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 DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  94. {
  95. visitor.visitYourTurn(*this);
  96. }
  97. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  98. {
  99. visitor.visitEntitiesChanged(*this);
  100. }
  101. void SetResources::visitTyped(ICPackVisitor & visitor)
  102. {
  103. visitor.visitSetResources(*this);
  104. }
  105. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  106. {
  107. visitor.visitSetPrimSkill(*this);
  108. }
  109. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  110. {
  111. visitor.visitSetSecSkill(*this);
  112. }
  113. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  114. {
  115. visitor.visitHeroVisitCastle(*this);
  116. }
  117. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  118. {
  119. visitor.visitChangeSpells(*this);
  120. }
  121. void SetMana::visitTyped(ICPackVisitor & visitor)
  122. {
  123. visitor.visitSetMana(*this);
  124. }
  125. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  126. {
  127. visitor.visitSetMovePoints(*this);
  128. }
  129. void FoWChange::visitTyped(ICPackVisitor & visitor)
  130. {
  131. visitor.visitFoWChange(*this);
  132. }
  133. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  134. {
  135. visitor.visitSetAvailableHeroes(*this);
  136. }
  137. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  138. {
  139. visitor.visitGiveBonus(*this);
  140. }
  141. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  142. {
  143. visitor.visitChangeObjPos(*this);
  144. }
  145. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  146. {
  147. visitor.visitPlayerEndsGame(*this);
  148. }
  149. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  150. {
  151. visitor.visitPlayerReinitInterface(*this);
  152. }
  153. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  154. {
  155. visitor.visitRemoveBonus(*this);
  156. }
  157. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  158. {
  159. visitor.visitSetCommanderProperty(*this);
  160. }
  161. void AddQuest::visitTyped(ICPackVisitor & visitor)
  162. {
  163. visitor.visitAddQuest(*this);
  164. }
  165. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  166. {
  167. visitor.visitUpdateArtHandlerLists(*this);
  168. }
  169. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  170. {
  171. visitor.visitUpdateMapEvents(*this);
  172. }
  173. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  174. {
  175. visitor.visitUpdateCastleEvents(*this);
  176. }
  177. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  178. {
  179. visitor.visitChangeFormation(*this);
  180. }
  181. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  182. {
  183. visitor.visitRemoveObject(*this);
  184. }
  185. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  186. {
  187. visitor.visitTryMoveHero(*this);
  188. }
  189. void NewStructures::visitTyped(ICPackVisitor & visitor)
  190. {
  191. visitor.visitNewStructures(*this);
  192. }
  193. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  194. {
  195. visitor.visitRazeStructures(*this);
  196. }
  197. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  198. {
  199. visitor.visitSetAvailableCreatures(*this);
  200. }
  201. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  202. {
  203. visitor.visitSetHeroesInTown(*this);
  204. }
  205. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  206. {
  207. visitor.visitHeroRecruited(*this);
  208. }
  209. void GiveHero::visitTyped(ICPackVisitor & visitor)
  210. {
  211. visitor.visitGiveHero(*this);
  212. }
  213. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  214. {
  215. visitor.visitOpenWindow(*this);
  216. }
  217. void NewObject::visitTyped(ICPackVisitor & visitor)
  218. {
  219. visitor.visitNewObject(*this);
  220. }
  221. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  222. {
  223. visitor.visitSetAvailableArtifacts(*this);
  224. }
  225. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  226. {
  227. visitor.visitNewArtifact(*this);
  228. }
  229. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  230. {
  231. visitor.visitChangeStackCount(*this);
  232. }
  233. void SetStackType::visitTyped(ICPackVisitor & visitor)
  234. {
  235. visitor.visitSetStackType(*this);
  236. }
  237. void EraseStack::visitTyped(ICPackVisitor & visitor)
  238. {
  239. visitor.visitEraseStack(*this);
  240. }
  241. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  242. {
  243. visitor.visitSwapStacks(*this);
  244. }
  245. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  246. {
  247. visitor.visitInsertNewStack(*this);
  248. }
  249. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  250. {
  251. visitor.visitRebalanceStacks(*this);
  252. }
  253. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  254. {
  255. visitor.visitBulkRebalanceStacks(*this);
  256. }
  257. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  258. {
  259. visitor.visitBulkSmartRebalanceStacks(*this);
  260. }
  261. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  262. {
  263. visitor.visitPutArtifact(*this);
  264. }
  265. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  266. {
  267. visitor.visitEraseArtifact(*this);
  268. }
  269. void MoveArtifact::visitTyped(ICPackVisitor & visitor)
  270. {
  271. visitor.visitMoveArtifact(*this);
  272. }
  273. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  274. {
  275. visitor.visitBulkMoveArtifacts(*this);
  276. }
  277. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  278. {
  279. visitor.visitAssembledArtifact(*this);
  280. }
  281. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  282. {
  283. visitor.visitDisassembledArtifact(*this);
  284. }
  285. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  286. {
  287. visitor.visitHeroVisit(*this);
  288. }
  289. void NewTurn::visitTyped(ICPackVisitor & visitor)
  290. {
  291. visitor.visitNewTurn(*this);
  292. }
  293. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  294. {
  295. visitor.visitInfoWindow(*this);
  296. }
  297. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  298. {
  299. visitor.visitSetObjectProperty(*this);
  300. }
  301. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  302. {
  303. visitor.visitChangeObjectVisitors(*this);
  304. }
  305. void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor)
  306. {
  307. visitor.visitPrepareHeroLevelUp(*this);
  308. }
  309. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  310. {
  311. visitor.visitHeroLevelUp(*this);
  312. }
