/* * NetPacksLib.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "ArtifactUtils.h" #include "NetPacks.h" #include "NetPackVisitor.h" #include "CGeneralTextHandler.h" #include "CArtHandler.h" #include "CHeroHandler.h" #include "CModHandler.h" #include "VCMI_Lib.h" #include "mapping/CMap.h" #include "spells/CSpellHandler.h" #include "CCreatureHandler.h" #include "CGameState.h" #include "CStack.h" #include "battle/BattleInfo.h" #include "CTownHandler.h" #include "mapping/CMapInfo.h" #include "StartInfo.h" #include "CPlayerState.h" #include "TerrainHandler.h" #include "mapObjects/CGMarket.h" #include "mapObjectConstructors/AObjectTypeHandler.h" #include "mapObjectConstructors/CObjectClassesHandler.h" #include "mapping/CCampaignHandler.h" #include "GameSettings.h" VCMI_LIB_NAMESPACE_BEGIN void CPack::visit(ICPackVisitor & visitor) { visitBasic(visitor); // visitBasic may destroy this and in such cases we do not want to call visitTyped if(visitor.callTyped()) { visitTyped(visitor); } } void CPack::visitBasic(ICPackVisitor & visitor) { } void CPack::visitTyped(ICPackVisitor & visitor) { } void CPackForClient::visitBasic(ICPackVisitor & visitor) { visitor.visitForClient(*this); } void CPackForServer::visitBasic(ICPackVisitor & visitor) { visitor.visitForServer(*this); } void CPackForLobby::visitBasic(ICPackVisitor & visitor) { visitor.visitForLobby(*this); } bool CPackForLobby::isForServer() const { return false; } bool CLobbyPackToServer::isForServer() const { return true; } void PackageApplied::visitTyped(ICPackVisitor & visitor) { visitor.visitPackageApplied(*this); } void SystemMessage::visitTyped(ICPackVisitor & visitor) { visitor.visitSystemMessage(*this); } void PlayerBlocked::visitTyped(ICPackVisitor & visitor) { visitor.visitPlayerBlocked(*this); } void PlayerCheated::visitTyped(ICPackVisitor & visitor) { visitor.visitPlayerCheated(*this); } void YourTurn::visitTyped(ICPackVisitor & visitor) { visitor.visitYourTurn(*this); } void EntitiesChanged::visitTyped(ICPackVisitor & visitor) { visitor.visitEntitiesChanged(*this); } void SetResources::visitTyped(ICPackVisitor & visitor) { visitor.visitSetResources(*this); } void SetPrimSkill::visitTyped(ICPackVisitor & visitor) { visitor.visitSetPrimSkill(*this); } void SetSecSkill::visitTyped(ICPackVisitor & visitor) { visitor.visitSetSecSkill(*this); } void HeroVisitCastle::visitTyped(ICPackVisitor & visitor) { visitor.visitHeroVisitCastle(*this); } void ChangeSpells::visitTyped(ICPackVisitor & visitor) { visitor.visitChangeSpells(*this); } void SetMana::visitTyped(ICPackVisitor & visitor) { visitor.visitSetMana(*this); } void SetMovePoints::visitTyped(ICPackVisitor & visitor) { visitor.visitSetMovePoints(*this); } void FoWChange::visitTyped(ICPackVisitor & visitor) { visitor.visitFoWChange(*this); } void SetAvailableHeroes::visitTyped(ICPackVisitor & visitor) { visitor.visitSetAvailableHeroes(*this); } void GiveBonus::visitTyped(ICPackVisitor & visitor) { visitor.visitGiveBonus(*this); } void ChangeObjPos::visitTyped(ICPackVisitor & visitor) { visitor.visitChangeObjPos(*this); } void PlayerEndsGame::visitTyped(ICPackVisitor & visitor) { visitor.visitPlayerEndsGame(*this); } void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor) { visitor.visitPlayerReinitInterface(*this); } void RemoveBonus::visitTyped(ICPackVisitor & visitor) { visitor.visitRemoveBonus(*this); } void SetCommanderProperty::visitTyped(ICPackVisitor & visitor) { visitor.visitSetCommanderProperty(*this); } void AddQuest::visitTyped(ICPackVisitor & visitor) { visitor.visitAddQuest(*this); } void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor) { visitor.visitUpdateArtHandlerLists(*this); } void UpdateMapEvents::visitTyped(ICPackVisitor & visitor) { visitor.visitUpdateMapEvents(*this); } void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor) { visitor.visitUpdateCastleEvents(*this); } void ChangeFormation::visitTyped(ICPackVisitor & visitor) { visitor.visitChangeFormation(*this); } void RemoveObject::visitTyped(ICPackVisitor & visitor) { visitor.visitRemoveObject(*this); } void TryMoveHero::visitTyped(ICPackVisitor & visitor) { visitor.visitTryMoveHero(*this); } void NewStructures::visitTyped(ICPackVisitor & visitor) { visitor.visitNewStructures(*this); } void RazeStructures::visitTyped(ICPackVisitor & visitor) { visitor.visitRazeStructures(*this); } void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor) { visitor.visitSetAvailableCreatures(*this); } void SetHeroesInTown::visitTyped(ICPackVisitor & visitor) { visitor.visitSetHeroesInTown(*this); } void HeroRecruited::visitTyped(ICPackVisitor & visitor) { visitor.visitHeroRecruited(*this); } void GiveHero::visitTyped(ICPackVisitor & visitor) { visitor.visitGiveHero(*this); } void OpenWindow::visitTyped(ICPackVisitor & visitor) { visitor.visitOpenWindow(*this); } void NewObject::visitTyped(ICPackVisitor & visitor) { visitor.visitNewObject(*this); } void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor) { visitor.visitSetAvailableArtifacts(*this); } void NewArtifact::visitTyped(ICPackVisitor & visitor) { visitor.visitNewArtifact(*this); } void ChangeStackCount::visitTyped(ICPackVisitor & visitor) { visitor.visitChangeStackCount(*this); } void SetStackType::visitTyped(ICPackVisitor & visitor) { visitor.visitSetStackType(*this); } void EraseStack::visitTyped(ICPackVisitor & visitor) { visitor.visitEraseStack(*this); } void SwapStacks::visitTyped(ICPackVisitor & visitor) { visitor.visitSwapStacks(*this); } void InsertNewStack::visitTyped(ICPackVisitor & visitor) { visitor.visitInsertNewStack(*this); } void RebalanceStacks::visitTyped(ICPackVisitor & visitor) { visitor.visitRebalanceStacks(*this); } void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkRebalanceStacks(*this); } void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkSmartRebalanceStacks(*this); } void PutArtifact::visitTyped(ICPackVisitor & visitor) { visitor.visitPutArtifact(*this); } void EraseArtifact::visitTyped(ICPackVisitor & visitor) { visitor.visitEraseArtifact(*this); } void MoveArtifact::visitTyped(ICPackVisitor & visitor) { visitor.visitMoveArtifact(*this); } void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkMoveArtifacts(*this); } void AssembledArtifact::visitTyped(ICPackVisitor & visitor) { visitor.visitAssembledArtifact(*this); } void DisassembledArtifact::visitTyped(ICPackVisitor & visitor) { visitor.visitDisassembledArtifact(*this); } void HeroVisit::visitTyped(ICPackVisitor & visitor) { visitor.visitHeroVisit(*this); } void NewTurn::visitTyped(ICPackVisitor & visitor) { visitor.visitNewTurn(*this); } void InfoWindow::visitTyped(ICPackVisitor & visitor) { visitor.visitInfoWindow(*this); } void SetObjectProperty::visitTyped(ICPackVisitor & visitor) { visitor.visitSetObjectProperty(*this); } void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor) { visitor.visitChangeObjectVisitors(*this); } void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor) { visitor.visitPrepareHeroLevelUp(*this); } void HeroLevelUp::visitTyped(ICPackVisitor & visitor) { visitor.visitHeroLevelUp(*this); } void CommanderLevelUp::visitTyped(ICPackVisitor & visitor) { visitor.visitCommanderLevelUp(*this); } void BlockingDialog::visitTyped(ICPackVisitor & visitor) { visitor.visitBlockingDialog(*this); } void GarrisonDialog::visitTyped(ICPackVisitor & visitor) { visitor.visitGarrisonDialog(*this); } void ExchangeDialog::visitTyped(ICPackVisitor & visitor) { visitor.visitExchangeDialog(*this); } void TeleportDialog::visitTyped(ICPackVisitor & visitor) { visitor.visitTeleportDialog(*this); } void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor) { visitor.visitMapObjectSelectDialog(*this); } void BattleStart::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleStart(*this); } void BattleNextRound::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleNextRound(*this); } void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleSetActiveStack(*this); } void BattleResult::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleResult(*this); } void BattleLogMessage::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleLogMessage(*this); } void BattleStackMoved::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleStackMoved(*this); } void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleUnitsChanged(*this); } void BattleAttack::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleAttack(*this); } void StartAction::visitTyped(ICPackVisitor & visitor) { visitor.visitStartAction(*this); } void EndAction::visitTyped(ICPackVisitor & visitor) { visitor.visitEndAction(*this); } void BattleSpellCast::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleSpellCast(*this); } void SetStackEffect::visitTyped(ICPackVisitor & visitor) { visitor.visitSetStackEffect(*this); } void StacksInjured::visitTyped(ICPackVisitor & visitor) { visitor.visitStacksInjured(*this); } void BattleResultsApplied::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleResultsApplied(*this); } void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleObstaclesChanged(*this); } void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleSetStackProperty(*this); } void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleTriggerEffect(*this); } void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor) { visitor.visitBattleUpdateGateState(*this); } void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor) { visitor.visitAdvmapSpellCast(*this); } void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor) { visitor.visitShowWorldViewEx(*this); } void EndTurn::visitTyped(ICPackVisitor & visitor) { visitor.visitEndTurn(*this); } void DismissHero::visitTyped(ICPackVisitor & visitor) { visitor.visitDismissHero(*this); } void MoveHero::visitTyped(ICPackVisitor & visitor) { visitor.visitMoveHero(*this); } void CastleTeleportHero::visitTyped(ICPackVisitor & visitor) { visitor.visitCastleTeleportHero(*this); } void ArrangeStacks::visitTyped(ICPackVisitor & visitor) { visitor.visitArrangeStacks(*this); } void BulkMoveArmy::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkMoveArmy(*this); } void BulkSplitStack::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkSplitStack(*this); } void BulkMergeStacks::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkMergeStacks(*this); } void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkSmartSplitStack(*this); } void DisbandCreature::visitTyped(ICPackVisitor & visitor) { visitor.visitDisbandCreature(*this); } void BuildStructure::visitTyped(ICPackVisitor & visitor) { visitor.visitBuildStructure(*this); } void RazeStructure::visitTyped(ICPackVisitor & visitor) { visitor.visitRazeStructure(*this); } void RecruitCreatures::visitTyped(ICPackVisitor & visitor) { visitor.visitRecruitCreatures(*this); } void UpgradeCreature::visitTyped(ICPackVisitor & visitor) { visitor.visitUpgradeCreature(*this); } void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor) { visitor.visitGarrisonHeroSwap(*this); } void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor) { visitor.visitExchangeArtifacts(*this); } void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor) { visitor.visitBulkExchangeArtifacts(*this); } void AssembleArtifacts::visitTyped(ICPackVisitor & visitor) { visitor.visitAssembleArtifacts(*this); } void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor) { visitor.visitEraseArtifactByClient(*this); } void BuyArtifact::visitTyped(ICPackVisitor & visitor) { visitor.visitBuyArtifact(*this); } void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor) { visitor.visitTradeOnMarketplace(*this); } void SetFormation::visitTyped(ICPackVisitor & visitor) { visitor.visitSetFormation(*this); } void HireHero::visitTyped(ICPackVisitor & visitor) { visitor.visitHireHero(*this); } void BuildBoat::visitTyped(ICPackVisitor & visitor) { visitor.visitBuildBoat(*this); } void QueryReply::visitTyped(ICPackVisitor & visitor) { visitor.visitQueryReply(*this); } void MakeAction::visitTyped(ICPackVisitor & visitor) { visitor.visitMakeAction(*this); } void MakeCustomAction::visitTyped(ICPackVisitor & visitor) { visitor.visitMakeCustomAction(*this); } void DigWithHero::visitTyped(ICPackVisitor & visitor) { visitor.visitDigWithHero(*this); } void CastAdvSpell::visitTyped(ICPackVisitor & visitor) { visitor.visitCastAdvSpell(*this); } void SaveGame::visitTyped(ICPackVisitor & visitor) { visitor.visitSaveGame(*this); } void SaveGameClient::visitTyped(ICPackVisitor & visitor) { visitor.visitSaveGameClient(*this); } void PlayerMessage::visitTyped(ICPackVisitor & visitor) { visitor.visitPlayerMessage(*this); } void PlayerMessageClient::visitTyped(ICPackVisitor & visitor) { visitor.visitPlayerMessageClient(*this); } void CenterView::visitTyped(ICPackVisitor & visitor) { visitor.visitCenterView(*this); } void LobbyClientConnected::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyClientConnected(*this); } void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyClientDisconnected(*this); } void LobbyChatMessage::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyChatMessage(*this); } void LobbyGuiAction::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyGuiAction(*this); } void LobbyEndGame::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyEndGame(*this); } void