. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  836. {
  837. switch (mode) {
  838. case VISITOR_ADD:
  839. gs->getHero(hero)->visitedObjects.insert(object);
  840. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  841. break;
  842. case VISITOR_ADD_TEAM:
  843. {
  844. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  845. for(const auto & color : ts->players)
  846. {
  847. gs->getPlayerState(color)->visitedObjects.insert(object);
  848. }
  849. }
  850. break;
  851. case VISITOR_CLEAR:
  852. for (CGHeroInstance * hero : gs->map->allHeroes)
  853. {
  854. if (hero)
  855. {
  856. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  857. }
  858. }
  859. for(auto &elem : gs->players)
  860. {
  861. elem.second.visitedObjects.erase(object);
  862. }
  863. break;
  864. case VISITOR_REMOVE:
  865. gs->getHero(hero)->visitedObjects.erase(object);
  866. break;
  867. }
  868. }
  869. void PlayerEndsGame::applyGs(CGameState * gs) const
  870. {
  871. PlayerState *p = gs->getPlayerState(player);
  872. if(victoryLossCheckResult.victory())
  873. {
  874. p->status = EPlayerStatus::WINNER;
  875. // TODO: Campaign-specific code might as well go somewhere else
  876. // keep all heroes from the winning player
  877. if(p->human && gs->scenarioOps->campState)
  878. {
  879. std::vector<CGHeroInstance *> crossoverHeroes;
  880. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  881. if (hero->tempOwner == player)
  882. crossoverHeroes.push_back(hero);
  883. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  884. }
  885. }
  886. else
  887. {
  888. p->status = EPlayerStatus::LOSER;
  889. }
  890. }
  891. void PlayerReinitInterface::applyGs(CGameState *gs)
  892. {
  893. if(!gs || !gs->scenarioOps)
  894. return;
  895. //TODO: what does mean if more that one player connected?
  896. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  897. {
  898. for(const auto & player : players)
  899. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  900. }
  901. }
  902. void RemoveBonus::applyGs(CGameState *gs)
  903. {
  904. CBonusSystemNode * node = nullptr;
  905. if (who == GiveBonus::ETarget::HERO)
  906. node = gs->getHero(ObjectInstanceID(whoID));
  907. else
  908. node = gs->getPlayerState(PlayerColor(whoID));
  909. BonusList &bonuses = node->getExportedBonusList();
  910. for(const auto & b : bonuses)
  911. {
  912. if(vstd::to_underlying(b->source) == source && b->sid == id)
  913. {
  914. bonus = *b; //backup bonus (to show to interfaces later)
  915. node->removeBonus(b);
  916. break;
  917. }
  918. }
  919. }
  920. void RemoveObject::applyGs(CGameState *gs)
  921. {
  922. CGObjectInstance *obj = gs->getObjInstance(id);
  923. logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
  924. //unblock tiles
  925. gs->map->removeBlockVisTiles(obj);
  926. if(obj->ID == Obj::HERO) //remove beaten hero
  927. {
  928. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  929. assert(beatenHero);
  930. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  931. gs->map->heroesOnMap -= beatenHero;
  932. p->heroes -= beatenHero;
  933. beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));
  934. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  935. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  936. {
  937. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  938. });
  939. if(beatenHero->visitedTown)
  940. {
  941. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  942. beatenHero->visitedTown->garrisonHero = nullptr;
  943. else
  944. beatenHero->visitedTown->visitingHero = nullptr;
  945. beatenHero->visitedTown = nullptr;
  946. beatenHero->inTownGarrison = false;
  947. }
  948. //return hero to the pool, so he may reappear in tavern
  949. gs->hpool->addHeroToPool(beatenHero);
  950. gs->map->objects[id.getNum()] = nullptr;
  951. //If hero on Boat is removed, the Boat disappears
  952. if(beatenHero->boat)
  953. {
  954. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  955. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  956. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  957. beatenHero->boat = nullptr;
  958. }
  959. return;
  960. }
  961. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  962. if (quest)
  963. {
  964. gs->map->quests[quest->quest->qid] = nullptr;
  965. for (auto &player : gs->players)
  966. {
  967. for (auto &q : player.second.quests)
  968. {
  969. if (q.obj == obj)
  970. {
  971. q.obj = nullptr;
  972. }
  973. }
  974. }
  975. }
  976. for (TriggeredEvent & event : gs->map->triggeredEvents)
  977. {
  978. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  979. {