  313. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  314. {
  315. visitor.visitCommanderLevelUp(*this);
  316. }
  317. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  318. {
  319. visitor.visitBlockingDialog(*this);
  320. }
  321. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  322. {
  323. visitor.visitGarrisonDialog(*this);
  324. }
  325. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  326. {
  327. visitor.visitExchangeDialog(*this);
  328. }
  329. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  330. {
  331. visitor.visitTeleportDialog(*this);
  332. }
  333. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  334. {
  335. visitor.visitMapObjectSelectDialog(*this);
  336. }
  337. void BattleStart::visitTyped(ICPackVisitor & visitor)
  338. {
  339. visitor.visitBattleStart(*this);
  340. }
  341. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  342. {
  343. visitor.visitBattleNextRound(*this);
  344. }
  345. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  346. {
  347. visitor.visitBattleSetActiveStack(*this);
  348. }
  349. void BattleResult::visitTyped(ICPackVisitor & visitor)
  350. {
  351. visitor.visitBattleResult(*this);
  352. }
  353. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  354. {
  355. visitor.visitBattleLogMessage(*this);
  356. }
  357. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  358. {
  359. visitor.visitBattleStackMoved(*this);
  360. }
  361. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  362. {
  363. visitor.visitBattleUnitsChanged(*this);
  364. }
  365. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  366. {
  367. visitor.visitBattleAttack(*this);
  368. }
  369. void StartAction::visitTyped(ICPackVisitor & visitor)
  370. {
  371. visitor.visitStartAction(*this);
  372. }
  373. void EndAction::visitTyped(ICPackVisitor & visitor)
  374. {
  375. visitor.visitEndAction(*this);
  376. }
  377. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  378. {
  379. visitor.visitBattleSpellCast(*this);
  380. }
  381. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  382. {
  383. visitor.visitSetStackEffect(*this);
  384. }
  385. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  386. {
  387. visitor.visitStacksInjured(*this);
  388. }
  389. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  390. {
  391. visitor.visitBattleResultsApplied(*this);
  392. }
  393. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  394. {
  395. visitor.visitBattleObstaclesChanged(*this);
  396. }
  397. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  398. {
  399. visitor.visitBattleSetStackProperty(*this);
  400. }
  401. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  402. {
  403. visitor.visitBattleTriggerEffect(*this);
  404. }
  405. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  406. {
  407. visitor.visitBattleUpdateGateState(*this);
  408. }
  409. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  410. {
  411. visitor.visitAdvmapSpellCast(*this);
  412. }
  413. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  414. {
  415. visitor.visitShowWorldViewEx(*this);
  416. }
  417. void EndTurn::visitTyped(ICPackVisitor & visitor)
  418. {
  419. visitor.visitEndTurn(*this);
  420. }
  421. void DismissHero::visitTyped(ICPackVisitor & visitor)
  422. {
  423. visitor.visitDismissHero(*this);
  424. }
  425. void MoveHero::visitTyped(ICPackVisitor & visitor)
  426. {
  427. visitor.visitMoveHero(*this);
  428. }
  429. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  430. {
  431. visitor.visitCastleTeleportHero(*this);
  432. }
  433. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  434. {
  435. visitor.visitArrangeStacks(*this);
  436. }
  437. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  438. {
  439. visitor.visitBulkMoveArmy(*this);
  440. }
  441. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  442. {
  443. visitor.visitBulkSplitStack(*this);
  444. }
  445. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  446. {
  447. visitor.visitBulkMergeStacks(*this);
  448. }
  449. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  450. {
  451. visitor.visitBulkSmartSplitStack(*this);
  452. }
  453. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  454. {
  455. visitor.visitDisbandCreature(*this);
  456. }
  457. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  458. {
  459. visitor.visitBuildStructure(*this);
  460. }
  461. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  462. {
  463. visitor.visitRazeStructure(*this);
  464. }
  465. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  466. {
  467. visitor.visitRecruitCreatures(*this);
  468. }
  469. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  470. {
  471. visitor.visitUpgradeCreature(*this);
  472. }
  473. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  474. {
  475. visitor.visitGarrisonHeroSwap(*this);
  476. }
  477. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  478. {
  479. visitor.visitExchangeArtifacts(*this);
  480. }
  481. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  482. {
  483. visitor.visitBulkExchangeArtifacts(*this);
  484. }
  485. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  486. {
  487. visitor.visitAssembleArtifacts(*this);
  488. }
  489. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  490. {
  491. visitor.visitEraseArtifactByClient(*this);
  492. }
  493. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  494. {
  495. visitor.visitBuyArtifact(*this);
  496. }
  497. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  498. {
  499. visitor.visitTradeOnMarketplace(*this);
  500. }
  501. void SetFormation::visitTyped(ICPackVisitor & visitor)
  502. {
  503. visitor.visitSetFormation(*this);
  504. }
  505. void HireHero::visitTyped(ICPackVisitor & visitor)
  506. {
  507. visitor.visitHireHero(*this);
  508. }
  509. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  510. {
  511. visitor.visitBuildBoat(*this);
  512. }
  513. void QueryReply::visitTyped(ICPackVisitor & visitor)
  514. {
  515. visitor.visitQueryReply(*this);
  516. }
  517. void MakeAction::visitTyped(ICPackVisitor & visitor)
  518. {
  519. visitor.visitMakeAction(*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 LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  562. {
  563. visitor.visitLobbyLoadProgress(*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->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID);
  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. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  934. // FIXME: workaround:
  935. // hero should be attached to siegeNode after battle
  936. // however this code might also be called on dismissing hero while in town
  937. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  938. beatenHero->detachFrom(*siegeNode);
  939. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  940. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  941. {
  942. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  943. });
  944. if(beatenHero->visitedTown)
  945. {
  946. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  947. beatenHero->visitedTown->garrisonHero = nullptr;
  948. else
  949. beatenHero->visitedTown->visitingHero = nullptr;
  950. beatenHero->visitedTown = nullptr;
  951. beatenHero->inTownGarrison = false;
  952. }
  953. //return hero to the pool, so he may reappear in tavern
  954. gs->heroesPool->addHeroToPool(beatenHero);
  955. gs->map->objects[id.getNum()] = nullptr;
  956. //If hero on Boat is removed, the Boat disappears
  957. if(beatenHero->boat)
  958. {
  959. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  960. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  961. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  962. beatenHero->boat = nullptr;
  963. }
  964. return;
  965. }
  966. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  967. if (quest)
  968. {
  969. gs->map->quests[quest->quest->qid] = nullptr;
  970. for (auto &player : gs->players)
  971. {
  972. for (auto &q : player.second.quests)
  973. {
  974. if (q.obj == obj)
  975. {
  976. q.obj = nullptr;
  977. }
  978. }
  979. }
  980. }
  981. for (TriggeredEvent & event : gs->map->triggeredEvents)
  982. {
  983. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  984. {
  985. if (cond.object == obj)
  986. {
  987. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  988. {
  989. cond.condition = EventCondition::CONST_VALUE;
  990. cond.value = 1; // destroyed object, from now on always fulfilled
  991. }
  992. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  993. {
  994. cond.condition = EventCondition::CONST_VALUE;
  995. cond.value = 0; // destroyed object, from now on can not be fulfilled
  996. }
  997. }
  998. return cond;
  999. };
  1000. event.trigger = event.trigger.morph(patcher);
  1001. }
  1002. gs->map->instanceNames.erase(obj->instanceName);
  1003. gs->map->objects[id.getNum()].dellNull();
  1004. gs->map->calculateGuardingGreaturePositions();
  1005. }
  1006. static int getDir(const int3 & src, const int3 & dst)
  1007. {
  1008. int ret = -1;
  1009. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1010. {
  1011. ret = 1;
  1012. }
  1013. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1014. {
  1015. ret = 2;
  1016. }
  1017. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1018. {
  1019. ret = 3;
  1020. }
  1021. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1022. {
  1023. ret = 4;
  1024. }
  1025. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1026. {
  1027. ret = 5;
  1028. }
  1029. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1030. {
  1031. ret = 6;
  1032. }
  1033. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1034. {
  1035. ret = 7;
  1036. }
  1037. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1038. {
  1039. ret = 8;
  1040. }
  1041. return ret;
  1042. }
  1043. void TryMoveHero::applyGs(CGameState *gs)
  1044. {
  1045. CGHeroInstance *h = gs->getHero(id);
  1046. if (!h)
  1047. {
  1048. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1049. return;
  1050. }
  1051. h->setMovementPoints(movePoints);
  1052. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1053. {
  1054. auto dir = getDir(start,end);
  1055. if(dir > 0 && dir <= 8)
  1056. h->moveDir = dir;
  1057. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1058. }
  1059. if(result == EMBARK) //hero enters boat at destination tile
  1060. {
  1061. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1062. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1063. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1064. assert(boat);
  1065. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1066. h->boat = boat;
  1067. h->attachTo(*boat);
  1068. boat->hero = h;
  1069. }
  1070. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1071. {
  1072. auto * b = const_cast<CGBoat *>(h->boat);
  1073. b->direction = h->moveDir;
  1074. b->pos = start;
  1075. b->hero = nullptr;
  1076. gs->map->addBlockVisTiles(b);
  1077. h->detachFrom(*b);
  1078. h->boat = nullptr;
  1079. }
  1080. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1081. {
  1082. gs->map->removeBlockVisTiles(h);
  1083. h->pos = end;
  1084. if(auto * b = const_cast<CGBoat *>(h->boat))
  1085. b->pos = end;
  1086. gs->map->addBlockVisTiles(h);
  1087. }
  1088. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1089. for(const int3 & t : fowRevealed)
  1090. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1091. }
  1092. void NewStructures::applyGs(CGameState *gs)
  1093. {
  1094. CGTownInstance *t = gs->getTown(tid);
  1095. for(const auto & id : bid)
  1096. {
  1097. assert(t->town->buildings.at(id) != nullptr);
  1098. t->builtBuildings.insert(id);
  1099. t->updateAppearance();
  1100. auto currentBuilding = t->town->buildings.at(id);
  1101. if(currentBuilding->overrideBids.empty())
  1102. continue;
  1103. for(const auto & overrideBid : currentBuilding->overrideBids)
  1104. {
  1105. t->overriddenBuildings.insert(overrideBid);
  1106. t->deleteTownBonus(overrideBid);
  1107. }
  1108. }
  1109. t->builded = builded;
  1110. t->recreateBuildingsBonuses();
  1111. }
  1112. void RazeStructures::applyGs(CGameState *gs)
  1113. {
  1114. CGTownInstance *t = gs->getTown(tid);
  1115. for(const auto & id : bid)
  1116. {
  1117. t->builtBuildings.erase(id);
  1118. t->updateAppearance();
  1119. }
  1120. t->destroyed = destroyed; //yeaha
  1121. t->recreateBuildingsBonuses();
  1122. }
  1123. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1124. {
  1125. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1126. assert(dw);
  1127. dw->creatures = creatures;
  1128. }
  1129. void SetHeroesInTown::applyGs(CGameState * gs) const
  1130. {
  1131. CGTownInstance *t = gs->getTown(tid);
  1132. CGHeroInstance * v = gs->getHero(visiting);
  1133. CGHeroInstance * g = gs->getHero(garrison);
  1134. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1135. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1136. if(newVisitorComesFromGarrison)
  1137. t->setGarrisonedHero(nullptr);
  1138. if(newGarrisonComesFromVisiting)
  1139. t->setVisitingHero(nullptr);
