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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/NetPacksLib.cpp
Michał W. Urbańczyk d45a554fec Significant changes to saving system. Now both client and server store their lib part.
Desync detection upon loading. Fixed many desyncs. (more remain)
Monsters won't have creature count 0 even if that is set as creature properties.
2013-02-18 22:37:22 +00:00

1543 lines
40 KiB
C++

#include "StdInc.h"
#include "NetPacks.h"
#include "CGeneralTextHandler.h"
#include "CDefObjInfoHandler.h"
#include "CArtHandler.h"
#include "CHeroHandler.h"
#include "CObjectHandler.h"
#include "CModHandler.h"
#include "VCMI_Lib.h"
#include "Mapping/CMap.h"
#include "CSpellHandler.h"
#include "CCreatureHandler.h"
#include "CGameState.h"
#include "BattleState.h"
#undef min
#undef max
/*
* 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
*
*/
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
DLL_LINKAGE void SetResource::applyGs( CGameState *gs )
{
assert(player < GameConstants::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 < GameConstants::PLAYER_LIMIT);
gs->getPlayer(player)->resources = res;
}
DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
assert(hero);
if(which < PrimarySkill::EXPERIENCE)
{
Bonus *skill = hero->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL));
assert(skill);
if(abs)
skill->val = val;
else
skill->val += val;
}
else if(which == PrimarySkill::EXPERIENCE)
{
if(abs)
hero->exp = val;
else
hero->exp += val;
}
}
DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
hero->setSecSkillLevel(which, val, abs);
}
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
tlog2 << "Warning! Attempt to add duplicated quest\n";
}
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);
if(start())
t->setVisitingHero(h);
else
t->setVisitingHero(NULL);
}
DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
if(learn)
BOOST_FOREACH(auto sid, spells)
hero->spells.insert(sid);
else
BOOST_FOREACH(auto sid, spells)
hero->spells.erase(sid);
}
DLL_LINKAGE void SetMana::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
vstd::amax(val, 0); //not less than 0
hero->mana = val;
}
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);
BOOST_FOREACH(int3 t, tiles)
team->fogOfWarMap[t.x][t.y][t.z] = mode;
if (mode == 0) //do not hide too much
{
boost::unordered_set<int3, ShashInt3> tilesRevealed;
for (size_t i = 0; i < gs->map->objects.size(); i++)
{
const CGObjectInstance *o = gs->map->objects[i];
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
o->getSightTiles(tilesRevealed);
break;
}
}
}
BOOST_FOREACH(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 = NULL;
switch(who)
{
case HERO:
cbsn = gs->getHero(ObjectInstanceID(id));
break;
case PLAYER:
cbsn = gs->getPlayer(id);
break;
case TOWN:
cbsn = gs->getTown(ObjectInstanceID(id));
break;
}
assert(cbsn);
Bonus *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)
&& gs->map->objects[bonus.sid]->ID == Obj::EVENT) //it's morale/luck bonus from an event without description
{
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
else
{
bdescr.toString(descr);
}
}
DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->getObjInstance(objid);
if(!obj)
{
tlog1 << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!\n";
return;
}
gs->map->removeBlockVisTiles(obj);
obj->pos = nPos;
gs->map->addBlockVisTiles(obj);
}
DLL_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs )
{
PlayerState *p = gs->getPlayer(player);
p->status = victory ? EPlayerStatus::WINNER : EPlayerStatus::LOSER;
}
DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
{
CBonusSystemNode *node;
if (who == HERO)
node = gs->getHero(ObjectInstanceID(whoID));
else
node = gs->getPlayer(whoID);
BonusList &bonuses = node->getBonusList();
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)
bonuses.erase(i);
break;
}
}
}
DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->getObjInstance(id);
//unblock tiles
if(obj->defInfo)
{
gs->map->removeBlockVisTiles(obj);
}
if(obj->ID==Obj::HERO)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
PlayerState *p = gs->getPlayer(h->tempOwner);
gs->map->heroes -= h;
p->heroes -= h;
h->detachFrom(h->whereShouldBeAttached(gs));
h->tempOwner = 255; //no one owns beaten hero
if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = NULL;
else
h->visitedTown->visitingHero = NULL;
h->visitedTown = NULL;
}
//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()] = NULL;
return;
}
auto quest = dynamic_cast<const CQuest *>(obj);
if (quest)
{
gs->map->quests[quest->qid] = NULL;
BOOST_FOREACH (auto &player, gs->players)
{
BOOST_FOREACH (auto &q, player.second.quests)
{
if (q.obj == obj)
{
q.obj = NULL;
}
}
}
//gs->map->quests[quest->qid].dellNull();