  980. if (cond.object == obj)
  981. {
  982. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  983. {
  984. cond.condition = EventCondition::CONST_VALUE;
  985. cond.value = 1; // destroyed object, from now on always fulfilled
  986. }
  987. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  988. {
  989. cond.condition = EventCondition::CONST_VALUE;
  990. cond.value = 0; // destroyed object, from now on can not be fulfilled
  991. }
  992. }
  993. return cond;
  994. };
  995. event.trigger = event.trigger.morph(patcher);
  996. }
  997. gs->map->instanceNames.erase(obj->instanceName);
  998. gs->map->objects[id.getNum()].dellNull();
  999. gs->map->calculateGuardingGreaturePositions();
  1000. }
  1001. static int getDir(const int3 & src, const int3 & dst)
  1002. {
  1003. int ret = -1;
  1004. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1005. {
  1006. ret = 1;
  1007. }
  1008. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1009. {
  1010. ret = 2;
  1011. }
  1012. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1013. {
  1014. ret = 3;
  1015. }
  1016. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1017. {
  1018. ret = 4;
  1019. }
  1020. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1021. {
  1022. ret = 5;
  1023. }
  1024. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1025. {
  1026. ret = 6;
  1027. }
  1028. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1029. {
  1030. ret = 7;
  1031. }
  1032. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1033. {
  1034. ret = 8;
  1035. }
  1036. return ret;
  1037. }
  1038. void TryMoveHero::applyGs(CGameState *gs)
  1039. {
  1040. CGHeroInstance *h = gs->getHero(id);
  1041. if (!h)
  1042. {
  1043. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1044. return;
  1045. }
  1046. h->setMovementPoints(movePoints);
  1047. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1048. {
  1049. auto dir = getDir(start,end);
  1050. if(dir > 0 && dir <= 8)
  1051. h->moveDir = dir;
  1052. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1053. }
  1054. if(result == EMBARK) //hero enters boat at destination tile
  1055. {
  1056. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1057. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1058. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1059. assert(boat);
  1060. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1061. h->boat = boat;
  1062. h->attachTo(*boat);
  1063. boat->hero = h;
  1064. }
  1065. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1066. {
  1067. auto * b = const_cast<CGBoat *>(h->boat);
  1068. b->direction = h->moveDir;
  1069. b->pos = start;
  1070. b->hero = nullptr;
  1071. gs->map->addBlockVisTiles(b);
  1072. h->detachFrom(*b);
  1073. h->boat = nullptr;
  1074. }
  1075. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1076. {
  1077. gs->map->removeBlockVisTiles(h);
  1078. h->pos = end;
  1079. if(auto * b = const_cast<CGBoat *>(h->boat))
  1080. b->pos = end;
  1081. gs->map->addBlockVisTiles(h);
  1082. }
  1083. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1084. for(const int3 & t : fowRevealed)
  1085. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1086. }
  1087. void NewStructures::applyGs(CGameState *gs)
  1088. {
  1089. CGTownInstance *t = gs->getTown(tid);
  1090. for(const auto & id : bid)
  1091. {
  1092. assert(t->town->buildings.at(id) != nullptr);
  1093. t->builtBuildings.insert(id);
  1094. t->updateAppearance();
  1095. auto currentBuilding = t->town->buildings.at(id);
  1096. if(currentBuilding->overrideBids.empty())
  1097. continue;
  1098. for(const auto & overrideBid : currentBuilding->overrideBids)
  1099. {
  1100. t->overriddenBuildings.insert(overrideBid);
  1101. t->deleteTownBonus(overrideBid);
  1102. }
  1103. }
  1104. t->builded = builded;
  1105. t->recreateBuildingsBonuses();
  1106. }
  1107. void RazeStructures::applyGs(CGameState *gs)
  1108. {
  1109. CGTownInstance *t = gs->getTown(tid);
  1110. for(const auto & id : bid)
  1111. {
  1112. t->builtBuildings.erase(id);
  1113. t->updateAppearance();
  1114. }
  1115. t->destroyed = destroyed; //yeaha
  1116. t->recreateBuildingsBonuses();
  1117. }
  1118. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1119. {
  1120. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1121. assert(dw);
  1122. dw->creatures = creatures;
  1123. }
  1124. void SetHeroesInTown::applyGs(CGameState * gs) const
  1125. {
  1126. CGTownInstance *t = gs->getTown(tid);
  1127. CGHeroInstance * v = gs->getHero(visiting);
  1128. CGHeroInstance * g = gs->getHero(garrison);