  1140. if(!newGarrisonComesFromVisiting || v)
  1141. t->setVisitingHero(v);
  1142. if(!newVisitorComesFromGarrison || g)
  1143. t->setGarrisonedHero(g);
  1144. if(v)
  1145. {
  1146. gs->map->addBlockVisTiles(v);
  1147. }
  1148. if(g)
  1149. {
  1150. gs->map->removeBlockVisTiles(g);
  1151. }
  1152. }
  1153. void HeroRecruited::applyGs(CGameState * gs) const
  1154. {
  1155. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1156. CGTownInstance *t = gs->getTown(tid);
  1157. PlayerState *p = gs->getPlayerState(player);
  1158. if (boatId >= 0)
  1159. {
  1160. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1161. auto * boat = dynamic_cast<CGBoat *>(obj);
  1162. if (boat)
  1163. {
  1164. gs->map->removeBlockVisTiles(boat);
  1165. h->attachToBoat(boat);
  1166. }
  1167. }
  1168. h->setOwner(player);
  1169. h->pos = tile;
  1170. h->initObj(gs->getRandomGenerator());
  1171. if(h->id == ObjectInstanceID())
  1172. {
  1173. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1174. gs->map->objects.emplace_back(h);
  1175. }
  1176. else
  1177. gs->map->objects[h->id.getNum()] = h;
  1178. gs->map->heroesOnMap.emplace_back(h);
  1179. p->heroes.emplace_back(h);
  1180. h->attachTo(*p);
  1181. gs->map->addBlockVisTiles(h);
  1182. if(t)
  1183. t->setVisitingHero(h);
  1184. }
  1185. void GiveHero::applyGs(CGameState * gs) const
  1186. {
  1187. CGHeroInstance *h = gs->getHero(id);
  1188. if (boatId >= 0)
  1189. {
  1190. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1191. auto * boat = dynamic_cast<CGBoat *>(obj);
  1192. if (boat)
  1193. {
  1194. gs->map->removeBlockVisTiles(boat);
  1195. h->attachToBoat(boat);
  1196. }
  1197. }
  1198. //bonus system
  1199. h->detachFrom(gs->globalEffects);
  1200. h->attachTo(*gs->getPlayerState(player));
  1201. auto oldVisitablePos = h->visitablePos();
  1202. gs->map->removeBlockVisTiles(h,true);
  1203. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1204. h->setOwner(player);
  1205. h->setMovementPoints(h->movementPointsLimit(true));
  1206. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1207. gs->map->heroesOnMap.emplace_back(h);
  1208. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1209. gs->map->addBlockVisTiles(h);
  1210. h->inTownGarrison = false;
  1211. }
  1212. void NewObject::applyGs(CGameState *gs)
  1213. {
  1214. TerrainId terrainType = ETerrainId::NONE;
  1215. if (!gs->isInTheMap(targetPos))
  1216. {
  1217. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1218. return;
  1219. }
  1220. const TerrainTile & t = gs->map->getTile(targetPos);
  1221. terrainType = t.terType->getId();
  1222. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1223. CGObjectInstance * o = handler->create();
  1224. handler->configureObject(o, gs->getRandomGenerator());
  1225. if (ID == Obj::MONSTER) //probably more options will be needed
  1226. {
  1227. //CStackInstance hlp;
  1228. auto * cre = dynamic_cast<CGCreature *>(o);
  1229. //cre->slots[0] = hlp;
  1230. assert(cre);
  1231. cre->notGrowingTeam = cre->neverFlees = false;
  1232. cre->character = 2;
  1233. cre->gainedArtifact = ArtifactID::NONE;
  1234. cre->identifier = -1;
  1235. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1236. }
  1237. assert(!handler->getTemplates(terrainType).empty());
  1238. if (handler->getTemplates().empty())
  1239. {
  1240. logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID);
  1241. return;
  1242. }
  1243. if (!handler->getTemplates(terrainType).empty())
  1244. o->appearance = handler->getTemplates(terrainType).front();
  1245. else
  1246. o->appearance = handler->getTemplates().front();
  1247. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1248. o->ID = ID;
  1249. o->subID = subID;
  1250. o->pos = targetPos + o->getVisitableOffset();
  1251. gs->map->objects.emplace_back(o);
  1252. gs->map->addBlockVisTiles(o);
  1253. o->initObj(gs->getRandomGenerator());
  1254. gs->map->calculateGuardingGreaturePositions();
  1255. createdObjectID = o->id;
  1256. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1257. }
  1258. void NewArtifact::applyGs(CGameState *gs)
  1259. {
  1260. assert(!vstd::contains(gs->map->artInstances, art));
  1261. assert(!art->getParentNodes().size());
  1262. assert(art->artType);
  1263. art->setType(art->artType);
  1264. if(art->isCombined())
  1265. {
  1266. for(const auto & part : art->artType->getConstituents())
  1267. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1268. }
  1269. gs->map->addNewArtifactInstance(art);
  1270. }
  1271. const CStackInstance * StackLocation::getStack()
  1272. {
  1273. if(!army->hasStackAtSlot(slot))
  1274. {
  1275. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1276. return nullptr;
  1277. }
  1278. return &army->getStack(slot);
  1279. }
  1280. struct ObjectRetriever
  1281. {
  1282. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1283. {
  1284. return h;
  1285. }
  1286. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1287. {
  1288. return s->armyObj;
  1289. }
  1290. };
  1291. template<typename T>
  1292. struct GetBase
  1293. {
  1294. template <typename TArg>
  1295. T * operator()(TArg &arg) const
  1296. {
  1297. return arg;
  1298. }
  1299. };
  1300. void ArtifactLocation::removeArtifact()
  1301. {
  1302. CArtifactInstance *a = getArt();
  1303. assert(a);
  1304. a->removeFrom(*this);
  1305. }
  1306. const CArmedInstance * ArtifactLocation::relatedObj() const
  1307. {
  1308. return std::visit(ObjectRetriever(), artHolder);
  1309. }
  1310. PlayerColor ArtifactLocation::owningPlayer() const
  1311. {
  1312. const auto * obj = relatedObj();
  1313. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1314. }
  1315. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1316. {
  1317. return std::visit(GetBase<CArtifactSet>(), artHolder);
  1318. }
  1319. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1320. {
  1321. return std::visit(GetBase<CBonusSystemNode>(), artHolder);
  1322. }
  1323. const CArtifactInstance *ArtifactLocation::getArt() const
  1324. {
  1325. const auto * s = getSlot();
  1326. if(s)
  1327. return s->getArt();
  1328. else
  1329. return nullptr;
  1330. }
  1331. CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1332. {
  1333. auto * t = const_cast<ArtifactLocation *>(this);
  1334. return t->getHolderArtSet();
  1335. }
  1336. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1337. {
  1338. auto * t = const_cast<ArtifactLocation *>(this);
  1339. return t->getHolderNode();
  1340. }
  1341. CArtifactInstance *ArtifactLocation::getArt()
  1342. {
  1343. const ArtifactLocation *t = this;
