#include "StdInc.h" #include "NetPacks.h" #include "CGeneralTextHandler.h" #include "mapObjects/CObjectClassesHandler.h" #include "CArtHandler.h" #include "CHeroHandler.h" #include "mapObjects/CObjectHandler.h" #include "CModHandler.h" #include "VCMI_Lib.h" #include "mapping/CMap.h" #include "spells/CSpellHandler.h" #include "CCreatureHandler.h" #include "CGameState.h" #include "BattleState.h" #include "CTownHandler.h" #include "mapping/CMapInfo.h" #include "StartInfo.h" #include "CPlayerState.h" /* * 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 * */ #undef min #undef max std::ostream & operator<<(std::ostream & out, const CPack * pack) { return out << pack->toString(); } DLL_LINKAGE void SetResource::applyGs( CGameState *gs ) { assert(player < PlayerColor::PLAYER_LIMIT); vstd::amax(val, 0); //new value must be >= 0 gs->getPlayer(player)->resources[resid] = val; } DLL_LINKAGE void SetResources::applyGs( CGameState *gs ) { assert(player < PlayerColor::PLAYER_LIMIT); gs->getPlayer(player)->resources = res; } DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs ) { CGHeroInstance * hero = gs->getHero(id); assert(hero); hero->setPrimarySkill(which, val, abs); } DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(id); hero->setSecSkillLevel(which, val, abs); } DLL_LINKAGE SelectMap::SelectMap(const CMapInfo &src) { mapInfo = &src; free = false; } DLL_LINKAGE SelectMap::SelectMap() { mapInfo = nullptr; free = true; } DLL_LINKAGE SelectMap::~SelectMap() { if(free) delete mapInfo; } DLL_LINKAGE UpdateStartOptions::UpdateStartOptions(StartInfo &src) { options = &src; free = false; } DLL_LINKAGE UpdateStartOptions::UpdateStartOptions() { options = nullptr; free = true; } DLL_LINKAGE UpdateStartOptions::~UpdateStartOptions() { if(free) delete options; } DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs) { CCommanderInstance * commander = gs->getHero(heroid)->commander; assert (commander); switch (which) { case BONUS: commander->accumulateBonus (accumulatedBonus); break; case SPECIAL_SKILL: commander->accumulateBonus (accumulatedBonus); commander->specialSKills.insert (additionalInfo); break; case SECONDARY_SKILL: commander->secondarySkills[additionalInfo] = 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; } } DLL_LINKAGE void AddQuest::applyGs(CGameState *gs) { assert (vstd::contains(gs->players, player)); auto vec = &gs->players[player].quests; if (!vstd::contains(*vec, quest)) vec->push_back (quest); else logNetwork->warnStream() << "Warning! Attempt to add duplicated quest"; } DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs) { VLC->arth->minors = minors; VLC->arth->majors = majors; VLC->arth->treasures = treasures; VLC->arth->relics = relics; } DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState *gs) { gs->map->events = events; } DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState *gs) { auto t = gs->getTown(town); t->events = events; } DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs ) { CGHeroInstance *h = gs->getHero(hid); CGTownInstance *t = gs->getTown(tid); assert(h); assert(t); if(start()) t->setVisitingHero(h); else t->setVisitingHero(nullptr); } DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(hid); if(learn) for(auto sid : spells) hero->spells.insert(sid); else for(auto sid : spells) hero->spells.erase(sid); } DLL_LINKAGE void SetMana::applyGs( CGameState *gs ) { 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 } DLL_LINKAGE void SetMovePoints::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(hid); hero->movement = val; } DLL_LINKAGE void FoWChange::applyGs( CGameState *gs ) { TeamState * team = gs->getPlayerTeam(player); for(int3 t : tiles) team->fogOfWarMap[t.x][t.y][t.z] = 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(tiles, o->getSightCenter(), o->getSightRadious(), o->tempOwner, 1); break; } } } for(int3 t : tilesRevealed) //probably not the most optimal solution ever team->fogOfWarMap[t.x][t.y][t.z] = 1; } } DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs ) { PlayerState *p = gs->getPlayer(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.push_back(h); } } DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs ) { CBonusSystemNode *cbsn = nullptr; switch(who) { case HERO: cbsn = gs->getHero(ObjectInstanceID(id)); break; case PLAYER: cbsn = gs->getPlayer(PlayerColor(id)); break; case TOWN: cbsn = gs->getTown(ObjectInstanceID(id)); 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 = new Bonus(bonus); cbsn->addNewBonus(b); std::string &descr = b->description; if(!bdescr.message.size() && bonus.source == Bonus::OBJECT && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE)) { descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle" } 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",boost::lexical_cast(std::abs(bonus.val))); boost::replace_first(descr,"%s",boost::lexical_cast(std::abs(bonus.val))); } DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs ) { CGObjectInstance *obj = gs->getObjInstance(objid); if(!obj) { logNetwork->errorStream() << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!"; return; } gs->map->removeBlockVisTiles(obj); obj->pos = nPos; gs->map->addBlockVisTiles(obj); } DLL_LINKAGE void ChangeObjectVisitors::applyGs( CGameState *gs ) { switch (mode) { case VISITOR_ADD: gs->getHero(hero)->visitedObjects.insert(object); gs->getPlayer(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object); break; case VISITOR_CLEAR: for (CGHeroInstance * hero : gs->map->allHeroes) hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map break; case VISITOR_REMOVE: gs->getHero(hero)->visitedObjects.erase(object); break; } } DLL_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs ) { PlayerState *p = gs->getPlayer(player); if(victoryLossCheckResult.victory()) p->status = EPlayerStatus::WINNER; else p->status = EPlayerStatus::LOSER; } DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs ) { CBonusSystemNode *node; if (who == HERO) node = gs->getHero(ObjectInstanceID(whoID)); else node = gs->getPlayer(PlayerColor(whoID)); BonusList &bonuses = node->getExportedBonusList(); for (int i = 0; i < bonuses.size(); i++) { Bonus *b = bonuses[i]; if(b->source == source && b->sid == id) { bonus = *b; //backup bonus (to show to interfaces later) node->removeBonus(b); break; } } } DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs ) { CGObjectInstance *obj = gs->getObjInstance(id); logGlobal->debugStream() << "removing object id=" << id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName(); //unblock tiles gs->map->removeBlockVisTiles(obj); if(obj->ID==Obj::HERO) { CGHeroInstance *h = static_cast(obj); PlayerState *p = gs->getPlayer(h->tempOwner); gs->map->heroesOnMap -= h; p->heroes -= h; h->detachFrom(h->whereShouldBeAttached(gs)); h->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero if(h->visitedTown) { if(h->inTownGarrison) h->visitedTown->garrisonHero = nullptr; else h->visitedTown->visitingHero = nullptr; h->visitedTown = nullptr; } //return hero to the pool, so he may reappear in tavern gs->hpool.heroesPool[h->subID] = h; if(!vstd::contains(gs->hpool.pavailable, h->subID)) gs->hpool.pavailable[h->subID] = 0xff; gs->map->objects[id.getNum()] = nullptr; //If hero on Boat is removed, the Boat disappears if(h->boat) { gs->map->objects[h->boat->id.getNum()].dellNull(); h->boat = nullptr; } return; } 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::CONST_VALUE; cond.value = 1; // destroyed object, from now on always fulfilled } if (cond.condition == EventCondition::CONTROL) { 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->objects[id.getNum()].dellNull(); gs->map->calculateGuardingGreaturePositions(); } static int getDir(int3 src, 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->errorStream() << "Attempt ot move unavailable hero " << id; 