  1129. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1130. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1131. if(newVisitorComesFromGarrison)
  1132. t->setGarrisonedHero(nullptr);
  1133. if(newGarrisonComesFromVisiting)
  1134. t->setVisitingHero(nullptr);
  1135. if(!newGarrisonComesFromVisiting || v)
  1136. t->setVisitingHero(v);
  1137. if(!newVisitorComesFromGarrison || g)
  1138. t->setGarrisonedHero(g);
  1139. if(v)
  1140. {
  1141. gs->map->addBlockVisTiles(v);
  1142. }
  1143. if(g)
  1144. {
  1145. gs->map->removeBlockVisTiles(g);
  1146. }
  1147. }
  1148. void HeroRecruited::applyGs(CGameState * gs) const
  1149. {
  1150. CGHeroInstance *h = gs->hpool->takeHero(hid);
  1151. CGTownInstance *t = gs->getTown(tid);
  1152. PlayerState *p = gs->getPlayerState(player);
  1153. if (boatId >= 0)
  1154. {
  1155. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1156. auto * boat = dynamic_cast<CGBoat *>(obj);
  1157. if (boat)
  1158. {
  1159. h->boat = boat;
  1160. h->attachTo(*boat);
  1161. boat->hero = h;
  1162. }
  1163. }
  1164. h->setOwner(player);
  1165. h->pos = tile;
  1166. bool fresh = !h->isInitialized();
  1167. if(fresh)
  1168. { // this is a fresh hero who hasn't appeared yet
  1169. if (boatId >= 0) //Hero spawns on water
  1170. {
  1171. h->setMovementPoints(h->movementPointsLimit(false));
  1172. }
  1173. else
  1174. {
  1175. h->setMovementPoints(h->movementPointsLimit(true));
  1176. }
  1177. }
  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. if (boatId >= 0)
  1202. {
  1203. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1204. auto * boat = dynamic_cast<CGBoat *>(obj);
  1205. if (boat)
  1206. {
  1207. h->boat = boat;
  1208. h->attachTo(*boat);
  1209. boat->hero = h;
  1210. }
  1211. }
  1212. //bonus system
  1213. h->detachFrom(gs->globalEffects);
  1214. h->attachTo(*gs->getPlayerState(player));
  1215. auto oldVisitablePos = h->visitablePos();
  1216. gs->map->removeBlockVisTiles(h,true);
  1217. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1218. h->setOwner(player);
  1219. h->setMovementPoints(h->movementPointsLimit(true));
  1220. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1221. gs->map->heroesOnMap.emplace_back(h);
  1222. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1223. gs->map->addBlockVisTiles(h);
  1224. h->inTownGarrison = false;
  1225. }
  1226. void NewObject::applyGs(CGameState *gs)
  1227. {
  1228. TerrainId terrainType = ETerrainId::NONE;
  1229. if (!gs->isInTheMap(targetPos))
  1230. {
  1231. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1232. return;
  1233. }
  1234. const TerrainTile & t = gs->map->getTile(targetPos);
  1235. terrainType = t.terType->getId();
  1236. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1237. CGObjectInstance * o = handler->create();
  1238. handler->configureObject(o, gs->getRandomGenerator());
  1239. if (ID == Obj::MONSTER) //probably more options will be needed
  1240. {
  1241. //CStackInstance hlp;
  1242. auto * cre = dynamic_cast<CGCreature *>(o);
  1243. //cre->slots[0] = hlp;
  1244. assert(cre);
  1245. cre->notGrowingTeam = cre->neverFlees = false;
  1246. cre->character = 2;
  1247. cre->gainedArtifact = ArtifactID::NONE;
  1248. cre->identifier = -1;
  1249. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1250. }
  1251. assert(!handler->getTemplates(terrainType).empty());
  1252. if (!handler->getTemplates(terrainType).empty())
  1253. o->appearance = handler->getTemplates(terrainType).front();
  1254. else
  1255. o->appearance = handler->getTemplates().front();
  1256. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1257. o->ID = ID;
  1258. o->subID = subID;
  1259. o->pos = targetPos + o->getVisitableOffset();
  1260. gs->map->objects.emplace_back(o);
  1261. gs->map->addBlockVisTiles(o);
  1262. o->initObj(gs->getRandomGenerator());
  1263. gs->map->calculateGuardingGreaturePositions();
  1264. createdObjectID = o->id;
  1265. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1266. }
  1267. void NewArtifact::applyGs(CGameState *gs)
  1268. {
  1269. assert(!vstd::contains(gs->map->artInstances, art));
  1270. assert(!art->getParentNodes().size());
  1271. assert(art->artType);
  1272. art->setType(art->artType);
  1273. if(art->isCombined())
  1274. {
  1275. for(const auto & part : art->artType->getConstituents())
  1276. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1277. }
  1278. gs->map->addNewArtifactInstance(art);
  1279. }
  1280. const CStackInstance * StackLocation::getStack()
  1281. {
  1282. if(!army->hasStackAtSlot(slot))
  1283. {
  1284. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1285. return nullptr;