  1344. return const_cast<CArtifactInstance*>(t->getArt());
  1345. }
  1346. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1347. {
  1348. return getHolderArtSet()->getSlot(slot);
  1349. }
  1350. void ChangeStackCount::applyGs(CGameState * gs)
  1351. {
  1352. auto * srcObj = gs->getArmyInstance(army);
  1353. if(!srcObj)
  1354. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1355. if(absoluteValue)
  1356. srcObj->setStackCount(slot, count);
  1357. else
  1358. srcObj->changeStackCount(slot, count);
  1359. }
  1360. void SetStackType::applyGs(CGameState * gs)
  1361. {
  1362. auto * srcObj = gs->getArmyInstance(army);
  1363. if(!srcObj)
  1364. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1365. srcObj->setStackType(slot, type);
  1366. }
  1367. void EraseStack::applyGs(CGameState * gs)
  1368. {
  1369. auto * srcObj = gs->getArmyInstance(army);
  1370. if(!srcObj)
  1371. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1372. srcObj->eraseStack(slot);
  1373. }
  1374. void SwapStacks::applyGs(CGameState * gs)
  1375. {
  1376. auto * srcObj = gs->getArmyInstance(srcArmy);
  1377. if(!srcObj)
  1378. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1379. auto * dstObj = gs->getArmyInstance(dstArmy);
  1380. if(!dstObj)
  1381. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1382. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1383. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1384. srcObj->putStack(srcSlot, s2);
  1385. dstObj->putStack(dstSlot, s1);
  1386. }
  1387. void InsertNewStack::applyGs(CGameState *gs)
  1388. {
  1389. if(auto * obj = gs->getArmyInstance(army))
  1390. obj->putStack(slot, new CStackInstance(type, count));
  1391. else
  1392. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1393. }
  1394. void RebalanceStacks::applyGs(CGameState * gs)
  1395. {
  1396. auto * srcObj = gs->getArmyInstance(srcArmy);
  1397. if(!srcObj)
  1398. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1399. auto * dstObj = gs->getArmyInstance(dstArmy);
  1400. if(!dstObj)
  1401. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1402. StackLocation src(srcObj, srcSlot);
  1403. StackLocation dst(dstObj, dstSlot);
  1404. const CCreature * srcType = src.army->getCreature(src.slot);
  1405. TQuantity srcCount = src.army->getStackCount(src.slot);
  1406. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1407. if(srcCount == count) //moving whole stack
  1408. {
  1409. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1410. if(c) //stack at dest -> merge
  1411. {
  1412. assert(c == srcType);
  1413. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1414. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1415. auto * artHere = alHere.getArt();
  1416. auto * artDest = alDest.getArt();
  1417. if (artHere)
  1418. {
  1419. if (alDest.getArt())
  1420. {
  1421. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1422. auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
  1423. if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
  1424. {
  1425. artDest->move (alDest, ArtifactLocation (hero, dstSlot));
  1426. }
  1427. //else - artifact cna be lost :/
  1428. else
  1429. {
  1430. EraseArtifact ea;
  1431. ea.al = alDest;
  1432. ea.applyGs(gs);
  1433. logNetwork->warn("Cannot move artifact! No free slots");
  1434. }
  1435. artHere->move (alHere, alDest);
  1436. //TODO: choose from dialog
  1437. }
  1438. else //just move to the other slot before stack gets erased
  1439. {
  1440. artHere->move (alHere, alDest);
  1441. }
  1442. }
  1443. if (stackExp)
  1444. {
  1445. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1446. src.army->eraseStack(src.slot);
  1447. dst.army->changeStackCount(dst.slot, count);
  1448. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1449. }
  1450. else
  1451. {
  1452. src.army->eraseStack(src.slot);
  1453. dst.army->changeStackCount(dst.slot, count);
  1454. }
  1455. }
  1456. else //move stack to an empty slot, no exp change needed
  1457. {
  1458. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1459. dst.army->putStack(dst.slot, stackDetached);
  1460. }
  1461. }
  1462. else
  1463. {
  1464. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1465. if(c) //stack at dest -> rebalance
  1466. {
  1467. assert(c == srcType);
  1468. if (stackExp)
  1469. {
  1470. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1471. src.army->changeStackCount(src.slot, -count);
  1472. dst.army->changeStackCount(dst.slot, count);
  1473. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1474. }
  1475. else
  1476. {
  1477. src.army->changeStackCount(src.slot, -count);
  1478. dst.army->changeStackCount(dst.slot, count);
  1479. }
  1480. }
  1481. else //split stack to an empty slot
  1482. {
  1483. src.army->changeStackCount(src.slot, -count);
  1484. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1485. if (stackExp)
  1486. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1487. }
  1488. }
  1489. CBonusSystemNode::treeHasChanged();
  1490. }
  1491. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1492. {
  1493. for(auto & move : moves)
  1494. move.applyGs(gs);
  1495. }
  1496. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1497. {
  1498. for(auto & move : moves)
  1499. move.applyGs(gs);
  1500. for(auto & change : changes)
  1501. change.applyGs(gs);
  1502. }
  1503. void PutArtifact::applyGs(CGameState *gs)
  1504. {
  1505. assert(art->canBePutAt(al));
  1506. // Ensure that artifact has been correctly added via NewArtifact pack
  1507. assert(vstd::contains(gs->map->artInstances, art));
  1508. assert(!art->getParentNodes().empty());
  1509. art->putAt(al);
  1510. }
  1511. void EraseArtifact::applyGs(CGameState *gs)
  1512. {
  1513. const auto * slot = al.getSlot();
  1514. if(slot->locked)
  1515. {
  1516. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1517. DisassembledArtifact dis;
  1518. dis.al.artHolder = al.artHolder;
  1519. auto * aset = al.getHolderArtSet();
  1520. #ifndef NDEBUG
  1521. bool found = false;
  1522. #endif
  1523. for(auto& p : aset->artifactsWorn)
  1524. {
  1525. auto art = p.second.artifact;
  1526. if(art->isCombined() && art->isPart(slot->artifact))
  1527. {
  1528. dis.al.slot = aset->getArtPos(art);
  1529. #ifndef NDEBUG
  1530. found = true;
  1531. #endif
  1532. break;
  1533. }
  1534. }
  1535. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1536. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1537. dis.applyGs(gs);
  1538. }
  1539. else
  1540. {
  1541. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1542. }