}
gs->map->objects[id.getNum()].dellNull();
}
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);
h->movement = movePoints;
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end) {
h->moveDir = getDir(start,end);
}
if(result == EMBARK) //hero enters boat at dest tile
{
const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only vis obj at dest is Boat
CGBoat *boat = static_cast<CGBoat*>(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 dest tile
{
CGBoat *b = const_cast<CGBoat *>(h->boat);
b->direction = h->moveDir;
b->pos = start;
b->hero = NULL;
gs->map->addBlockVisTiles(b);
h->boat = NULL;
}
if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
{
gs->map->removeBlockVisTiles(h);
h->pos = end;
if(CGBoat *b = const_cast<CGBoat *>(h->boat))
b->pos = end;
gs->map->addBlockVisTiles(h);
}
BOOST_FOREACH(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);
BOOST_FOREACH(const auto & id, bid)
{
t->builtBuildings.insert(id);
}
t->builded = builded;
t->recreateBuildingsBonuses();
}
DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
BOOST_FOREACH(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<CGDwelling*>(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(NULL);
if(newGarrisonComesFromVisiting)
t->setVisitingHero(NULL);
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);
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;
h->initHeroDefInfo();
gs->map->heroes.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));
gs->map->removeBlockVisTiles(h,true);
h->setOwner(player);
h->movement = h->maxMovePoints(true);
h->initHeroDefInfo();
gs->map->heroes.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 )
{
CGObjectInstance *o = NULL;
switch(ID)
{
case Obj::BOAT:
o = new CGBoat();
break;
case Obj::MONSTER: //probably more options will be needed
o = new CGCreature();
{
//CStackInstance hlp;
CGCreature *cre = static_cast<CGCreature*>(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->defInfo = VLC->dobjinfo->gobjs[ID][subID];
id = o->id = ObjectInstanceID(gs->map->objects.size());
o->hoverName = VLC->generaltexth->names[ID];
switch(ID)
{
case Obj::MONSTER:
o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
assert(o->defInfo);
break;
case Obj::HOLE:
const TerrainTile &t = gs->map->getTile(pos);
o->defInfo = VLC->dobjinfo->gobjs[ID][t.terType];
assert(o->defInfo);
break;
}
gs->map->objects.push_back(o);
gs->map->addBlockVisTiles(o);
o->initObj();
assert(o->defInfo);
}
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<CCombinedArtifactInstance*>(art.get()))
cart->createConstituents();
}
DLL_LINKAGE const CStackInstance * StackLocation::getStack()
{
if(!army->hasStackAtSlot(slot))
{
tlog2 << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot << std::endl;
return NULL;
}
return &army->getStack(slot);
}
struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
{
const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
{
return h;
}
const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
{
return s->armyObj;
}
};
template <typename T>
struct GetBase : boost::static_visitor<T*>
{
template <typename TArg>
T * operator()(TArg &arg) const
{
return arg;
}
};
DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
{
return boost::apply_visitor(ObjectRetriever(), artHolder);
}
DLL_LINKAGE int ArtifactLocation::owningPlayer() const
{
auto obj = relatedObj();
return obj ? obj->tempOwner : GameConstants::NEUTRAL_PLAYER;
}
DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet()
{
return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
}
DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
{
return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);
}
DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
{
const ArtSlotInfo *s = getSlot();
if(s && s->artifact)
{
if(!s->locked)
return s->artifact;
else
{
tlog3 << "ArtifactLocation::getArt: That location is locked!\n";
return NULL;
}
}
return NULL;
}
DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
{
ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
return t->getHolderArtSet();
}
DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
{
ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
return t->getHolderNode();
}
DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt()
{
const ArtifactLocation *t = this;
return const_cast<CArtifactInstance*>(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 )
{
CStackInstance *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);
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);
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 )
{
CArtifactInstance *a = al.getArt();
assert(a);
a->removeFrom(al);
}
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 equiped by pickin git up or the start of game?