  1286. }
  1287. return &army->getStack(slot);
  1288. }
  1289. struct ObjectRetriever
  1290. {
  1291. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1292. {
  1293. return h;
  1294. }
  1295. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1296. {
  1297. return s->armyObj;
  1298. }
  1299. };
  1300. template<typename T>
  1301. struct GetBase
  1302. {
  1303. template <typename TArg>
  1304. T * operator()(TArg &arg) const
  1305. {
  1306. return arg;
  1307. }
  1308. };
  1309. void ArtifactLocation::removeArtifact()
  1310. {
  1311. CArtifactInstance *a = getArt();
  1312. assert(a);
  1313. a->removeFrom(*this);
  1314. }
  1315. const CArmedInstance * ArtifactLocation::relatedObj() const
  1316. {
  1317. return std::visit(ObjectRetriever(), artHolder);
  1318. }
  1319. PlayerColor ArtifactLocation::owningPlayer() const
  1320. {
  1321. const auto * obj = relatedObj();
  1322. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1323. }
  1324. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1325. {
  1326. return std::visit(GetBase<CArtifactSet>(), artHolder);
  1327. }
  1328. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1329. {
  1330. return std::visit(GetBase<CBonusSystemNode>(), artHolder);
  1331. }
  1332. const CArtifactInstance *ArtifactLocation::getArt() const
  1333. {
  1334. const auto * s = getSlot();
  1335. if(s)
  1336. return s->getArt();
  1337. else
  1338. return nullptr;
  1339. }
  1340. CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1341. {
  1342. auto * t = const_cast<ArtifactLocation *>(this);
  1343. return t->getHolderArtSet();
  1344. }
  1345. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1346. {
  1347. auto * t = const_cast<ArtifactLocation *>(this);
  1348. return t->getHolderNode();
  1349. }
  1350. CArtifactInstance *ArtifactLocation::getArt()
  1351. {
  1352. const ArtifactLocation *t = this;
  1353. return const_cast<CArtifactInstance*>(t->getArt());
  1354. }
  1355. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1356. {
  1357. return getHolderArtSet()->getSlot(slot);
  1358. }
  1359. void ChangeStackCount::applyGs(CGameState * gs)
  1360. {
  1361. auto * srcObj = gs->getArmyInstance(army);
  1362. if(!srcObj)
  1363. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1364. if(absoluteValue)
  1365. srcObj->setStackCount(slot, count);
  1366. else
  1367. srcObj->changeStackCount(slot, count);
  1368. }
  1369. void SetStackType::applyGs(CGameState * gs)
  1370. {
  1371. auto * srcObj = gs->getArmyInstance(army);
  1372. if(!srcObj)
  1373. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1374. srcObj->setStackType(slot, type);
  1375. }
  1376. void EraseStack::applyGs(CGameState * gs)
  1377. {
  1378. auto * srcObj = gs->getArmyInstance(army);
  1379. if(!srcObj)
  1380. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1381. srcObj->eraseStack(slot);
  1382. }
  1383. void SwapStacks::applyGs(CGameState * gs)
  1384. {
  1385. auto * srcObj = gs->getArmyInstance(srcArmy);
  1386. if(!srcObj)
  1387. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1388. auto * dstObj = gs->getArmyInstance(dstArmy);
  1389. if(!dstObj)
  1390. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1391. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1392. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1393. srcObj->putStack(srcSlot, s2);
  1394. dstObj->putStack(dstSlot, s1);
  1395. }
  1396. void InsertNewStack::applyGs(CGameState *gs)
  1397. {
  1398. if(auto * obj = gs->getArmyInstance(army))
  1399. obj->putStack(slot, new CStackInstance(type, count));
  1400. else
  1401. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1402. }
  1403. void RebalanceStacks::applyGs(CGameState * gs)
  1404. {
  1405. auto * srcObj = gs->getArmyInstance(srcArmy);
  1406. if(!srcObj)
  1407. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1408. auto * dstObj = gs->getArmyInstance(dstArmy);
  1409. if(!dstObj)
  1410. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1411. StackLocation src(srcObj, srcSlot);
  1412. StackLocation dst(dstObj, dstSlot);
  1413. const CCreature * srcType = src.army->getCreature(src.slot);
  1414. TQuantity srcCount = src.army->getStackCount(src.slot);
  1415. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1416. if(srcCount == count) //moving whole stack
  1417. {
  1418. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1419. if(c) //stack at dest -> merge
  1420. {
  1421. assert(c == srcType);
  1422. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1423. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1424. auto * artHere = alHere.getArt();