  1543. al.removeArtifact();
  1544. }
  1545. void MoveArtifact::applyGs(CGameState * gs)
  1546. {
  1547. CArtifactInstance * art = src.getArt();
  1548. assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
  1549. art->move(src, dst);
  1550. }
  1551. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1552. {
  1553. enum class EBulkArtsOp
  1554. {
  1555. BULK_MOVE,
  1556. BULK_REMOVE,
  1557. BULK_PUT
  1558. };
  1559. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1560. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1561. {
  1562. int numBackpackArtifactsMoved = 0;
  1563. for(auto & slot : artsPack)
  1564. {
  1565. // When an object gets removed from the backpack, the backpack shrinks
  1566. // so all the following indices will be affected. Thus, we need to update
  1567. // the subsequent artifact slots to account for that
  1568. auto srcPos = slot.srcPos;
  1569. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1570. {
  1571. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1572. }
  1573. const auto * slotInfo = artSet->getSlot(srcPos);
  1574. assert(slotInfo);
  1575. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1576. assert(art);
  1577. switch(operation)
  1578. {
  1579. case EBulkArtsOp::BULK_MOVE:
  1580. const_cast<CArtifactInstance*>(art)->move(
  1581. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1582. break;
  1583. case EBulkArtsOp::BULK_REMOVE:
  1584. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1585. break;
  1586. case EBulkArtsOp::BULK_PUT:
  1587. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1588. break;
  1589. default:
  1590. break;
  1591. }
  1592. if(srcPos >= GameConstants::BACKPACK_START)
  1593. {
  1594. numBackpackArtifactsMoved++;
  1595. }
  1596. }
  1597. };
  1598. if(swap)
  1599. {
  1600. // Swap
  1601. auto * leftSet = getSrcHolderArtSet();
  1602. auto * rightSet = getDstHolderArtSet();
  1603. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1604. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1605. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1606. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1607. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1608. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1609. }
  1610. else
  1611. {
  1612. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1613. }
  1614. }
  1615. void AssembledArtifact::applyGs(CGameState *gs)
  1616. {
  1617. CArtifactSet * artSet = al.getHolderArtSet();
  1618. [[maybe_unused]] const CArtifactInstance *transformedArt = al.getArt();
  1619. assert(transformedArt);
  1620. bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
  1621. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->artType->getId(), combineEquipped), [=](const CArtifact * art)->bool
  1622. {
  1623. return art->getId() == builtArt->getId();
  1624. }));
  1625. auto * combinedArt = new CArtifactInstance(builtArt);
  1626. gs->map->addNewArtifactInstance(combinedArt);
  1627. // Retrieve all constituents
  1628. for(const CArtifact * constituent : builtArt->getConstituents())
  1629. {
  1630. ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
  1631. artSet->getArtBackpackPos(constituent->getId());
  1632. assert(pos >= 0);
  1633. CArtifactInstance * constituentInstance = artSet->getArt(pos);
  1634. //move constituent from hero to be part of new, combined artifact
  1635. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
  1636. if(combineEquipped)
  1637. {
  1638. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1639. && vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), pos))
  1640. al.slot = pos;
  1641. if(al.slot == pos)
  1642. pos = ArtifactPosition::PRE_FIRST;
  1643. }
  1644. else
  1645. {
  1646. al.slot = std::min(al.slot, pos);
  1647. pos = ArtifactPosition::PRE_FIRST;
  1648. }
  1649. combinedArt->addPart(constituentInstance, pos);
  1650. }
  1651. //put new combined artifacts
  1652. combinedArt->putAt(al);
  1653. }
  1654. void DisassembledArtifact::applyGs(CGameState *gs)
  1655. {
  1656. auto * disassembled = al.getArt();
  1657. assert(disassembled);
  1658. auto parts = disassembled->getPartsInfo();
  1659. disassembled->removeFrom(al);
  1660. for(auto & part : parts)
  1661. {
  1662. ArtifactLocation partLoc = al;
  1663. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1664. partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1665. disassembled->detachFrom(*part.art);
  1666. part.art->putAt(partLoc);
  1667. }
  1668. gs->map->eraseArtifactInstance(disassembled);
  1669. }
  1670. void HeroVisit::applyGs(CGameState *gs)
  1671. {
  1672. }
  1673. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1674. {
  1675. if(id >= 0)
  1676. {
  1677. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1678. {
  1679. bm->artifacts = arts;
  1680. }
  1681. else
  1682. {
  1683. logNetwork->error("Wrong black market id!");
  1684. }
  1685. }
  1686. else
  1687. {
  1688. CGTownInstance::merchantArtifacts = arts;
  1689. }
  1690. }
  1691. void NewTurn::applyGs(CGameState *gs)
  1692. {
  1693. gs->day = day;
  1694. // Update bonuses before doing anything else so hero don't get more MP than needed
  1695. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1696. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1697. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1698. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1699. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1700. {
  1701. CGHeroInstance *hero = gs->getHero(h.id);
  1702. if(!hero)
  1703. {
  1704. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1705. continue;
  1706. }
  1707. hero->setMovementPoints(h.move);
  1708. hero->mana = h.mana;
  1709. }
  1710. gs->heroesPool->onNewDay();
  1711. for(const auto & re : res)
  1712. {
  1713. assert(re.first < PlayerColor::PLAYER_LIMIT);
  1714. gs->getPlayerState(re.first)->resources = re.second;
  1715. }
  1716. for(const auto & creatureSet : cres) //set available creatures in towns
  1717. creatureSet.second.applyGs(gs);
  1718. for(CGTownInstance* t : gs->map->towns)
  1719. t->builded = 0;
  1720. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1721. gs->updateRumor();
  1722. }
  1723. void SetObjectProperty::applyGs(CGameState * gs) const
  1724. {
  1725. CGObjectInstance *obj = gs->getObjInstance(id);
  1726. if(!obj)
  1727. {
  1728. logNetwork->error("Wrong object ID - property cannot be set!");
  1729. return;
  1730. }
  1731. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1732. if(what == ObjProperty::OWNER && cai)
  1733. {
  1734. if(obj->ID == Obj::TOWN)