LobbyStartGame::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyStartGame(*this); } void LobbyChangeHost::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyChangeHost(*this); } void LobbyUpdateState::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyUpdateState(*this); } void LobbySetMap::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbySetMap(*this); } void LobbySetCampaign::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbySetCampaign(*this); } void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbySetCampaignMap(*this); } void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbySetCampaignBonus(*this); } void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyChangePlayerOption(*this); } void LobbySetPlayer::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbySetPlayer(*this); } void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbySetTurnTime(*this); } void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbySetDifficulty(*this); } void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyForceSetPlayer(*this); } void LobbyShowMessage::visitTyped(ICPackVisitor & visitor) { visitor.visitLobbyShowMessage(*this); } void SetResources::applyGs(CGameState * gs) const { assert(player < PlayerColor::PLAYER_LIMIT); if(abs) gs->getPlayerState(player)->resources = res; else gs->getPlayerState(player)->resources += res; //just ensure that player resources are not negative //server is responsible to check if player can afford deal //but events on server side are allowed to take more than player have gs->getPlayerState(player)->resources.positive(); } void SetPrimSkill::applyGs(CGameState * gs) const { CGHeroInstance * hero = gs->getHero(id); assert(hero); hero->setPrimarySkill(which, val, abs); } void SetSecSkill::applyGs(CGameState * gs) const { CGHeroInstance *hero = gs->getHero(id); hero->setSecSkillLevel(which, val, abs); } void SetCommanderProperty::applyGs(CGameState *gs) { CCommanderInstance * commander = gs->getHero(heroid)->commander; assert (commander); switch (which) { case BONUS: commander->accumulateBonus (std::make_shared(accumulatedBonus)); break; case SPECIAL_SKILL: commander->accumulateBonus (std::make_shared(accumulatedBonus)); commander->specialSKills.insert (additionalInfo); break; case SECONDARY_SKILL: commander->secondarySkills[additionalInfo] = static_cast(amount); break; case ALIVE: if (amount) commander->setAlive(true); else commander->setAlive(false); break; case EXPERIENCE: commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks break; } } void AddQuest::applyGs(CGameState * gs) const { assert (vstd::contains(gs->players, player)); auto * vec = &gs->players[player].quests; if (!vstd::contains(*vec, quest)) vec->push_back (quest); else logNetwork->warn("Warning! Attempt to add duplicated quest"); } void UpdateArtHandlerLists::applyGs(CGameState * gs) const { VLC->arth->minors = minors; VLC->arth->majors = majors; VLC->arth->treasures = treasures; VLC->arth->relics = relics; } void UpdateMapEvents::applyGs(CGameState * gs) const { gs->map->events = events; } void UpdateCastleEvents::applyGs(CGameState * gs) const { auto * t = gs->getTown(town); t->events = events; } void ChangeFormation::applyGs(CGameState * gs) const { gs->getHero(hid)->setFormation(formation); } void HeroVisitCastle::applyGs(CGameState * gs) const { CGHeroInstance *h = gs->getHero(hid); CGTownInstance *t = gs->getTown(tid); assert(h); assert(t); if(start()) t->setVisitingHero(h); else t->setVisitingHero(nullptr); } void ChangeSpells::applyGs(CGameState *gs) { CGHeroInstance *hero = gs->getHero(hid); if(learn) for(const auto & sid : spells) hero->addSpellToSpellbook(sid); else for(const auto & sid : spells) hero->removeSpellFromSpellbook(sid); } void SetMana::applyGs(CGameState * gs) const { CGHeroInstance * hero = gs->getHero(hid); assert(hero); if(absolute) hero->mana = val; else hero->mana += val; vstd::amax(hero->mana, 0); //not less than 0 } void SetMovePoints::applyGs(CGameState * gs) const { CGHeroInstance *hero = gs->getHero(hid); assert(hero); if(absolute) hero->movement = val; else hero->movement += val; vstd::amax(hero->movement, 0); //not less than 0 } void FoWChange::applyGs(CGameState *gs) { TeamState * team = gs->getPlayerTeam(player); auto fogOfWarMap = team->fogOfWarMap; for(const int3 & t : tiles) (*fogOfWarMap)[t.z][t.x][t.y] = mode; if (mode == 0) //do not hide too much { std::unordered_set tilesRevealed; for (auto & elem : gs->map->objects) { const CGObjectInstance *o = elem; if (o) { switch(o->ID) { case Obj::HERO: case Obj::MINE: case Obj::TOWN: case Obj::ABANDONED_MINE: if(vstd::contains(team->players, o->tempOwner)) //check owned observators gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1); break; } } } for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever (*fogOfWarMap)[t.z][t.x][t.y] = 1; } } void SetAvailableHeroes::applyGs(CGameState *gs) { PlayerState *p = gs->getPlayerState(player); p->availableHeroes.clear(); for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++) { CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr); if(h && army[i]) h->setToArmy(army[i]); p->availableHeroes.emplace_back(h); } } void GiveBonus::applyGs(CGameState *gs) { CBonusSystemNode *cbsn = nullptr; switch(who) { case ETarget::HERO: cbsn = gs->getHero(ObjectInstanceID(id)); break; case ETarget::PLAYER: cbsn = gs->getPlayerState(PlayerColor(id)); break; case ETarget::TOWN: cbsn = gs->getTown(ObjectInstanceID(id)); break; case ETarget::BATTLE: assert(Bonus::OneBattle(&bonus)); cbsn = dynamic_cast(gs->curB.get()); break; } assert(cbsn); if(Bonus::OneWeek(&bonus)) bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus auto b = std::make_shared(bonus); cbsn->addNewBonus(b); std::string &descr = b->description; if(bdescr.message.