  1425. auto * artDest = alDest.getArt();
  1426. if (artHere)
  1427. {
  1428. if (alDest.getArt())
  1429. {
  1430. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1431. auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
  1432. if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
  1433. {
  1434. artDest->move (alDest, ArtifactLocation (hero, dstSlot));
  1435. }
  1436. //else - artifact cna be lost :/
  1437. else
  1438. {
  1439. EraseArtifact ea;
  1440. ea.al = alDest;
  1441. ea.applyGs(gs);
  1442. logNetwork->warn("Cannot move artifact! No free slots");
  1443. }
  1444. artHere->move (alHere, alDest);
  1445. //TODO: choose from dialog
  1446. }
  1447. else //just move to the other slot before stack gets erased
  1448. {
  1449. artHere->move (alHere, alDest);
  1450. }
  1451. }
  1452. if (stackExp)
  1453. {
  1454. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1455. src.army->eraseStack(src.slot);
  1456. dst.army->changeStackCount(dst.slot, count);
  1457. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1458. }
  1459. else
  1460. {
  1461. src.army->eraseStack(src.slot);
  1462. dst.army->changeStackCount(dst.slot, count);
  1463. }
  1464. }
  1465. else //move stack to an empty slot, no exp change needed
  1466. {
  1467. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1468. dst.army->putStack(dst.slot, stackDetached);
  1469. }
  1470. }
  1471. else
  1472. {
  1473. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1474. if(c) //stack at dest -> rebalance
  1475. {
  1476. assert(c == srcType);
  1477. if (stackExp)
  1478. {
  1479. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1480. src.army->changeStackCount(src.slot, -count);
  1481. dst.army->changeStackCount(dst.slot, count);
  1482. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1483. }
  1484. else
  1485. {
  1486. src.army->changeStackCount(src.slot, -count);
  1487. dst.army->changeStackCount(dst.slot, count);
  1488. }
  1489. }
  1490. else //split stack to an empty slot
  1491. {
  1492. src.army->changeStackCount(src.slot, -count);
  1493. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1494. if (stackExp)
  1495. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1496. }
  1497. }
  1498. CBonusSystemNode::treeHasChanged();
  1499. }
  1500. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1501. {
  1502. for(auto & move : moves)
  1503. move.applyGs(gs);
  1504. }
  1505. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1506. {
  1507. for(auto & move : moves)
  1508. move.applyGs(gs);
  1509. for(auto & change : changes)
  1510. change.applyGs(gs);
  1511. }
  1512. void PutArtifact::applyGs(CGameState *gs)
  1513. {
  1514. assert(art->canBePutAt(al));
  1515. // Ensure that artifact has been correctly added via NewArtifact pack
  1516. assert(vstd::contains(gs->map->artInstances, art));
  1517. assert(!art->getParentNodes().empty());
  1518. art->putAt(al);
  1519. }
  1520. void EraseArtifact::applyGs(CGameState *gs)
  1521. {
  1522. const auto * slot = al.getSlot();
  1523. if(slot->locked)
  1524. {
  1525. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1526. DisassembledArtifact dis;
  1527. dis.al.artHolder = al.artHolder;
  1528. auto * aset = al.getHolderArtSet();
  1529. #ifndef NDEBUG
  1530. bool found = false;
  1531. #endif
  1532. for(auto& p : aset->artifactsWorn)
  1533. {
  1534. auto art = p.second.artifact;
  1535. if(art->isCombined() && art->isPart(slot->artifact))
  1536. {
  1537. dis.al.slot = aset->getArtPos(art);
  1538. #ifndef NDEBUG
  1539. found = true;
  1540. #endif
  1541. break;
  1542. }
  1543. }
  1544. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1545. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1546. dis.applyGs(gs);
  1547. }
  1548. else
  1549. {
  1550. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1551. }
  1552. al.removeArtifact();
  1553. }
  1554. void MoveArtifact::applyGs(CGameState * gs)
  1555. {
  1556. CArtifactInstance * art = src.getArt();
  1557. assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
  1558. art->move(src, dst);
  1559. }
  1560. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1561. {
  1562. enum class EBulkArtsOp
  1563. {
  1564. BULK_MOVE,
  1565. BULK_REMOVE,
  1566. BULK_PUT
  1567. };
  1568. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1569. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1570. {
  1571. int numBackpackArtifactsMoved = 0;
  1572. for(auto & slot : artsPack)
  1573. {
  1574. // When an object gets removed from the backpack, the backpack shrinks
  1575. // so all the following indices will be affected. Thus, we need to update