  1735. {
  1736. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1737. assert(t);
  1738. PlayerColor oldOwner = t->tempOwner;
  1739. if(oldOwner.isValidPlayer())
  1740. {
  1741. auto * state = gs->getPlayerState(oldOwner);
  1742. state->towns -= t;
  1743. if(state->towns.empty())
  1744. *state->daysWithoutCastle = 0;
  1745. }
  1746. if(val < PlayerColor::PLAYER_LIMIT_I)
  1747. {
  1748. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1749. p->towns.emplace_back(t);
  1750. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1751. if(p->daysWithoutCastle)
  1752. p->daysWithoutCastle = std::nullopt;
  1753. }
  1754. }
  1755. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1756. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1757. obj->setProperty(what,val);
  1758. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1759. }
  1760. else //not an armed instance
  1761. {
  1762. obj->setProperty(what,val);
  1763. }
  1764. }
  1765. void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1766. {
  1767. auto * hero = gs->getHero(heroId);
  1768. assert(hero);
  1769. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1770. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1771. {
  1772. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1773. }
  1774. else
  1775. {
  1776. skills = proposedSkills;
  1777. }
  1778. }
  1779. void HeroLevelUp::applyGs(CGameState * gs) const
  1780. {
  1781. auto * hero = gs->getHero(heroId);
  1782. assert(hero);
  1783. hero->levelUp(skills);
  1784. }
  1785. void CommanderLevelUp::applyGs(CGameState * gs) const
  1786. {
  1787. auto * hero = gs->getHero(heroId);
  1788. assert(hero);
  1789. auto commander = hero->commander;
  1790. assert(commander);
  1791. commander->levelUp();
  1792. }
  1793. void BattleStart::applyGs(CGameState * gs) const
  1794. {
  1795. gs->curB = info;
  1796. gs->curB->localInit();
  1797. }
  1798. void BattleNextRound::applyGs(CGameState * gs) const
  1799. {
  1800. THROW_IF_NO_BATTLE
  1801. gs->curB->nextRound(round);
  1802. }
  1803. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1804. {
  1805. THROW_IF_NO_BATTLE
  1806. gs->curB->nextTurn(stack);
  1807. }
  1808. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1809. {
  1810. THROW_IF_NO_BATTLE
  1811. CStack * st = gs->curB->getStack(stackID);
  1812. assert(st);
  1813. switch(static_cast<BonusType>(effect))
  1814. {
  1815. case BonusType::HP_REGENERATION:
  1816. {
  1817. int64_t toHeal = val;
  1818. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1819. break;
  1820. }
  1821. case BonusType::MANA_DRAIN:
  1822. {
  1823. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1824. st->drainedMana = true;
  1825. h->mana -= val;
  1826. vstd::amax(h->mana, 0);
  1827. break;
  1828. }
  1829. case BonusType::POISON:
  1830. {
  1831. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON)
  1832. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1833. if (b)
  1834. b->val = val;
  1835. break;
  1836. }
  1837. case BonusType::ENCHANTER:
  1838. case BonusType::MORALE:
  1839. break;
  1840. case BonusType::FEAR:
  1841. st->fear = true;
  1842. break;
  1843. default:
  1844. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1845. }
  1846. }
  1847. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1848. {
  1849. if(gs->curB)
  1850. gs->curB->si.gateState = state;
  1851. }
  1852. void BattleResultAccepted::applyGs(CGameState * gs) const
  1853. {
  1854. // Remove any "until next battle" bonuses
  1855. for(auto & res : heroResult)
  1856. {
  1857. if(res.hero)
  1858. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1859. }
  1860. if(winnerSide != 2)
  1861. {
  1862. // Grow up growing artifacts
  1863. const auto hero = heroResult[winnerSide].hero;
  1864. if (hero)
  1865. {
  1866. if(hero->commander && hero->commander->alive)
  1867. {
  1868. for(auto & art : hero->commander->artifactsWorn)
  1869. art.second.artifact->growingUp();
  1870. }
  1871. for(auto & art : hero->artifactsWorn)
  1872. {
  1873. art.second.artifact->growingUp();
  1874. }
  1875. }
  1876. }
  1877. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1878. {
  1879. if(heroResult[0].army)
  1880. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1881. if(heroResult[1].army)
  1882. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1883. CBonusSystemNode::treeHasChanged();
  1884. }
  1885. gs->curB.dellNull();
  1886. }
  1887. void BattleLogMessage::applyGs(CGameState *gs)
  1888. {
  1889. //nothing
  1890. }
  1891. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1892. {
  1893. //nothing
  1894. }
  1895. void BattleStackMoved::applyGs(CGameState *gs)
  1896. {
  1897. THROW_IF_NO_BATTLE
  1898. applyBattle(gs->curB);
  1899. }
  1900. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1901. {
  1902. battleState->moveUnit(stack, tilesToMove.back());
  1903. }
  1904. void BattleStackAttacked::applyGs(CGameState * gs)
  1905. {
  1906. THROW_IF_NO_BATTLE
  1907. applyBattle(gs->curB);
  1908. }
  1909. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1910. {
  1911. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1912. }
  1913. void BattleAttack::applyGs(CGameState * gs)
  1914. {
  1915. THROW_IF_NO_BATTLE
  1916. CStack * attacker = gs->curB->getStack(stackAttacking);
  1917. assert(attacker);
  1918. attackerChanges.applyGs(gs);
  1919. for(BattleStackAttacked & stackAttacked : bsa)
  1920. stackAttacked.applyGs(gs);
  1921. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1922. }
  1923. void StartAction::applyGs(CGameState *gs)
  1924. {
  1925. THROW_IF_NO_BATTLE
  1926. CStack *st = gs->curB->getStack(ba.stackNumber);
  1927. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1928. {
  1929. gs->curB->tacticDistance = 0;
  1930. return;
  1931. }
  1932. if(gs->curB->tacticDistance)
  1933. {
  1934. // moves in tactics phase do not affect creature status
  1935. // (tactics stack queue is managed by client)
  1936. return;
  1937. }
  1938. if (ba.isUnitAction())
  1939. {
  1940. assert(st); // stack must exists for all non-hero actions
  1941. switch(ba.actionType)
  1942. {
  1943. case EActionType::DEFEND:
  1944. st->waiting = false;
  1945. st->defending = true;
  1946. st->defendingAnim = true;
  1947. break;
  1948. case EActionType::WAIT:
  1949. st->defendingAnim = false;
  1950. st->waiting = true;
  1951. st->waitedThisTurn = true;
  1952. break;
  1953. case EActionType::HERO_SPELL: //no change in current stack state
  1954. break;
  1955. default: //any active stack action - attack, catapult, heal, spell...