if (a->artType->id == 135 && dst.slot == ArtifactPosition::RIGHT_HAND) //Titan's Thunder creates new spellbook on equip
{
auto hPtr = boost::get<ConstTransitivePtr<CGHeroInstance> >(&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));
CCombinedArtifactInstance *combinedArt = new CCombinedArtifactInstance(builtArt);
gs->map->addNewArtifactInstance(combinedArt);
//retrieve all constituents
BOOST_FOREACH(si32 constituentID, *builtArt->constituents)
{
ArtifactPosition pos = artSet->getArtPos(constituentID);
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<CCombinedArtifactInstance*>(al.getArt());
assert(disassembled);
std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
disassembled->removeFrom(al);
BOOST_FOREACH(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 )
{
if(starting)
gs->ongoingVisits[hero] = obj;
else
gs->ongoingVisits.erase(hero);
}
DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs )
{
if(id >= 0)
{
if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
{
bm->artifacts = arts;
}
else
{
tlog1 << "Wrong black market id!" << std::endl;
}
}
else
{
CGTownInstance::merchantArtifacts = arts;
}
}
DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
{
gs->day = day;
BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
{
CGHeroInstance *hero = gs->getHero(h.id);
hero->movement = h.move;
hero->mana = h.mana;
}
for(std::map<ui8, TResources>::iterator i = res.begin(); i != res.end(); i++)
{
assert(i->first < GameConstants::PLAYER_LIMIT);
gs->getPlayer(i->first)->resources = i->second;
}
BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
h.applyGs(gs);
gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
if(gs->getDate(Date::DAY_OF_WEEK) == 1) //new week
gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
//count days without town
for( auto i=gs->players.begin() ; i!=gs->players.end(); i++)
{
if(i->second.towns.size() || gs->day == 1)
i->second.daysWithoutCastle = 0;
else
i->second.daysWithoutCastle++;
}
BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
t->builded = 0;
}
DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
{
tlog1 << "Wrong object ID - property cannot be set!\n";
return;
}
CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
if(what == ObjProperty::OWNER && cai)
{
if(obj->ID == Obj::TOWN)
{
CGTownInstance *t = static_cast<CGTownInstance*>(obj);
if(t->tempOwner < GameConstants::PLAYER_LIMIT)
gs->getPlayer(t->tempOwner)->towns -= t;
if(val < GameConstants::PLAYER_LIMIT)
gs->getPlayer(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 SetHoverName::applyGs( CGameState *gs )
{
name.toString(gs->getObj(id)->hoverName);
}
DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs )
{
CGHeroInstance* h = gs->getHero(heroid);
h->level = level;
//specialty
h->Updatespecialty();
}
DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs)
{
CCommanderInstance * commander = gs->getHero(heroid)->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 )
{
gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
for (int i = 0; i < 2; ++i)
{
vstd::amax(--gs->curB->enchanterCounter[i], 0);
}
gs->curB->round = round;
BOOST_FOREACH(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->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
// new turn effects
s->battleTurnPassed();
}
BOOST_FOREACH(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->getBonusList().remove_if(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, 71) && 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:
tlog2 << "Unrecognized trigger effect type "<< type <<"\n";
}
}
DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs )
{
gs->curB->obstacles.push_back(obstacle);
}
void BattleResult::applyGs( CGameState *gs )
{
BOOST_FOREACH (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<CArmedInstance*>(s->base->armyObj)->eraseStack(s->slot);
}
}
for (unsigned i = 0; i < gs->curB->stacks.size(); i++)