  1576. // the subsequent artifact slots to account for that
  1577. auto srcPos = slot.srcPos;
  1578. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1579. {
  1580. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1581. }
  1582. const auto * slotInfo = artSet->getSlot(srcPos);
  1583. assert(slotInfo);
  1584. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1585. assert(art);
  1586. switch(operation)
  1587. {
  1588. case EBulkArtsOp::BULK_MOVE:
  1589. const_cast<CArtifactInstance*>(art)->move(
  1590. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1591. break;
  1592. case EBulkArtsOp::BULK_REMOVE:
  1593. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1594. break;
  1595. case EBulkArtsOp::BULK_PUT:
  1596. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1597. break;
  1598. default:
  1599. break;
  1600. }
  1601. if(srcPos >= GameConstants::BACKPACK_START)
  1602. {
  1603. numBackpackArtifactsMoved++;
  1604. }
  1605. }
  1606. };
  1607. if(swap)
  1608. {
  1609. // Swap
  1610. auto * leftSet = getSrcHolderArtSet();
  1611. auto * rightSet = getDstHolderArtSet();
  1612. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1613. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1614. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1615. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1616. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1617. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1618. }
  1619. else
  1620. {
  1621. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1622. }
  1623. }
  1624. void AssembledArtifact::applyGs(CGameState *gs)
  1625. {
  1626. CArtifactSet * artSet = al.getHolderArtSet();
  1627. [[maybe_unused]] const CArtifactInstance *transformedArt = al.getArt();
  1628. assert(transformedArt);
  1629. bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
  1630. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->artType->getId(), combineEquipped), [=](const CArtifact * art)->bool
  1631. {
  1632. return art->getId() == builtArt->getId();
  1633. }));
  1634. auto * combinedArt = new CArtifactInstance(builtArt);
  1635. gs->map->addNewArtifactInstance(combinedArt);
  1636. // Retrieve all constituents
  1637. for(const CArtifact * constituent : builtArt->getConstituents())
  1638. {
  1639. ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
  1640. artSet->getArtBackpackPos(constituent->getId());
  1641. assert(pos >= 0);
  1642. CArtifactInstance * constituentInstance = artSet->getArt(pos);
  1643. //move constituent from hero to be part of new, combined artifact
  1644. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
  1645. if(combineEquipped)
  1646. {
  1647. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1648. && vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), pos))
  1649. al.slot = pos;
  1650. if(al.slot == pos)
  1651. pos = ArtifactPosition::PRE_FIRST;
  1652. }
  1653. else
  1654. {
  1655. al.slot = std::min(al.slot, pos);
  1656. pos = ArtifactPosition::PRE_FIRST;
  1657. }
  1658. combinedArt->addPart(constituentInstance, pos);
  1659. }
  1660. //put new combined artifacts
  1661. combinedArt->putAt(al);
  1662. }
  1663. void DisassembledArtifact::applyGs(CGameState *gs)
  1664. {
  1665. auto * disassembled = al.getArt();
  1666. assert(disassembled);
  1667. auto parts = disassembled->getPartsInfo();
  1668. disassembled->removeFrom(al);
  1669. for(auto & part : parts)
  1670. {
  1671. ArtifactLocation partLoc = al;
  1672. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1673. partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1674. disassembled->detachFrom(*part.art);
  1675. part.art->putAt(partLoc);
  1676. }
  1677. gs->map->eraseArtifactInstance(disassembled);
  1678. }
  1679. void HeroVisit::applyGs(CGameState *gs)
  1680. {
  1681. }
  1682. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1683. {
  1684. if(id >= 0)
  1685. {
  1686. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1687. {
  1688. bm->artifacts = arts;
  1689. }
  1690. else
  1691. {
  1692. logNetwork->error("Wrong black market id!");
  1693. }
  1694. }
  1695. else
  1696. {
  1697. CGTownInstance::merchantArtifacts = arts;
  1698. }
  1699. }
  1700. void NewTurn::applyGs(CGameState *gs)
  1701. {
  1702. gs->day = day;
  1703. // Update bonuses before doing anything else so hero don't get more MP than needed
  1704. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1705. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1706. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1707. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1708. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1709. {