  1956. st->waiting = false;
  1957. st->defendingAnim = false;
  1958. st->movedThisRound = true;
  1959. break;
  1960. }
  1961. }
  1962. else
  1963. {
  1964. if(ba.actionType == EActionType::HERO_SPELL)
  1965. gs->curB->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  1966. }
  1967. }
  1968. void BattleSpellCast::applyGs(CGameState * gs) const
  1969. {
  1970. THROW_IF_NO_BATTLE
  1971. if(castByHero)
  1972. {
  1973. if(side < 2)
  1974. {
  1975. gs->curB->sides[side].castSpellsCount++;
  1976. }
  1977. }
  1978. }
  1979. void SetStackEffect::applyGs(CGameState *gs)
  1980. {
  1981. THROW_IF_NO_BATTLE
  1982. applyBattle(gs->curB);
  1983. }
  1984. void SetStackEffect::applyBattle(IBattleState * battleState)
  1985. {
  1986. for(const auto & stackData : toRemove)
  1987. battleState->removeUnitBonus(stackData.first, stackData.second);
  1988. for(const auto & stackData : toUpdate)
  1989. battleState->updateUnitBonus(stackData.first, stackData.second);
  1990. for(const auto & stackData : toAdd)
  1991. battleState->addUnitBonus(stackData.first, stackData.second);
  1992. }
  1993. void StacksInjured::applyGs(CGameState *gs)
  1994. {
  1995. THROW_IF_NO_BATTLE
  1996. applyBattle(gs->curB);
  1997. }
  1998. void StacksInjured::applyBattle(IBattleState * battleState)
  1999. {
  2000. for(BattleStackAttacked stackAttacked : stacks)
  2001. stackAttacked.applyBattle(battleState);
  2002. }
  2003. void BattleUnitsChanged::applyGs(CGameState *gs)
  2004. {
  2005. THROW_IF_NO_BATTLE
  2006. applyBattle(gs->curB);
  2007. }
  2008. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2009. {
  2010. for(auto & elem : changedStacks)
  2011. {
  2012. switch(elem.operation)
  2013. {
  2014. case BattleChanges::EOperation::RESET_STATE:
  2015. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2016. break;
  2017. case BattleChanges::EOperation::REMOVE:
  2018. battleState->removeUnit(elem.id);
  2019. break;
  2020. case BattleChanges::EOperation::ADD:
  2021. battleState->addUnit(elem.id, elem.data);
  2022. break;
  2023. case BattleChanges::EOperation::UPDATE:
  2024. battleState->updateUnit(elem.id, elem.data);
  2025. break;
  2026. default:
  2027. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2028. break;
  2029. }
  2030. }
  2031. }
  2032. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2033. {
  2034. THROW_IF_NO_BATTLE;
  2035. applyBattle(gs->curB);
  2036. }
  2037. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2038. {
  2039. for(const auto & change : changes)
  2040. {
  2041. switch(change.operation)
  2042. {
  2043. case BattleChanges::EOperation::REMOVE:
  2044. battleState->removeObstacle(change.id);
  2045. break;
  2046. case BattleChanges::EOperation::ADD:
  2047. battleState->addObstacle(change);
  2048. break;
  2049. case BattleChanges::EOperation::UPDATE:
  2050. battleState->updateObstacle(change);
  2051. break;
  2052. default:
  2053. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2054. break;
  2055. }
  2056. }
  2057. }
  2058. CatapultAttack::CatapultAttack() = default;
  2059. CatapultAttack::~CatapultAttack() = default;
  2060. void CatapultAttack::applyGs(CGameState * gs)
  2061. {
  2062. THROW_IF_NO_BATTLE
  2063. applyBattle(gs->curB);
  2064. }
  2065. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2066. {
  2067. visitor.visitCatapultAttack(*this);
  2068. }
  2069. void CatapultAttack::applyBattle(IBattleState * battleState)
  2070. {
  2071. const auto * town = battleState->getDefendedTown();
  2072. if(!town)
  2073. return;
  2074. if(town->fortLevel() == CGTownInstance::NONE)
  2075. return;
  2076. for(const auto & part : attackedParts)
  2077. {
  2078. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2079. battleState->setWallState(part.attackedPart, newWallState);
  2080. }
  2081. }
  2082. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2083. {
  2084. THROW_IF_NO_BATTLE
  2085. CStack * stack = gs->curB->getStack(stackID);
  2086. switch(which)
  2087. {
  2088. case CASTS:
  2089. {
  2090. if(absolute)
  2091. logNetwork->error("Can not change casts in absolute mode");
  2092. else
  2093. stack->casts.use(-val);
  2094. break;
  2095. }
  2096. case ENCHANTER_COUNTER:
  2097. {
  2098. auto & counter = gs->curB->sides[gs->curB->whatSide(stack->unitOwner())].enchanterCounter;
  2099. if(absolute)
  2100. counter = val;
  2101. else
  2102. counter += val;
  2103. vstd::amax(counter, 0);
  2104. break;
  2105. }
  2106. case UNBIND:
  2107. {
  2108. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2109. break;
  2110. }
  2111. case CLONED:
  2112. {
  2113. stack->cloned = true;
  2114. break;
  2115. }
  2116. case HAS_CLONE:
  2117. {
  2118. stack->cloneID = val;
  2119. break;
  2120. }
  2121. }
  2122. }
  2123. void PlayerCheated::applyGs(CGameState * gs) const
  2124. {
  2125. if(!player.isValidPlayer())
  2126. return;
  2127. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2128. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2129. }
  2130. void YourTurn::applyGs(CGameState * gs) const
  2131. {
  2132. gs->currentPlayer = player;
  2133. }
  2134. void DaysWithoutTown::applyGs(CGameState * gs) const
  2135. {
  2136. auto & playerState = gs->players[player];
  2137. playerState.daysWithoutCastle = daysWithoutCastle;
  2138. }
  2139. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2140. {
  2141. auto & playerState = gs->players[player];
  2142. playerState.turnTimer = turnTimer;
  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