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(CGHeroInstance::convertPosition(end, false)); assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat CGBoat *boat = static_cast(tt.visitableObjects.back()); gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat h->boat = boat; boat->hero = h; } else if(result == DISEMBARK) //hero leaves boat to destination tile { CGBoat *b = const_cast(h->boat); b->direction = h->moveDir; b->pos = start; b->hero = nullptr; gs->map->addBlockVisTiles(b); h->boat = nullptr; } if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK)) { gs->map->removeBlockVisTiles(h); h->pos = end; if(CGBoat *b = const_cast(h->boat)) b->pos = end; gs->map->addBlockVisTiles(h); } for(int3 t : fowRevealed) gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1; } DLL_LINKAGE 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->builded = builded; t->recreateBuildingsBonuses(); } DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs ) { CGTownInstance *t = gs->getTown(tid); for(const auto & id : bid) { t->builtBuildings.erase(id); } t->destroyed = destroyed; //yeaha t->recreateBuildingsBonuses(); } DLL_LINKAGE void SetAvailableCreatures::applyGs( CGameState *gs ) { CGDwelling *dw = dynamic_cast(gs->getObjInstance(tid)); assert(dw); dw->creatures = creatures; } DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs ) { CGTownInstance *t = gs->getTown(tid); CGHeroInstance *v = gs->getHero(visiting), *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); } } DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs ) { assert(vstd::contains(gs->hpool.heroesPool, hid)); CGHeroInstance *h = gs->hpool.heroesPool[hid]; CGTownInstance *t = gs->getTown(tid); PlayerState *p = gs->getPlayer(player); assert(!h->boat); h->setOwner(player); h->pos = tile; h->movement = h->maxMovePoints(true); gs->hpool.heroesPool.erase(hid); if(h->id == ObjectInstanceID()) { h->id = ObjectInstanceID(gs->map->objects.size()); gs->map->objects.push_back(h); } else gs->map->objects[h->id.getNum()] = h; gs->map->heroesOnMap.push_back(h); p->heroes.push_back(h); h->attachTo(p); h->initObj(); gs->map->addBlockVisTiles(h); if(t) { t->setVisitingHero(h); } } DLL_LINKAGE void GiveHero::applyGs( CGameState *gs ) { CGHeroInstance *h = gs->getHero(id); //bonus system h->detachFrom(&gs->globalEffects); h->attachTo(gs->getPlayer(player)); h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->id)->getTemplates().front(); gs->map->removeBlockVisTiles(h,true); h->setOwner(player); h->movement = h->maxMovePoints(true); gs->map->heroesOnMap.push_back(h); gs->getPlayer(h->getOwner())->heroes.push_back(h); gs->map->addBlockVisTiles(h); h->inTownGarrison = false; } DLL_LINKAGE void NewObject::applyGs( CGameState *gs ) { const TerrainTile &t = gs->map->getTile(pos); ETerrainType terrainType = t.terType; CGObjectInstance *o = nullptr; switch(ID) { case Obj::BOAT: o = new CGBoat(); terrainType = ETerrainType::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 o = new CGCreature(); { //CStackInstance hlp; CGCreature *cre = static_cast(o); //cre->slots[0] = hlp; cre->notGrowingTeam = cre->neverFlees = 0; cre->character = 2; cre->gainedArtifact = ArtifactID::NONE; cre->identifier = -1; cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack } break; default: o = new CGObjectInstance(); break; } o->ID = ID; o->subID = subID; o->pos = pos; o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front(); id = o->id = ObjectInstanceID(gs->map->objects.size()); gs->map->objects.push_back(o); gs->map->addBlockVisTiles(o); o->initObj(); gs->map->calculateGuardingGreaturePositions(); logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << o->getObjectName(); } DLL_LINKAGE 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 (CCombinedArtifactInstance* cart = dynamic_cast(art.get())) cart->createConstituents(); } DLL_LINKAGE const CStackInstance * StackLocation::getStack() { if(!army->hasStackAtSlot(slot)) { logNetwork->warnStream() << "Warning: " << army->nodeName() << " don't