delete gs->curB->stacks[i];
CGHeroInstance *h;
for (int i = 0; i < 2; ++i)
{
h = gs->curB->heroes[i];
if (h)
{
h->getBonusList().remove_if(Bonus::OneBattle); //remove any "until next battle" bonuses
if (h->commander && h->commander->alive)
{
BOOST_FOREACH (auto art, h->commander->artifactsWorn) //increment bonuses for commander artifacts
{
art.second.artifact->artType->levelUpArtifact (art.second.artifact);
}
}
}
}
if (VLC->modh->modules.STACK_EXP)
{
if (exp[0]) //checking local array is easier than dereferencing this crap twice
gs->curB->belligerents[0]->giveStackExp(exp[0]);
if (exp[1])
gs->curB->belligerents[1]->giveStackExp(exp[1]);
CBonusSystemNode::treeHasChanged();
}
gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;
gs->curB.dellNull();
}
void BattleStackMoved::applyGs( CGameState *gs )
{
CStack *s = gs->curB->getStack(stack);
BattleHex dest = tilesToMove.back();
//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner
BOOST_FOREACH(auto &oi, gs->curB->obstacles)
{
if(oi->obstacleType == CObstacleInstance::QUICKSAND
&& vstd::contains(oi->getAffectedTiles(), tilesToMove.back()))
{
SpellCreatedObstacle *sands = dynamic_cast<SpellCreatedObstacle*>(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 (int g=0; g<healedStacks.size(); ++g)
{
healedStacks[g].applyGs(gs);
}
if (willRebirth())
{
at->casts--;
at->state.insert(EBattleStackState::ALIVE); //hmm?
}
if (cloneKilled())
{
BattleStacksRemoved bsr; //remove body
bsr.stackIDs.insert(at->ID);
bsr.applyGs(gs);
}
}
DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )
{
CStack *attacker = gs->curB->getStack(stackAttacking);
if(counter())
attacker->counterAttacks--;
if(shot())
{
//don't remove ammo if we have a working ammo cart
bool hasAmmoCart = false;
BOOST_FOREACH(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--;
}
}
BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
stackAttacked.applyGs(gs);
attacker->getBonusList().remove_if(Bonus::UntilAttack);
for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
{
CStack * stack = gs->curB->getStack(it->stackAttacked, false);
if (stack) //cloned stack is already gone
stack->getBonusList().remove_if(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->usedSpellsHistory[ba.side].push_back(SpellID(ba.additionalInfo).toSpell());
}
switch(ba.actionType)
{
case Battle::DEFEND:
st->state.insert(EBattleStackState::DEFENDING);
break;
case Battle::WAIT:
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.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);
if (castedByHero)
{
CGHeroInstance * h = gs->curB->heroes[side];
CGHeroInstance * enemy = gs->curB->heroes[1-side];
h->mana -= spellCost;
vstd::amax(h->mana, 0);
if (enemy && manaGained)
enemy->mana += manaGained;
if (side < 2)
{
gs->curB->castSpells[side]++;
}
}
//Handle spells removing effects from stacks
const CSpell *spell = SpellID(id).toSpell();
const bool removeAllSpells = id == SpellID::DISPEL;
const bool removeHelpful = id == SpellID::DISPEL_HELPFUL_SPELLS;
BOOST_FOREACH(auto stackID, affectedCres)
{
if(vstd::contains(resisted, stackID))
continue;
CStack *s = gs->curB->getStack(stackID);
s->popBonuses([&](const Bonus *b) -> bool
{
//check for each bonus if it should be removed
const bool isSpellEffect = Selector::sourceType(Bonus::SPELL_EFFECT)(b);
const bool isPositiveSpell = Selector::positiveSpellEffects(b);
const int spellID = isSpellEffect ? b->sid : -1;
return (removeHelpful && isPositiveSpell)
|| (removeAllSpells && isSpellEffect)
|| vstd::contains(spell->counteredSpells, spellID);
});
}
}
void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)
{
//actualizing features vector
BOOST_FOREACH(const Bonus &fromEffect, ef)
{
BOOST_FOREACH(Bonus *stackBonus, s->getBonusList()) //TODO: optimize
{
if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect.type && stackBonus->subtype == fromEffect.subtype)
{
stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, fromEffect.turnsRemain);
}
}
}
}
void actualizeEffect(CStack * s, const Bonus & ef)
{
BOOST_FOREACH(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);
}
}
}
DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
{
int spellid = effect.begin()->sid; //effects' source ID
BOOST_FOREACH(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
{
BOOST_FOREACH(Bonus &fromEffect, effect)
{
s->addNewBonus( new Bonus(fromEffect));
}
}
else //just actualize
{
actualizeEffect(s, effect);
}
}
else
tlog1 << "Cannot find stack " << id << std::endl;
}
typedef std::pair<ui32, Bonus> p;
BOOST_FOREACH(p para, uniqueBonuses)
{
CStack *s = gs->curB->getStack(para.first);
if (s)
{
if (!s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid) && Selector::typeSubtype(para.second.type, para.second.subtype)))
s->addNewBonus(new Bonus(para.second));
else
actualizeEffect(s, effect);
}
else
tlog1 << "Cannot find stack " << para.first << std::endl;
}
}
DLL_LINKAGE void StacksInjured::applyGs( CGameState *gs )
{
BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
stackAttacked.applyGs(gs);
}
DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs )
{
for(int g=0; g<healedStacks.size(); ++g)
{
CStack * changedStack = gs->curB->getStack(healedStacks[g].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))
{
tlog1 << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!\n";
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);
if(healedStacks[g].lowLevelResurrection)
changedStack->state.insert(EBattleStackState::SUMMONED); //TODO: different counter for rised units
}
//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
changedStack->count += res;
changedStack->firstHPleft += healedStacks[g].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());
//removal of negative effects
if(resurrected)
{
// for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)
// {
// if(VLC->spellh->spells[(*it)->sid]->positiveness < 0)
// {
// changedStack->bonuses.erase(it);
// }
// }
//removing all features from negative spells
const BonusList tmpFeatures = changedStack->getBonusList();
//changedStack->bonuses.clear();
BOOST_FOREACH(Bonus *b, tmpFeatures)
{
const CSpell *s = b->sourceSpell();
if(s && s->isNegative())
{
changedStack->removeBonus(b);
}
}
}
}
}
DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs )
{
if(gs->curB) //if there is a battle
{
BOOST_FOREACH(const si32 rem_obst,obstacles)
{
for(int i=0; i<gs->curB->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 void CatapultAttack::applyGs( CGameState *gs )
{
if(gs->curB && gs->curB->siege != CGTownInstance::NONE) //if there is a battle and it's a siege
{
BOOST_FOREACH(const auto &it,attackedParts)
{
gs->curB->si.wallState[it.first.first] =
std::min( gs->curB->si.wallState[it.first.first] + it.second, 3 );
}
}
}
DLL_LINKAGE void BattleStacksRemoved::applyGs( CGameState *gs )
{
if(!gs->curB)
return;
BOOST_FOREACH(ui32 rem_stack, stackIDs)
{
for(int b=0; b<gs->curB->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)
{
if (!BattleHex(pos).isValid())
{
tlog2 << "No place found for new stack!\n";
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
}
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:
{
int side = gs->curB->whatSide(stack->owner);
if (absolute)
gs->curB->enchanterCounter[side] = val;
else
gs->curB->enchanterCounter[side] += val;
vstd::amax(gs->curB->enchanterCounter[side], 0);
break;
}
case UNBIND:
{
stack->popBonuses(Selector::type(Bonus::BIND_EFFECT));
break;
}
case CLONED:
{
stack->state.insert(EBattleStackState::CLONED);
break;
}
}
}
DLL_LINKAGE void YourTurn::applyGs( CGameState *gs )
{
gs->currentPlayer = player;
}
DLL_LINKAGE void SetSelection::applyGs( CGameState *gs )
{
gs->getPlayer(player)->currentSelection = id;
}
DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
: id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
{
type = 2002;
}