NetPacksLib.cpp 59 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "SetRewardableConfiguration.h"
  16. #include "StackLocation.h"
  17. #include "PacksForLobby.h"
  18. #include "SetStackEffect.h"
  19. #include "NetPackVisitor.h"
  20. #include "texts/CGeneralTextHandler.h"
  21. #include "CArtHandler.h"
  22. #include "CHeroHandler.h"
  23. #include "VCMI_Lib.h"
  24. #include "mapping/CMap.h"
  25. #include "spells/CSpellHandler.h"
  26. #include "CCreatureHandler.h"
  27. #include "gameState/CGameState.h"
  28. #include "gameState/TavernHeroesPool.h"
  29. #include "CStack.h"
  30. #include "battle/BattleInfo.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "entities/building/CBuilding.h"
  36. #include "mapObjects/CBank.h"
  37. #include "mapObjects/CGCreature.h"
  38. #include "mapObjects/CGMarket.h"
  39. #include "mapObjects/CGTownBuilding.h"
  40. #include "mapObjects/CGTownInstance.h"
  41. #include "mapObjects/CQuest.h"
  42. #include "mapObjects/MiscObjects.h"
  43. #include "mapObjectConstructors/AObjectTypeHandler.h"
  44. #include "mapObjectConstructors/CObjectClassesHandler.h"
  45. #include "campaign/CampaignState.h"
  46. #include "GameSettings.h"
  47. VCMI_LIB_NAMESPACE_BEGIN
  48. void CPack::visit(ICPackVisitor & visitor)
  49. {
  50. visitBasic(visitor);
  51. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  52. if(visitor.callTyped())
  53. {
  54. visitTyped(visitor);
  55. }
  56. }
  57. void CPack::visitBasic(ICPackVisitor & visitor)
  58. {
  59. }
  60. void CPack::visitTyped(ICPackVisitor & visitor)
  61. {
  62. }
  63. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  64. {
  65. visitor.visitForClient(*this);
  66. }
  67. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  68. {
  69. visitor.visitForServer(*this);
  70. }
  71. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  72. {
  73. visitor.visitForLobby(*this);
  74. }
  75. bool CPackForLobby::isForServer() const
  76. {
  77. return false;
  78. }
  79. bool CLobbyPackToServer::isForServer() const
  80. {
  81. return true;
  82. }
  83. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  84. {
  85. visitor.visitPackageApplied(*this);
  86. }
  87. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  88. {
  89. visitor.visitSystemMessage(*this);
  90. }
  91. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  92. {
  93. visitor.visitPlayerBlocked(*this);
  94. }
  95. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  96. {
  97. visitor.visitPlayerCheated(*this);
  98. }
  99. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  100. {
  101. visitor.visitPlayerStartsTurn(*this);
  102. }
  103. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  104. {
  105. visitor.visitDaysWithoutTown(*this);
  106. }
  107. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  108. {
  109. visitor.visitEntitiesChanged(*this);
  110. }
  111. void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
  112. {
  113. visitor.visitSetRewardableConfiguration(*this);
  114. }
  115. void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
  116. {
  117. visitor.visitSetBankConfiguration(*this);
  118. }
  119. void SetResources::visitTyped(ICPackVisitor & visitor)
  120. {
  121. visitor.visitSetResources(*this);
  122. }
  123. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  124. {
  125. visitor.visitSetPrimSkill(*this);
  126. }
  127. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  128. {
  129. visitor.visitSetSecSkill(*this);
  130. }
  131. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  132. {
  133. visitor.visitHeroVisitCastle(*this);
  134. }
  135. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  136. {
  137. visitor.visitChangeSpells(*this);
  138. }
  139. void SetMana::visitTyped(ICPackVisitor & visitor)
  140. {
  141. visitor.visitSetMana(*this);
  142. }
  143. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  144. {
  145. visitor.visitSetMovePoints(*this);
  146. }
  147. void FoWChange::visitTyped(ICPackVisitor & visitor)
  148. {
  149. visitor.visitFoWChange(*this);
  150. }
  151. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  152. {
  153. visitor.visitSetAvailableHeroes(*this);
  154. }
  155. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  156. {
  157. visitor.visitGiveBonus(*this);
  158. }
  159. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  160. {
  161. visitor.visitChangeObjPos(*this);
  162. }
  163. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  164. {
  165. visitor.visitPlayerEndsTurn(*this);
  166. }
  167. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  168. {
  169. visitor.visitPlayerEndsGame(*this);
  170. }
  171. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  172. {
  173. visitor.visitPlayerReinitInterface(*this);
  174. }
  175. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  176. {