  1710. CGHeroInstance *hero = gs->getHero(h.id);
  1711. if(!hero)
  1712. {
  1713. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1714. continue;
  1715. }
  1716. hero->setMovementPoints(h.move);
  1717. hero->mana = h.mana;
  1718. }
  1719. gs->hpool->onNewDay();
  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 = std::make_optional(0);
  1743. }
  1744. else
  1745. {
  1746. playerState.daysWithoutCastle = std::nullopt;
  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 = std::nullopt;
  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(static_cast<BonusType>(effect))
  1833. {
  1834. case BonusType::HP_REGENERATION:
  1835. {
  1836. int64_t toHeal = val;
  1837. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1838. break;
  1839. }
  1840. case BonusType::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 BonusType::POISON:
  1849. {
  1850. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON)
  1851. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1852. if (b)
  1853. b->val = val;
  1854. break;
  1855. }
  1856. case BonusType::ENCHANTER:
  1857. case BonusType::MORALE:
  1858. break;
  1859. case BonusType::FEAR:
  1860. st->fear = true;
  1861. break;
  1862. default:
  1863. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1864. }
  1865. }
  1866. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1867. {
  1868. if(gs->curB)
  1869. gs->curB->si.gateState = state;
  1870. }
  1871. void BattleResultAccepted::applyGs(CGameState * gs) const
  1872. {
  1873. // Remove any "until next battle" bonuses
  1874. for(auto & res : heroResult)
  1875. {
  1876. if(res.hero)
  1877. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1878. }
  1879. // Grow up growing artifacts
  1880. if(const auto hero = heroResult[winnerSide].hero)
  1881. {
  1882. if(hero->commander && hero->commander->alive)
  1883. {
  1884. for(auto & art : hero->commander->artifactsWorn)
  1885. art.second.artifact->growingUp();
  1886. }
  1887. for(auto & art : hero->artifactsWorn)
  1888. {
  1889. art.second.artifact->growingUp();
  1890. }
  1891. }
  1892. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1893. {
  1894. if(heroResult[0].army)
  1895. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1896. if(heroResult[1].army)
  1897. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1898. CBonusSystemNode::treeHasChanged();
  1899. }
  1900. gs->curB.dellNull();
  1901. }
  1902. void BattleLogMessage::applyGs(CGameState *gs)
  1903. {
  1904. //nothing
  1905. }
  1906. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1907. {
  1908. //nothing
  1909. }
  1910. void BattleStackMoved::applyGs(CGameState *gs)
  1911. {
  1912. applyBattle(gs->curB);
  1913. }
  1914. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1915. {
  1916. battleState->moveUnit(stack, tilesToMove.back());
  1917. }
  1918. void BattleStackAttacked::applyGs(CGameState * gs)
  1919. {
  1920. applyBattle(gs->curB);
  1921. }
  1922. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1923. {
  1924. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1925. }
  1926. void BattleAttack::applyGs(CGameState * gs)
  1927. {
  1928. CStack * attacker = gs->curB->getStack(stackAttacking);
  1929. assert(attacker);
  1930. attackerChanges.applyGs(gs);
  1931. for(BattleStackAttacked & stackAttacked : bsa)
  1932. stackAttacked.applyGs(gs);
  1933. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1934. }
  1935. void StartAction::applyGs(CGameState *gs)
  1936. {
  1937. CStack *st = gs->curB->getStack(ba.stackNumber);
  1938. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1939. {
  1940. gs->curB->tacticDistance = 0;
  1941. return;
  1942. }
  1943. if(gs->curB->tacticDistance)
  1944. {
  1945. // moves in tactics phase do not affect creature status
  1946. // (tactics stack queue is managed by client)
  1947. return;
  1948. }
  1949. if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
  1950. {
  1951. assert(st);
  1952. }
  1953. else
  1954. {
  1955. gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);
  1956. }
  1957. switch(ba.actionType)
  1958. {
  1959. case EActionType::DEFEND:
  1960. st->waiting = false;
  1961. st->defending = true;
  1962. st->defendingAnim = true;
  1963. break;
  1964. case EActionType::WAIT:
  1965. st->defendingAnim = false;
  1966. st->waiting = true;
  1967. st->waitedThisTurn = true;
  1968. break;
  1969. case EActionType::HERO_SPELL: //no change in current stack state
  1970. break;
  1971. default: //any active stack action - attack, catapult, heal, spell...