have a stack at slot " << slot; return nullptr; } return &army->getStack(slot); } struct ObjectRetriever : boost::static_visitor { const CArmedInstance * operator()(const ConstTransitivePtr &h) const { return h; } const CArmedInstance * operator()(const ConstTransitivePtr &s) const { return s->armyObj; } }; template struct GetBase : boost::static_visitor { template T * operator()(TArg &arg) const { return arg; } }; DLL_LINKAGE void ArtifactLocation::removeArtifact() { CArtifactInstance *a = getArt(); assert(a); a->removeFrom(*this); } DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const { return boost::apply_visitor(ObjectRetriever(), artHolder); } DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const { auto obj = relatedObj(); return obj ? obj->tempOwner : PlayerColor::NEUTRAL; } DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet() { return boost::apply_visitor(GetBase(), artHolder); } DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode() { return boost::apply_visitor(GetBase(), artHolder); } DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const { const ArtSlotInfo *s = getSlot(); if(s && s->artifact) { if(!s->locked) return s->artifact; else { logNetwork->warnStream() << "ArtifactLocation::getArt: That location is locked!"; return nullptr; } } return nullptr; } DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const { ArtifactLocation *t = const_cast(this); return t->getHolderArtSet(); } DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const { ArtifactLocation *t = const_cast(this); return t->getHolderNode(); } DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt() { const ArtifactLocation *t = this; return const_cast(t->getArt()); } DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const { return getHolderArtSet()->getSlot(slot); } DLL_LINKAGE void ChangeStackCount::applyGs( CGameState *gs ) { if(absoluteValue) sl.army->setStackCount(sl.slot, count); else sl.army->changeStackCount(sl.slot, count); } DLL_LINKAGE void SetStackType::applyGs( CGameState *gs ) { sl.army->setStackType(sl.slot, type); } DLL_LINKAGE void EraseStack::applyGs( CGameState *gs ) { sl.army->eraseStack(sl.slot); } DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs ) { CStackInstance *s1 = sl1.army->detachStack(sl1.slot), *s2 = sl2.army->detachStack(sl2.slot); sl2.army->putStack(sl2.slot, s1); sl1.army->putStack(sl1.slot, s2); } DLL_LINKAGE void InsertNewStack::applyGs( CGameState *gs ) { auto s = new CStackInstance(stack.type, stack.count); sl.army->putStack(sl.slot, s); } DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs ) { const CCreature *srcType = src.army->getCreature(src.slot); TQuantity srcCount = src.army->getStackCount(src.slot); bool stackExp = VLC->modh->modules.STACK_EXP; if(srcCount == count) //moving whole stack { if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge { assert(c == srcType); UNUSED(c); 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()); if (hero) { artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero))); } //else - artifact cna be lost :/ else { logNetwork->warnStream() << "Artifact is present at destination slot!"; } 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 { if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance { assert(c == srcType); UNUSED(c); 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->idNumber, count, false); if (stackExp) dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot)); } } CBonusSystemNode::treeHasChanged(); } DLL_LINKAGE void PutArtifact::applyGs( CGameState *gs ) { assert(art->canBePutAt(al)); art->putAt(al); //al.hero->putArtifact(al.slot, art); } DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs ) { al.removeArtifact(); } DLL_LINKAGE void MoveArtifact::applyGs( CGameState *gs ) { CArtifactInstance *a = src.getArt(); if(dst.slot < GameConstants::BACKPACK_START) assert(!dst.getArt()); a->move(src, dst); //TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game? if (a->artType->id == ArtifactID::TITANS_THUNDER && dst.slot == ArtifactPosition::RIGHT_HAND) //Titan's Thunder creates new spellbook on equip { auto hPtr = boost::get >(&dst.artHolder); if(hPtr) { CGHeroInstance *h = *hPtr; if(h && !h->hasSpellbook()) gs->giveHeroArtifact(h, ArtifactID::SPELLBOOK); } } } DLL_LINKAGE void AssembledArtifact::applyGs( CGameState *gs ) { CArtifactSet *artSet = al.getHolderArtSet(); const CArtifactInstance *transformedArt = al.getArt(); assert(transformedArt); assert(vstd::contains(transformedArt->assemblyPossibilities(artSet), builtArt)); UNUSED(transformedArt); auto combinedArt = new CCombinedArtifactInstance(builtArt); gs->map->addNewArtifactInstance(combinedArt); //retrieve all constituents for(const CArtifact * constituent : *builtArt->constituents) { ArtifactPosition pos = artSet->getArtPos(constituent->id); 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)); combinedArt->addAsConstituent(constituentInstance, pos); if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot) && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos)) al.slot = pos; } //put new combined artifacts combinedArt->putAt(al); } DLL_LINKAGE void DisassembledArtifact::applyGs( CGameState *gs ) { CCombinedArtifactInstance *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); } DLL_LINKAGE void HeroVisit::applyGs( CGameState *gs ) { } DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs ) { if(id >= 0) { if(CGBlackMarket *bm = dynamic_cast(gs->map->objects[id].get())) { bm->artifacts = arts; } else { logNetwork->errorStream() << "Wrong black market id!"; } } else { CGTownInstance::merchantArtifacts = arts; } } DLL_LINKAGE void NewTurn::applyGs( CGameState *gs ) { gs->day = day; for(NewTurn::Hero h : heroes) //give mana/movement point { CGHeroInstance *hero = gs->getHero(h.id); hero->movement = h.move; hero->mana = h.mana; } for(auto i = res.cbegin(); i != res.cend(); i++) { assert(i->first < PlayerColor::PLAYER_LIMIT); gs->getPlayer(i->first)->resources = i->second; } for(auto creatureSet : cres) //set available creatures in towns creatureSet.second.applyGs(gs); gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs gs->globalEffects.updateBonuses(Bonus::NDays); gs->globalEffects.updateBonuses(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(CGTownInstance* t : gs->map->towns) t->builded = 0; } DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs ) { CGObjectInstance *obj = gs->getObjInstance(id); if(!obj) { logNetwork->errorStream() << "Wrong object ID - property cannot be set!"; return; } CArmedInstance *cai = dynamic_cast(obj); if(what == ObjProperty::OWNER && cai) { if(obj->ID == Obj::TOWN) { CGTownInstance *t = static_cast(obj); if(t->tempOwner < PlayerColor::PLAYER_LIMIT) gs->getPlayer(t->tempOwner)->towns -= t; if(val < PlayerColor::PLAYER_LIMIT_I) gs->getPlayer(PlayerColor(val))->towns.push_back(t); } 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); } } DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs ) { CGHeroInstance * h = gs->getHero(hero->id); h->levelUp(skills); } DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs) { CCommanderInstance * commander = gs->getHero(hero->id)->commander; assert (commander); commander->levelUp(); } DLL_LINKAGE void BattleStart::applyGs( CGameState *gs ) { gs->curB = info; gs->curB->localInit(); } DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs ) { for (int i = 0; i < 2; ++i) { gs->curB->sides[i].castSpellsCount = 0; vstd::amax(--gs->curB->sides[i].enchanterCounter, 0); } gs->curB->round = round; for(CStack *s : gs->curB->stacks) { s->state -= EBattleStackState::DEFENDING; s->state -= EBattleStackState::WAITING; s->state -= EBattleStackState::MOVED; s->state -= EBattleStackState::HAD_MORALE; s->state -= EBattleStackState::FEAR; s->state -= EBattleStackState::DRAINED_MANA; s->counterAttacksPerformed = 0; s->counterAttacksTotalCache = 0; // new turn effects