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE)) { if (bonus.source == BonusSource::OBJECT) { descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle" } else if(bonus.source == BonusSource::TOWN_STRUCTURE) { descr = bonus.description; return; } else { bdescr.toString(descr); } } else { bdescr.toString(descr); } // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val))); boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val))); } void ChangeObjPos::applyGs(CGameState *gs) { CGObjectInstance *obj = gs->getObjInstance(objid); if(!obj) { logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum()); return; } gs->map->removeBlockVisTiles(obj); obj->pos = nPos; gs->map->addBlockVisTiles(obj); } void ChangeObjectVisitors::applyGs(CGameState * gs) const { switch (mode) { case VISITOR_ADD: gs->getHero(hero)->visitedObjects.insert(object); gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object); break; case VISITOR_ADD_TEAM: { TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner); for(const auto & color : ts->players) { gs->getPlayerState(color)->visitedObjects.insert(object); } } break; case VISITOR_CLEAR: for (CGHeroInstance * hero : gs->map->allHeroes) { if (hero) { hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map } } for(auto &elem : gs->players) { elem.second.visitedObjects.erase(object); } break; case VISITOR_REMOVE: gs->getHero(hero)->visitedObjects.erase(object); break; } } void PlayerEndsGame::applyGs(CGameState * gs) const { PlayerState *p = gs->getPlayerState(player); if(victoryLossCheckResult.victory()) { p->status = EPlayerStatus::WINNER; // TODO: Campaign-specific code might as well go somewhere else if(p->human && gs->scenarioOps->campState) { std::vector crossoverHeroes; for (CGHeroInstance * hero : gs->map->heroesOnMap) { if (hero->tempOwner == player) { // keep all heroes from the winning player crossoverHeroes.push_back(hero); } else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID))) { // keep hero whether lost or won (like Xeron in AB campaign) crossoverHeroes.push_back(hero); } } // keep lost heroes which are in heroes pool for (auto & heroPair : gs->hpool.heroesPool) { if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first))) { crossoverHeroes.push_back(heroPair.second.get()); } } gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes); } } else { p->status = EPlayerStatus::LOSER; } } void PlayerReinitInterface::applyGs(CGameState *gs) { if(!gs || !gs->scenarioOps) return; //TODO: what does mean if more that one player connected? if(playerConnectionId == PlayerSettings::PLAYER_AI) { for(const auto & player : players) gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear(); } } void RemoveBonus::applyGs(CGameState *gs) { CBonusSystemNode * node = nullptr; if (who == GiveBonus::ETarget::HERO) node = gs->getHero(ObjectInstanceID(whoID)); else node = gs->getPlayerState(PlayerColor(whoID)); BonusList &bonuses = node->getExportedBonusList(); for(const auto & b : bonuses) { if(vstd::to_underlying(b->source) == source && b->sid == id) { bonus = *b; //backup bonus (to show to interfaces later) node->removeBonus(b); break; } } } void RemoveObject::applyGs(CGameState *gs) { CGObjectInstance *obj = gs->getObjInstance(id); logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName()); //unblock tiles gs->map->removeBlockVisTiles(obj); if(obj->ID == Obj::HERO) //remove beaten hero { auto * beatenHero = dynamic_cast(obj); assert(beatenHero); PlayerState * p = gs->getPlayerState(beatenHero->tempOwner); gs->map->heroesOnMap -= beatenHero; p->heroes -= beatenHero; beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs)); beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi) { return asi.artifact->artType->getId() == ArtifactID::GRAIL; }); if(beatenHero->visitedTown) { if(beatenHero->visitedTown->garrisonHero == beatenHero) beatenHero->visitedTown->garrisonHero = nullptr; else beatenHero->visitedTown->visitingHero = nullptr; beatenHero->visitedTown = nullptr; beatenHero->inTownGarrison = false; } //return hero to the pool, so he may reappear in tavern gs->hpool.heroesPool[beatenHero->subID] = beatenHero; if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID)) gs->hpool.pavailable[beatenHero->subID] = 0xff; gs->map->objects[id.getNum()] = nullptr; //If hero on Boat is removed, the Boat disappears if(beatenHero->boat) { beatenHero->detachFrom(const_cast(*beatenHero->boat)); gs->map->instanceNames.erase(beatenHero->boat->instanceName); gs->map->objects[beatenHero->boat->id.getNum()].dellNull(); beatenHero->boat = nullptr; } return; } const auto * quest = dynamic_cast(obj); if (quest) { gs->map->quests[quest->quest->qid] = nullptr; for (auto &player : gs->players) { for (auto &q : player.second.quests) { if (q.obj == obj) { q.obj = nullptr; } } } } for (TriggeredEvent & event : gs->map->triggeredEvents) { auto patcher = [&](EventCondition cond) -> EventExpression::Variant { if (cond.object == obj) { if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0) { cond.condition = EventCondition::CONST_VALUE; cond.value = 1; // destroyed object, from now on always fulfilled } else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0) { cond.condition = EventCondition::CONST_VALUE; cond.value = 0; // destroyed object, from now on can not be fulfilled } } return cond; }; event.trigger = event.trigger.morph(patcher); } gs->map->instanceNames.erase(obj->instanceName); gs->map->objects[id.getNum()].dellNull(); gs->map->calculateGuardingGreaturePositions(); } static int getDir(const int3 & src, const int3 & dst) { int ret = -1; if(dst.x+1 == src.x && dst.y+1 == src.y) //tl { ret = 1; } else if(dst.x == src.x && dst.y+1 == src.y) //t { ret = 2; } else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr { ret = 3; } else if(dst.x-1 == src.x && dst.y == src.y) //r { ret = 4; } else if(dst.x-1 == src.x && dst.y-1 == src.y) //br { ret = 5; } else if(dst.x == src.x && dst.y-1 == src.y) //b { ret = 6; } else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl { ret = 7; } else if(dst.x+1 == src.x && dst.y == src.y) //l { ret = 8; } return ret; } void TryMoveHero::applyGs(CGameState *gs) { CGHeroInstance *h = gs->getHero(id); if (!h) { logGlobal->error("Attempt ot move unavailable hero %d", id.getNum()); return; } h->movement = movePoints; if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end) { auto dir = getDir(start,end); if(dir > 0 && dir <= 8) h->moveDir = dir; //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept } if(result == EMBARK) //hero enters boat at destination tile { const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end)); assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat auto * boat = dynamic_cast(tt.visitableObjects.back()); assert(boat); gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat h->boat = boat; h->attachTo(*boat); boat->hero = h; } else if(result == DISEMBARK) //hero leaves boat to destination tile { auto * b = const_cast(h->boat); b->direction = h->moveDir; b->pos = start; b->hero = nullptr; gs->map->addBlockVisTiles(b); h->detachFrom(*b); h->boat = nullptr; } if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK)) { gs->map->removeBlockVisTiles(h); h->pos = end; if(auto * b = const_cast(h->boat)) b->pos = end; gs->map->addBlockVisTiles(h); } auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap; for(const int3 & t : fowRevealed) (*fogOfWarMap)[t.z][t.x][t.y] = 1; } void NewStructures::applyGs(CGameState *gs) { CGTownInstance *t = gs->getTown(tid); for(const auto & id : bid) { assert(t->town->buildings.at(id) != nullptr); t->builtBuildings.insert(id); t->updateAppearance(); auto currentBuilding = t->town->buildings.at(id); if(currentBuilding->overrideBids.empty()) continue; for(const auto & overrideBid : currentBuilding->overrideBids) { t->overriddenBuildings.insert(overrideBid); t->deleteTownBonus(overrideBid); } } t->builded = builded; t->recreateBuildingsBonuses(); } void RazeStructures::applyGs(CGameState *gs) { CGTownInstance *t = gs->getTown(tid); for(const auto & id : bid) { t->builtBuildings.erase(id); t->updateAppearance(); } t->destroyed = destroyed; //yeaha t->recreateBuildingsBonuses(); } void SetAvailableCreatures::applyGs(CGameState * gs) const { auto * dw = dynamic_cast(gs->getObjInstance(tid)); assert(dw); dw->creatures = creatures; } void SetHeroesInTown::applyGs(CGameState * gs) const { CGTownInstance *t = gs->getTown(tid); CGHeroInstance * v = gs->getHero(visiting); CGHeroInstance * g = gs->getHero(garrison); bool newVisitorComesFromGarrison = v && v == t->garrisonHero; bool newGarrisonComesFromVisiting = g && g == t->visitingHero; if(newVisitorComesFromGarrison) t->setGarrisonedHero(nullptr); if(newGarrisonComesFromVisiting) t->setVisitingHero(nullptr); if(!newGarrisonComesFromVisiting || v) t->setVisitingHero(v); if(!newVisitorComesFromGarrison || g) t->setGarrisonedHero(g); if(v) { gs->map->addBlockVisTiles(v); } if(g) { gs->map->removeBlockVisTiles(g); } } void HeroRecruited::applyGs(CGameState * gs) const { assert(vstd::contains(gs->hpool.heroesPool, hid)); CGHeroInstance *h = gs->hpool.heroesPool[hid]; CGTownInstance *t = gs->getTown(tid); PlayerState *p = gs->getPlayerState(player); assert(!h->boat); h->setOwner(player); h->pos = tile; bool fresh = !h->isInitialized(); if(fresh) { // this is a fresh hero who hasn't appeared yet h->movement = h->maxMovePoints(true); } gs->hpool.heroesPool.erase(hid); if(h->id == ObjectInstanceID()) { h->id = ObjectInstanceID(static_cast(gs->map->objects.size())); gs->map->objects.emplace_back(h); } else gs->map->objects[h->id.getNum()] = h; gs->map->heroesOnMap.emplace_back(h); p->heroes.emplace_back(h); h->attachTo(*p); if(fresh) { h->initObj(gs->getRandomGenerator()); } gs->map->addBlockVisTiles(h); if(t) { t->setVisitingHero(h); } } void GiveHero::applyGs(CGameState * gs) const { CGHeroInstance *h = gs->getHero(id); //bonus system h->detachFrom(gs->globalEffects); h->attachTo(*gs->getPlayerState(player)); auto oldVisitablePos = h->visitablePos(); gs->map->removeBlockVisTiles(h,true); h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front(); h->setOwner(player); h->movement = h->maxMovePoints(true); h->pos = h->convertFromVisitablePos(oldVisitablePos); gs->map->heroesOnMap.emplace_back(h); gs->getPlayerState(h->getOwner())->heroes.emplace_back(h); gs->map->addBlockVisTiles(h); h->inTownGarrison = false; } void NewObject::applyGs(CGameState *gs) { TerrainId terrainType = ETerrainId::NONE; if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not { CGObjectInstance testObject = CGObjectInstance(); testObject.pos = pos; testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(ETerrainId::WATER).front(); [[maybe_unused]] const int3 previousXAxisTile = int3(pos.x - 1, pos.y, pos.z); assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile)); } else { const TerrainTile & t = gs->map->getTile(pos); terrainType = t.terType->getId(); } auto handler = VLC->objtypeh->getHandlerFor(ID, subID); CGObjectInstance * o = handler->create(); handler->configureObject(o, gs->getRandomGenerator()); switch(ID) { case Obj::BOAT: terrainType = ETerrainId::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way break; case Obj::MONSTER: //probably more options will be needed { //CStackInstance hlp; auto * cre = dynamic_cast(o); //cre->slots[0] = hlp; assert(cre); cre->notGrowingTeam = cre->neverFlees = false; cre->character = 2; cre->gainedArtifact = ArtifactID::NONE; cre->identifier = -1; cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack } break; } o->ID = ID; o->subID = subID; o->pos = pos; o->appearance = handler->getTemplates(terrainType).front(); id = o->id = ObjectInstanceID(static_cast(gs->map->objects.size())); gs->map->objects.emplace_back(o); gs->map->addBlockVisTiles(o); o->initObj(gs->getRandomGenerator()); gs->map->calculateGuardingGreaturePositions(); logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName()); } void NewArtifact::applyGs(CGameState *gs) { assert(!vstd::contains(gs->map->artInstances, art)); gs->map->addNewArtifactInstance(art); assert(!art->getParentNodes().size()); art->setType(art->artType); if(auto * cart = dynamic_cast(art.get())) cart->createConstituents(); } const CStackInstance * StackLocation::getStack() { if(!army->hasStackAtSlot(slot)) { logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum()); return nullptr; } return &army->getStack(slot); } struct ObjectRetriever { const CArmedInstance * operator()(const ConstTransitivePtr &h) const { return h; } const CArmedInstance * operator()(const ConstTransitivePtr &s) const { return s->armyObj; } }; template struct GetBase { template T * operator()(TArg &arg) const { return arg; } }; void ArtifactLocation::removeArtifact() { CArtifactInstance *a = getArt(); assert(a); a->removeFrom(*this); } const CArmedInstance * ArtifactLocation::relatedObj() const { return std::visit(ObjectRetriever(), artHolder); } PlayerColor ArtifactLocation::owningPlayer() const { const auto * obj = relatedObj(); return obj ? obj->tempOwner : PlayerColor::NEUTRAL; } CArtifactSet *ArtifactLocation::getHolderArtSet() { return std::visit(GetBase(), artHolder); } CBonusSystemNode *ArtifactLocation::getHolderNode() { return std::visit(GetBase(), artHolder); } const CArtifactInstance *ArtifactLocation::getArt() const { const auto * s = getSlot(); if(s) return s->getArt(); else return nullptr; } const CArtifactSet * ArtifactLocation::getHolderArtSet() const { auto * t = const_cast(this); return t->getHolderArtSet(); } const CBonusSystemNode * ArtifactLocation::getHolderNode() const { auto * t = const_cast(this); return t->getHolderNode(); } CArtifactInstance *ArtifactLocation::getArt() { const ArtifactLocation *t = this; return const_cast(t->getArt()); } const ArtSlotInfo *ArtifactLocation::getSlot() const { return getHolderArtSet()->getSlot(slot); } void ChangeStackCount::applyGs(CGameState * gs) { auto * srcObj = gs->getArmyInstance(army); if(!srcObj) logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum()); if(absoluteValue) srcObj->setStackCount(slot, count); else srcObj->changeStackCount(slot, count); } void SetStackType::applyGs(CGameState * gs) { auto * srcObj = gs->getArmyInstance(army); if(!srcObj) logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum()); srcObj->setStackType(slot, type); } void EraseStack::applyGs(CGameState * gs) { auto * srcObj = gs->getArmyInstance(army); if(!srcObj) logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum()); srcObj->eraseStack(slot); } void SwapStacks::applyGs(CGameState * gs) { auto * srcObj = gs->getArmyInstance(srcArmy); if(!srcObj) logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum()); auto * dstObj = gs->getArmyInstance(dstArmy); if(!dstObj) logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum()); CStackInstance * s1 = srcObj->detachStack(srcSlot); CStackInstance * s2 = dstObj->detachStack(dstSlot); srcObj->putStack(srcSlot, s2); dstObj->putStack(dstSlot, s1); } void InsertNewStack::applyGs(CGameState *gs) { if(auto * obj = gs->getArmyInstance(army)) obj->putStack(slot, new CStackInstance(type, count)); else logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum()); } void RebalanceStacks::applyGs(CGameState * gs) { auto * srcObj = gs->getArmyInstance(srcArmy); if(!srcObj) logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum()); auto * dstObj = gs->getArmyInstance(dstArmy); if(!dstObj) logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum()); StackLocation src(srcObj, srcSlot); StackLocation dst(dstObj, dstSlot); const CCreature * srcType = src.army->getCreature(src.slot); TQuantity srcCount = src.army->getStackCount(src.slot); bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE); if(srcCount == count) //moving whole stack { [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot); if(c) //stack at dest -> merge { assert(c == srcType); auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT); auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT); auto * artHere = alHere.getArt(); auto * artDest = alDest.getArt(); if (artHere) { if (alDest.getArt()) { auto * hero = dynamic_cast(src.army.get()); auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId()); if(hero && dstSlot != ArtifactPosition::PRE_FIRST) { artDest->move (alDest, ArtifactLocation (hero, dstSlot)); } //else - artifact cna be lost :/ else { EraseArtifact ea; ea.al = alDest; ea.applyGs(gs); logNetwork->warn("Cannot move artifact! No free slots"); } artHere->move (alHere, alDest); //TODO: choose from dialog } else //just move to the other slot before stack gets erased { artHere->move (alHere, alDest); } } if (stackExp) { ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot); src.army->eraseStack(src.slot); dst.army->changeStackCount(dst.slot, count); dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean } else { src.army->eraseStack(src.slot); dst.army->changeStackCount(dst.slot, count); } } else //move stack to an empty slot, no exp change needed { CStackInstance *stackDetached = src.army->detachStack(src.slot); dst.army->putStack(dst.slot, stackDetached); } } else { [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot); if(c) //stack at dest -> rebalance { assert(c == srcType); if (stackExp) { ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot); src.army->changeStackCount(src.slot, -count); dst.army->changeStackCount(dst.slot, count); dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean } else { src.army->changeStackCount(src.slot, -count); dst.army->changeStackCount(dst.slot, count); } } else //split stack to an empty slot { src.army->changeStackCount(src.slot, -count); dst.army->addToSlot(dst.slot, srcType->getId(), count, false); if (stackExp) dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot)); } } CBonusSystemNode::treeHasChanged(); } void BulkRebalanceStacks::applyGs(CGameState * gs) { for(auto & move : moves) move.applyGs(gs); } void BulkSmartRebalanceStacks::applyGs(CGameState * gs) { for(auto & move : moves) move.applyGs(gs); for(auto & change : changes) change.applyGs(gs); } void PutArtifact::applyGs(CGameState *gs) { assert(art->canBePutAt(al)); // Ensure that artifact has been correctly added via NewArtifact pack assert(vstd::contains(gs->map->artInstances, art)); assert(!art->getParentNodes().empty()); art->putAt(al); } void EraseArtifact::applyGs(CGameState *gs) { const auto * slot = al.getSlot(); if(slot->locked) { logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated()); DisassembledArtifact dis; dis.al.artHolder = al.artHolder; auto * aset = al.getHolderArtSet(); #ifndef NDEBUG bool found = false; #endif for(auto& p : aset->artifactsWorn) { auto art = p.second.artifact; if(art->canBeDisassembled() && art->isPart(slot->artifact)) { dis.al.slot = aset->getArtPos(art); #ifndef NDEBUG found = true; #endif break; } } assert(found && "Failed to determine the assembly this locked artifact belongs to"); logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated()); dis.applyGs(gs); } else { logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated()); } al.removeArtifact(); } void MoveArtifact::applyGs(CGameState * gs) { CArtifactInstance * art = src.getArt(); assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt()); art->move(src, dst); } void BulkMoveArtifacts::applyGs(CGameState * gs) { enum class EBulkArtsOp { BULK_MOVE, BULK_REMOVE, BULK_PUT }; auto bulkArtsOperation = [this](std::vector & artsPack, CArtifactSet * artSet, EBulkArtsOp operation) -> void { int numBackpackArtifactsMoved = 0; for(auto & slot : artsPack) { // When an object gets removed from the backpack, the backpack shrinks // so all the following indices will be affected. Thus, we need to update // the subsequent artifact slots to account for that auto srcPos = slot.srcPos; if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT)) { srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved); } const auto * slotInfo = artSet->getSlot(srcPos); assert(slotInfo); auto * art = const_cast(slotInfo->getArt()); assert(art); switch(operation) { case EBulkArtsOp::BULK_MOVE: const_cast(art)->move( ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos)); break; case EBulkArtsOp::BULK_REMOVE: art->removeFrom(ArtifactLocation(dstArtHolder, srcPos)); break; case EBulkArtsOp::BULK_PUT: art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos)); break; default: break; } if(srcPos >= GameConstants::BACKPACK_START) { numBackpackArtifactsMoved++; } } }; if(swap) { // Swap auto * leftSet = getSrcHolderArtSet(); auto * rightSet = getDstHolderArtSet(); CArtifactFittingSet artFittingSet(leftSet->bearerType()); artFittingSet.artifactsWorn = rightSet->artifactsWorn; artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack; bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE); bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE); bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT); } else { bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE); } } void AssembledArtifact::applyGs(CGameState *gs) { CArtifactSet * artSet = al.getHolderArtSet(); [[maybe_unused]] const CArtifactInstance *transformedArt = al.getArt(); assert(transformedArt); bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot); assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->artType->getId(), combineEquipped), [=](const CArtifact * art)->bool { return art->getId() == builtArt->getId(); })); auto * combinedArt = new CCombinedArtifactInstance(builtArt); gs->map->addNewArtifactInstance(combinedArt); // Retrieve all constituents for(const CArtifact * constituent : *builtArt->constituents) { ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) : artSet->getArtBackpackPos(constituent->getId()); assert(pos >= 0); CArtifactInstance * constituentInstance = artSet->getArt(pos); //move constituent from hero to be part of new, combined artifact constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos)); if(combineEquipped) { if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot) && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos)) al.slot = pos; } else { al.slot = std::min(al.slot, pos); } if(al.slot == pos) pos = ArtifactPosition::PRE_FIRST; combinedArt->addAsConstituent(constituentInstance, pos); } //put new combined artifacts combinedArt->putAt(al); } void DisassembledArtifact::applyGs(CGameState *gs) { auto * disassembled = dynamic_cast(al.getArt()); assert(disassembled); std::vector constituents = disassembled->constituentsInfo; disassembled->removeFrom(al); for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents) { ArtifactLocation constituentLoc = al; constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos disassembled->detachFrom(*ci.art); ci.art->putAt(constituentLoc); } gs->map->eraseArtifactInstance(disassembled); } void HeroVisit::applyGs(CGameState *gs) { } void SetAvailableArtifacts::applyGs(CGameState * gs) const { if(id >= 0) { if(auto * bm = dynamic_cast(gs->map->objects[id].get())) { bm->artifacts = arts; } else { logNetwork->error("Wrong black market id!"); } } else { CGTownInstance::merchantArtifacts = arts; } } void NewTurn::applyGs(CGameState *gs) { gs->day = day; // Update bonuses before doing anything else so hero don't get more MP than needed gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs gs->globalEffects.reduceBonusDurations(Bonus::NDays); gs->globalEffects.reduceBonusDurations(Bonus::OneWeek); //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...] for(const NewTurn::Hero & h : heroes) //give mana/movement point { CGHeroInstance *hero = gs->getHero(h.id); if(!hero) { // retreated or surrendered hero who has not been reset yet for(auto& hp : gs->hpool.heroesPool) { if(hp.second->id == h.id) { hero = hp.second; break; } } } if(!hero) { logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum()); continue; } hero->movement = h.move; hero->mana = h.mana; } for(const auto & re : res) { assert(re.first < PlayerColor::PLAYER_LIMIT); gs->getPlayerState(re.first)->resources = re.second; } for(const auto & creatureSet : cres) //set available creatures in towns creatureSet.second.applyGs(gs); for(CGTownInstance* t : gs->map->towns) t->builded = 0; if(gs->getDate(Date::DAY_OF_WEEK) == 1) gs->updateRumor(); //count days without town for all players, regardless of their turn order for (auto &p : gs->players) { PlayerState & playerState = p.second; if (playerState.status == EPlayerStatus::INGAME) { if (playerState.towns.empty()) { if (playerState.daysWithoutCastle) ++(*playerState.daysWithoutCastle); else playerState.daysWithoutCastle = std::make_optional(0); } else { playerState.daysWithoutCastle = std::nullopt; } } } } void SetObjectProperty::applyGs(CGameState * gs) const { CGObjectInstance *obj = gs->getObjInstance(id); if(!obj) { logNetwork->error("Wrong object ID - property cannot be set!"); return; } auto * cai = dynamic_cast(obj); if(what == ObjProperty::OWNER && cai) { if(obj->ID == Obj::TOWN) { auto * t = dynamic_cast(obj); assert(t); if(t->tempOwner < PlayerColor::PLAYER_LIMIT) gs->getPlayerState(t->tempOwner)->towns -= t; if(val < PlayerColor::PLAYER_LIMIT_I) { PlayerState * p = gs->getPlayerState(PlayerColor(val)); p->towns.emplace_back(t); //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured if(p->daysWithoutCastle) p->daysWithoutCastle = std::nullopt; } } CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached(); nodeToMove.detachFrom(cai->whereShouldBeAttached(gs)); obj->setProperty(what,val); nodeToMove.attachTo(cai->whereShouldBeAttached(gs)); } else //not an armed instance { obj->setProperty(what,val); } } void PrepareHeroLevelUp::applyGs(CGameState * gs) { auto * hero = gs->getHero(heroId); assert(hero); auto proposedSkills = hero->getLevelUpProposedSecondarySkills(); if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically { skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand)); } else { skills = proposedSkills; } } void HeroLevelUp::applyGs(CGameState * gs) const { auto * hero = gs->getHero(heroId); assert(hero); hero->levelUp(skills); } void CommanderLevelUp::applyGs(CGameState * gs) const { auto * hero = gs->getHero(heroId); assert(hero); auto commander = hero->commander; assert(commander); commander->levelUp(); } void BattleStart::applyGs(CGameState * gs) const { gs->curB = info; gs->curB->localInit(); } void BattleNextRound::applyGs(CGameState * gs) const { gs->curB->nextRound(round); } void BattleSetActiveStack::applyGs(CGameState * gs) const { gs->curB->nextTurn(stack); } void BattleTriggerEffect::applyGs(CGameState * gs) const { CStack * st = gs->curB->getStack(stackID); assert(st); switch(static_cast(effect)) { case BonusType::HP_REGENERATION: { int64_t toHeal = val; st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT); break; } case BonusType::MANA_DRAIN: { CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo)); st->drainedMana = true; h->mana -= val; vstd::amax(h->mana, 0); break; } case BonusType::POISON: { auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON) .And(Selector::type()(BonusType::STACK_HEALTH))); if (b) b->val = val; break; } case BonusType::ENCHANTER: case BonusType::MORALE: break; case BonusType::FEAR: st->fear = true; break; default: logNetwork->error("Unrecognized trigger effect type %d", effect); } } void BattleUpdateGateState::applyGs(CGameState * gs) const { if(gs->curB) gs->curB->si.gateState = state; } void BattleResultAccepted::applyGs(CGameState * gs) const { for(auto * h : {hero1, hero2}) { if(h) { h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses if (h->commander && h->commander->alive) { for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts { art.second.artifact->artType->levelUpArtifact (art.second.artifact); } } } } if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE)) { for(int i = 0; i < 2; i++) { if(exp[i]) { if(auto * army = (i == 0 ? army1 : army2)) army->giveStackExp(exp[i]); } } CBonusSystemNode::treeHasChanged(); } gs->curB.dellNull(); } void BattleLogMessage::applyGs(CGameState *gs) { //nothing } void BattleLogMessage::applyBattle(IBattleState * battleState) { //nothing } void BattleStackMoved::applyGs(CGameState *gs) { applyBattle(gs->curB); } void BattleStackMoved::applyBattle(IBattleState * battleState) { battleState->moveUnit(stack, tilesToMove.back()); } void BattleStackAttacked::applyGs(CGameState * gs) { applyBattle(gs->curB); } void BattleStackAttacked::applyBattle(IBattleState * battleState) { battleState->setUnitState(newState.id, newState.data, newState.healthDelta); } void BattleAttack::applyGs(CGameState * gs) { CStack * attacker = gs->curB->getStack(stackAttacking); assert(attacker); attackerChanges.applyGs(gs); for(BattleStackAttacked & stackAttacked : bsa) stackAttacked.applyGs(gs); attacker->removeBonusesRecursive(Bonus::UntilAttack); } void StartAction::applyGs(CGameState *gs) { CStack *st = gs->curB->getStack(ba.stackNumber); if(ba.actionType == EActionType::END_TACTIC_PHASE) { gs->curB->tacticDistance = 0; return; } if(gs->curB->tacticDistance) { // moves in tactics phase do not affect creature status // (tactics stack queue is managed by client) return; } if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero { assert(st); } else { gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype); } switch(ba.actionType) { case EActionType::DEFEND: st->waiting = false; st->defending = true; st->defendingAnim = true; break; case EActionType::WAIT: st->defendingAnim = false; st->waiting = true; st->waitedThisTurn = true; break; case EActionType::HERO_SPELL: //no change in current stack state break; default: //any active stack action - attack, catapult, heal, spell... st->waiting = false; st->defendingAnim = false; st->movedThisRound = true; break; } } void BattleSpellCast::applyGs(CGameState * gs) const { assert(gs->curB); if(castByHero) { if(side < 2) { gs->curB->sides[side].castSpellsCount++; } } } void SetStackEffect::applyGs(CGameState *gs) { applyBattle(gs->curB); } void SetStackEffect::applyBattle(IBattleState * battleState) { for(const auto & stackData : toRemove) battleState->removeUnitBonus(stackData.first, stackData.second); for(const auto & stackData : toUpdate) battleState->updateUnitBonus(stackData.first, stackData.second); for(const auto & stackData : toAdd) battleState->addUnitBonus(stackData.first, stackData.second); } void StacksInjured::applyGs(CGameState *gs) { applyBattle(gs->curB); } void StacksInjured::applyBattle(IBattleState * battleState) { for(BattleStackAttacked stackAttacked : stacks) stackAttacked.applyBattle(battleState); } void BattleUnitsChanged::applyGs(CGameState *gs) { applyBattle(gs->curB); } void BattleUnitsChanged::applyBattle(IBattleState * battleState) { for(auto & elem : changedStacks) { switch(elem.operation) { case BattleChanges::EOperation::RESET_STATE: battleState->setUnitState(elem.id, elem.data, elem.healthDelta); break; case BattleChanges::EOperation::REMOVE: battleState->removeUnit(elem.id); break; case BattleChanges::EOperation::ADD: battleState->addUnit(elem.id, elem.data); break; case BattleChanges::EOperation::UPDATE: battleState->updateUnit(elem.id, elem.data); break; default: logNetwork->error("Unknown unit operation %d", static_cast(elem.operation)); break; } } } void BattleObstaclesChanged::applyGs(CGameState * gs) { if(gs->curB) applyBattle(gs->curB); } void BattleObstaclesChanged::applyBattle(IBattleState * battleState) { for(const auto & change : changes) { switch(change.operation) { case BattleChanges::EOperation::REMOVE: battleState->removeObstacle(change.id); break; case BattleChanges::EOperation::ADD: battleState->addObstacle(change); break; case BattleChanges::EOperation::UPDATE: battleState->updateObstacle(change); break; default: logNetwork->error("Unknown obstacle operation %d", static_cast(change.operation)); break; } } } CatapultAttack::CatapultAttack() = default; CatapultAttack::~CatapultAttack() = default; void CatapultAttack::applyGs(CGameState * gs) { if(gs->curB) applyBattle(gs->curB); } void CatapultAttack::visitTyped(ICPackVisitor & visitor) { visitor.visitCatapultAttack(*this); } void CatapultAttack::applyBattle(IBattleState * battleState) { const auto * town = battleState->getDefendedTown(); if(!town) return; if(town->fortLevel() == CGTownInstance::NONE) return; for(const auto & part : attackedParts) { auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt); battleState->setWallState(part.attackedPart, newWallState); } } void BattleSetStackProperty::applyGs(CGameState * gs) const { CStack * stack = gs->curB->getStack(stackID); switch(which) { case CASTS: { if(absolute) logNetwork->error("Can not change casts in absolute mode"); else stack->casts.use(-val); break; } case ENCHANTER_COUNTER: { auto & counter = gs->curB->sides[gs->curB->whatSide(stack->unitOwner())].enchanterCounter; if(absolute) counter = val; else counter += val; vstd::amax(counter, 0); break; } case UNBIND: { stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT)); break; } case CLONED: { stack->cloned = true; break; } case HAS_CLONE: { stack->cloneID = val; break; } } } void PlayerCheated::applyGs(CGameState * gs) const { if(!player.isValidPlayer()) return; gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode; gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode; } void YourTurn::applyGs(CGameState * gs) const { gs->currentPlayer = player; auto & playerState = gs->players[player]; playerState.daysWithoutCastle = daysWithoutCastle; } Component::Component(const CStackBasicDescriptor & stack) : id(EComponentType::CREATURE) , subtype(stack.type->getId()) , val(stack.count) { } void EntitiesChanged::applyGs(CGameState * gs) { for(const auto & change : changes) gs->updateEntity(change.metatype, change.entityIndex, change.data); } const CArtifactInstance * ArtSlotInfo::getArt() const { if(locked) { logNetwork->warn("ArtifactLocation::getArt: This location is locked!"); return nullptr; } return artifact; } CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet() { return std::visit(GetBase(), srcArtHolder); } CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet() { return std::visit(GetBase(), dstArtHolder); } VCMI_LIB_NAMESPACE_END