  1972. st->waiting = false;
  1973. st->defendingAnim = false;
  1974. st->movedThisRound = true;
  1975. break;
  1976. }
  1977. }
  1978. void BattleSpellCast::applyGs(CGameState * gs) const
  1979. {
  1980. assert(gs->curB);
  1981. if(castByHero)
  1982. {
  1983. if(side < 2)
  1984. {
  1985. gs->curB->sides[side].castSpellsCount++;
  1986. }
  1987. }
  1988. }
  1989. void SetStackEffect::applyGs(CGameState *gs)
  1990. {
  1991. applyBattle(gs->curB);
  1992. }
  1993. void SetStackEffect::applyBattle(IBattleState * battleState)
  1994. {
  1995. for(const auto & stackData : toRemove)
  1996. battleState->removeUnitBonus(stackData.first, stackData.second);
  1997. for(const auto & stackData : toUpdate)
  1998. battleState->updateUnitBonus(stackData.first, stackData.second);
  1999. for(const auto & stackData : toAdd)
  2000. battleState->addUnitBonus(stackData.first, stackData.second);
  2001. }
  2002. void StacksInjured::applyGs(CGameState *gs)
  2003. {
  2004. 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. applyBattle(gs->curB);
  2014. }
  2015. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2016. {
  2017. for(auto & elem : changedStacks)
  2018. {
  2019. switch(elem.operation)
  2020. {
  2021. case BattleChanges::EOperation::RESET_STATE:
  2022. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2023. break;
  2024. case BattleChanges::EOperation::REMOVE:
  2025. battleState->removeUnit(elem.id);
  2026. break;
  2027. case BattleChanges::EOperation::ADD:
  2028. battleState->addUnit(elem.id, elem.data);
  2029. break;
  2030. case BattleChanges::EOperation::UPDATE:
  2031. battleState->updateUnit(elem.id, elem.data);
  2032. break;
  2033. default:
  2034. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2035. break;
  2036. }
  2037. }
  2038. }
  2039. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2040. {
  2041. if(gs->curB)
  2042. applyBattle(gs->curB);
  2043. }
  2044. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2045. {
  2046. for(const auto & change : changes)
  2047. {
  2048. switch(change.operation)
  2049. {
  2050. case BattleChanges::EOperation::REMOVE:
  2051. battleState->removeObstacle(change.id);
  2052. break;
  2053. case BattleChanges::EOperation::ADD:
  2054. battleState->addObstacle(change);
  2055. break;
  2056. case BattleChanges::EOperation::UPDATE:
  2057. battleState->updateObstacle(change);
  2058. break;
  2059. default:
  2060. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2061. break;
  2062. }
  2063. }
  2064. }
  2065. CatapultAttack::CatapultAttack() = default;
  2066. CatapultAttack::~CatapultAttack() = default;
  2067. void CatapultAttack::applyGs(CGameState * gs)
  2068. {
  2069. if(gs->curB)
  2070. applyBattle(gs->curB);
  2071. }
  2072. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2073. {
  2074. visitor.visitCatapultAttack(*this);
  2075. }
  2076. void CatapultAttack::applyBattle(IBattleState * battleState)
  2077. {
  2078. const auto * town = battleState->getDefendedTown();
  2079. if(!town)
  2080. return;
  2081. if(town->fortLevel() == CGTownInstance::NONE)
  2082. return;
  2083. for(const auto & part : attackedParts)
  2084. {
  2085. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2086. battleState->setWallState(part.attackedPart, newWallState);
  2087. }
  2088. }
  2089. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2090. {
  2091. CStack * stack = gs->curB->getStack(stackID);
  2092. switch(which)
  2093. {
  2094. case CASTS:
  2095. {
  2096. if(absolute)
  2097. logNetwork->error("Can not change casts in absolute mode");
  2098. else
  2099. stack->casts.use(-val);
  2100. break;
  2101. }
  2102. case ENCHANTER_COUNTER:
  2103. {
  2104. auto & counter = gs->curB->sides[gs->curB->whatSide(stack->unitOwner())].enchanterCounter;
  2105. if(absolute)
  2106. counter = val;
  2107. else
  2108. counter += val;
  2109. vstd::amax(counter, 0);
  2110. break;
  2111. }
  2112. case UNBIND:
  2113. {
  2114. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2115. break;
  2116. }
  2117. case CLONED:
  2118. {
  2119. stack->cloned = true;
  2120. break;
  2121. }
  2122. case HAS_CLONE:
  2123. {
  2124. stack->cloneID = val;
  2125. break;
  2126. }
  2127. }
  2128. }
  2129. void PlayerCheated::applyGs(CGameState * gs) const
  2130. {
  2131. if(!player.isValidPlayer())
  2132. return;
  2133. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2134. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2135. }
  2136. void YourTurn::applyGs(CGameState * gs) const
  2137. {
  2138. gs->currentPlayer = player;
  2139. auto & playerState = gs->players[player];
  2140. playerState.daysWithoutCastle = daysWithoutCastle;
  2141. }
  2142. Component::Component(const CStackBasicDescriptor & stack)
  2143. : id(EComponentType::CREATURE)
  2144. , subtype(stack.type->getId())
  2145. , val(stack.count)
  2146. {
  2147. }
  2148. void EntitiesChanged::applyGs(CGameState * gs)
  2149. {
  2150. for(const auto & change : changes)
  2151. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2152. }
  2153. const CArtifactInstance * ArtSlotInfo::getArt() const
  2154. {
  2155. if(locked)
  2156. {
  2157. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2158. return nullptr;
  2159. }
  2160. return artifact;
  2161. }
  2162. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  2163. {
  2164. return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
  2165. }
  2166. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  2167. {
  2168. return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
  2169. }
  2170. VCMI_LIB_NAMESPACE_END