s->battleTurnPassed(); } for(auto &obst : gs->curB->obstacles) obst->battleTurnPassed(); } DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs ) { gs->curB->activeStack = stack; CStack *st = gs->curB->getStack(stack); //remove bonuses that last until when stack gets new turn st->popBonuses(Bonus::UntilGetsTurn); if(vstd::contains(st->state,EBattleStackState::MOVED)) //if stack is moving second time this turn it must had a high morale bonus st->state.insert(EBattleStackState::HAD_MORALE); } DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs ) { CStack *st = gs->curB->getStack(stackID); switch (effect) { case Bonus::HP_REGENERATION: st->firstHPleft += val; vstd::amin (st->firstHPleft, (ui32)st->MaxHealth()); break; case Bonus::MANA_DRAIN: { CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo)); st->state.insert (EBattleStackState::DRAINED_MANA); h->mana -= val; vstd::amax(h->mana, 0); break; } case Bonus::POISON: { Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON) .And(Selector::type(Bonus::STACK_HEALTH))); if (b) b->val = val; break; } case Bonus::ENCHANTER: break; case Bonus::FEAR: st->state.insert(EBattleStackState::FEAR); break; default: logNetwork->warnStream() << "Unrecognized trigger effect type "<< type; } } DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs ) { gs->curB->obstacles.push_back(obstacle); } void BattleResult::applyGs( CGameState *gs ) { for (CStack *s : gs->curB->stacks) { if (s->base && s->base->armyObj && vstd::contains(s->state, EBattleStackState::SUMMONED)) { //stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed assert(&s->base->armyObj->getStack(s->slot) == s->base); const_cast(s->base->armyObj)->eraseStack(s->slot); } } for (auto & elem : gs->curB->stacks) delete elem; for(int i = 0; i < 2; ++i) { if(auto h = gs->curB->battleGetFightingHero(i)) { h->popBonuses(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->modh->modules.STACK_EXP) { for(int i = 0; i < 2; i++) if(exp[i]) gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]); CBonusSystemNode::treeHasChanged(); } for(int i = 0; i < 2; i++) gs->curB->battleGetArmyObject(i)->battle = nullptr; gs->curB.dellNull(); } void BattleStackMoved::applyGs( CGameState *gs ) { CStack *s = gs->curB->getStack(stack); assert(s); BattleHex dest = tilesToMove.back(); //if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner for(auto &oi : gs->curB->obstacles) { if(oi->obstacleType == CObstacleInstance::QUICKSAND && vstd::contains(oi->getAffectedTiles(), tilesToMove.back())) { SpellCreatedObstacle *sands = dynamic_cast(oi.get()); assert(sands); if(sands->casterSide != !s->attackerOwned) sands->visibleForAnotherSide = true; } } s->position = dest; } DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs ) { CStack * at = gs->curB->getStack(stackAttacked); assert(at); at->count = newAmount; at->firstHPleft = newHP; if(killed()) { at->state -= EBattleStackState::ALIVE; } //life drain handling for (auto & elem : healedStacks) { elem.applyGs(gs); } if (willRebirth()) { at->casts--; at->state.insert(EBattleStackState::ALIVE); //hmm? } if (cloneKilled()) { //"hide" killed creatures instead so we keep info about it at->state.insert(EBattleStackState::DEAD_CLONE); for(CStack * s : gs->curB->stacks) { if(s->cloneID == at->ID) s->cloneID = -1; } } } DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs ) { CStack *attacker = gs->curB->getStack(stackAttacking); if(counter()) attacker->counterAttacksPerformed++; if(shot()) { //don't remove ammo if we have a working ammo cart bool hasAmmoCart = false; for(const CStack * st : gs->curB->stacks) { if(st->owner == attacker->owner && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive()) { hasAmmoCart = true; break; } } if (!hasAmmoCart) { attacker->shots--; } } for(BattleStackAttacked stackAttacked : bsa) stackAttacked.applyGs(gs); attacker->popBonuses(Bonus::UntilAttack); for(auto & elem : bsa) { CStack * stack = gs->curB->getStack(elem.stackAttacked, false); if (stack) //cloned stack is already gone stack->popBonuses(Bonus::UntilBeingAttacked); } } DLL_LINKAGE void StartAction::applyGs( CGameState *gs ) { CStack *st = gs->curB->getStack(ba.stackNumber); if(ba.actionType == Battle::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 != Battle::HERO_SPELL) //don't check for stack if it's custom action by hero { assert(st); } else { gs->curB->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.additionalInfo).toSpell()); } switch(ba.actionType) { case Battle::DEFEND: st->state -= EBattleStackState::DEFENDING_ANIM; st->state.insert(EBattleStackState::DEFENDING); st->state.insert(EBattleStackState::DEFENDING_ANIM); break; case Battle::WAIT: st->state -= EBattleStackState::DEFENDING_ANIM; st->state.insert(EBattleStackState::WAITING); return; case Battle::HERO_SPELL: //no change in current stack state return; default: //any active stack action - attack, catapult, heal, spell... st->state -= EBattleStackState::DEFENDING_ANIM; st->state.insert(EBattleStackState::MOVED); break; } if(st) st->state -= EBattleStackState::WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned) } DLL_LINKAGE void BattleSpellCast::applyGs( CGameState *gs ) { assert(gs->curB); const CSpell * spell = SpellID(id).toSpell(); spell->applyBattle(gs->curB, this); } void actualizeEffect(CStack * s, const Bonus & ef) { for(Bonus *stackBonus : s->getBonusList()) //TODO: optimize { if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == ef.type && stackBonus->subtype == ef.subtype) { stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain); } } CBonusSystemNode::treeHasChanged(); } void actualizeEffect(CStack * s, const std::vector & ef) { //actualizing features vector for(const Bonus &fromEffect : ef) { actualizeEffect(s, fromEffect); } } DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs ) { if (effect.empty()) { logGlobal->errorStream() << "Trying to apply SetStackEffect with no effects"; return; } int spellid = effect.begin()->sid; //effects' source ID for(ui32 id : stacks) { CStack *s = gs->curB->getStack(id); if(s) { if(spellid == SpellID::DISRUPTING_RAY || spellid == SpellID::ACID_BREATH_DEFENSE || !s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid)))//disrupting ray or acid breath or not on the list - just add { for(Bonus &fromEffect : effect) { logBonus->traceStream() << s->nodeName() << " receives a new bonus: " << fromEffect.Description(); s->addNewBonus( new Bonus(fromEffect)); } } else //just actualize { actualizeEffect(s, effect); } } else logNetwork->errorStream() << "Cannot find stack " << id; } typedef std::pair p; for(p para : uniqueBonuses) { CStack *s = gs->curB->getStack(para.first); if (s) { if (!s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid).And(Selector::typeSubtype(para.second.type, para.second.subtype)))) s->addNewBonus(new Bonus(para.second)); else actualizeEffect(s, effect); } else logNetwork->errorStream() << "Cannot find stack " << para.first; } } DLL_LINKAGE void StacksInjured::applyGs( CGameState *gs ) { for(BattleStackAttacked stackAttacked : stacks) stackAttacked.applyGs(gs); } DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs ) { for(auto & elem : healedStacks) { CStack * changedStack = gs->curB->getStack(elem.stackID, false); //checking if we resurrect a stack that is under a living stack auto accessibility = gs->curB->getAccesibility(); if(!changedStack->alive() && !accessibility.accessible(changedStack->position, changedStack)) { logNetwork->errorStream() << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!"; return; //position is already occupied } //applying changes bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed if(resurrected) { changedStack->state.insert(EBattleStackState::ALIVE); } //int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft; int res = std::min( elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count ); changedStack->count += res; if(elem.lowLevelResurrection) changedStack->resurrected += res; changedStack->firstHPleft += elem.healedHP - res * changedStack->MaxHealth(); if(changedStack->firstHPleft > changedStack->MaxHealth()) { changedStack->firstHPleft -= changedStack->MaxHealth(); if(changedStack->baseAmount > changedStack->count) { changedStack->count += 1; } } vstd::amin(changedStack->firstHPleft, changedStack->MaxHealth()); if(resurrected) { //removing all effects from negative spells auto selector = [](const Bonus * b) { const CSpell *s = b->sourceSpell(); //Special case: DISRUPTING_RAY is "immune" to dispell //Other even PERMANENT effects can be removed return (s != nullptr) && s->isNegative() && (s->id != SpellID::DISRUPTING_RAY); }; changedStack->popBonuses(selector); } } } DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs ) { if(gs->curB) //if there is a battle { for(const si32 rem_obst :obstacles) { for(int i=0; icurB->obstacles.size(); ++i) { if(gs->curB->obstacles[i]->uniqueID == rem_obst) //remove this obstacle { gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i); break; } } } } } DLL_LINKAGE CatapultAttack::CatapultAttack() { type = 3015; } DLL_LINKAGE CatapultAttack::~CatapultAttack() { } DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs ) { if(gs->curB && gs->curB->town && gs->curB->town->fortLevel() != CGTownInstance::NONE) //if there is a battle and it's a siege { for(const auto &it :attackedParts) { gs->curB->si.wallState[it.attackedPart] = SiegeInfo::applyDamage(EWallState::EWallState(gs->curB->si.wallState[it.attackedPart]), it.damageDealt); } } } DLL_LINKAGE std::string CatapultAttack::AttackInfo::toString() const { return boost::str(boost::format("{AttackInfo: destinationTile '%d', attackedPart '%d', damageDealt '%d'}") % destinationTile % static_cast(attackedPart) % static_cast(damageDealt)); } DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo) { return out << attackInfo.toString(); } DLL_LINKAGE std::string CatapultAttack::toString() const { return boost::str(boost::format("{CatapultAttack: attackedParts '%s', attacker '%d'}") % attackedParts % attacker); } DLL_LINKAGE void BattleStacksRemoved::applyGs( CGameState *gs ) { if(!gs->curB) return; for(ui32 rem_stack : stackIDs) { for(int b=0; bcurB->stacks.size(); ++b) //find it in vector of stacks { if(gs->curB->stacks[b]->ID == rem_stack) //if found { CStack *toRemove = gs->curB->stacks[b]; gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove toRemove->detachFromAll(); delete toRemove; break; } } } } DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs) { newStackID = 0; if (!BattleHex(pos).isValid()) { logNetwork->warnStream() << "No place found for new stack!"; return; } CStackBasicDescriptor csbd(creID, amount); CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID(255), pos); //TODO: netpacks? if (summoned) addedStack->state.insert(EBattleStackState::SUMMONED); gs->curB->localInitStack(addedStack); gs->curB->stacks.push_back(addedStack); //the stack is not "SUMMONED", it is permanent newStackID = addedStack->ID; } DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs) { CStack * stack = gs->curB->getStack(stackID); switch (which) { case CASTS: { if (absolute) stack->casts = val; else stack->casts += val; vstd::amax(stack->casts, 0); break; } case ENCHANTER_COUNTER: { auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter; if (absolute) counter = val; else counter += val; vstd::amax(counter, 0); break; } case UNBIND: { stack->popBonuses(Selector::type(Bonus::BIND_EFFECT)); break; } case CLONED: { stack->state.insert(EBattleStackState::CLONED); break; } case HAS_CLONE: { stack->cloneID = val; break; } } } DLL_LINKAGE void YourTurn::applyGs( CGameState *gs ) { gs->currentPlayer = player; auto & playerState = gs->players[player]; playerState.daysWithoutCastle = daysWithoutCastle; } DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack) : id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0) { type = 2002; }