  177. visitor.visitRemoveBonus(*this);
  178. }
  179. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  180. {
  181. visitor.visitSetCommanderProperty(*this);
  182. }
  183. void AddQuest::visitTyped(ICPackVisitor & visitor)
  184. {
  185. visitor.visitAddQuest(*this);
  186. }
  187. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  188. {
  189. visitor.visitUpdateArtHandlerLists(*this);
  190. }
  191. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  192. {
  193. visitor.visitChangeFormation(*this);
  194. }
  195. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  196. {
  197. visitor.visitRemoveObject(*this);
  198. }
  199. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  200. {
  201. visitor.visitTryMoveHero(*this);
  202. }
  203. void NewStructures::visitTyped(ICPackVisitor & visitor)
  204. {
  205. visitor.visitNewStructures(*this);
  206. }
  207. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  208. {
  209. visitor.visitRazeStructures(*this);
  210. }
  211. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  212. {
  213. visitor.visitSetAvailableCreatures(*this);
  214. }
  215. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  216. {
  217. visitor.visitSetHeroesInTown(*this);
  218. }
  219. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  220. {
  221. visitor.visitHeroRecruited(*this);
  222. }
  223. void GiveHero::visitTyped(ICPackVisitor & visitor)
  224. {
  225. visitor.visitGiveHero(*this);
  226. }
  227. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  228. {
  229. visitor.visitOpenWindow(*this);
  230. }
  231. void NewObject::visitTyped(ICPackVisitor & visitor)
  232. {
  233. visitor.visitNewObject(*this);
  234. }
  235. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  236. {
  237. visitor.visitSetAvailableArtifacts(*this);
  238. }
  239. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  240. {
  241. visitor.visitNewArtifact(*this);
  242. }
  243. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  244. {
  245. visitor.visitChangeStackCount(*this);
  246. }
  247. void SetStackType::visitTyped(ICPackVisitor & visitor)
  248. {
  249. visitor.visitSetStackType(*this);
  250. }
  251. void EraseStack::visitTyped(ICPackVisitor & visitor)
  252. {
  253. visitor.visitEraseStack(*this);
  254. }
  255. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  256. {
  257. visitor.visitSwapStacks(*this);
  258. }
  259. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  260. {
  261. visitor.visitInsertNewStack(*this);
  262. }
  263. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  264. {
  265. visitor.visitRebalanceStacks(*this);
  266. }
  267. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  268. {
  269. visitor.visitBulkRebalanceStacks(*this);
  270. }
  271. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  272. {
  273. visitor.visitBulkSmartRebalanceStacks(*this);
  274. }
  275. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  276. {
  277. visitor.visitPutArtifact(*this);
  278. }
  279. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  280. {
  281. visitor.visitEraseArtifact(*this);
  282. }
  283. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  284. {
  285. visitor.visitBulkMoveArtifacts(*this);
  286. }
  287. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  288. {
  289. visitor.visitAssembledArtifact(*this);
  290. }
  291. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  292. {
  293. visitor.visitDisassembledArtifact(*this);
  294. }
  295. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  296. {
  297. visitor.visitHeroVisit(*this);
  298. }
  299. void NewTurn::visitTyped(ICPackVisitor & visitor)
  300. {
  301. visitor.visitNewTurn(*this);
  302. }
  303. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  304. {
  305. visitor.visitInfoWindow(*this);
  306. }
  307. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  308. {
  309. visitor.visitSetObjectProperty(*this);
  310. }
  311. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  312. {
  313. visitor.visitChangeObjectVisitors(*this);
  314. }
  315. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  316. {
  317. visitor.visitChangeArtifactsCostume(*this);
  318. }
  319. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  320. {
  321. visitor.visitHeroLevelUp(*this);
  322. }
  323. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  324. {
  325. visitor.visitCommanderLevelUp(*this);
  326. }
  327. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  328. {
  329. visitor.visitBlockingDialog(*this);
  330. }
  331. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  332. {
  333. visitor.visitGarrisonDialog(*this);
  334. }
  335. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  336. {
  337. visitor.visitExchangeDialog(*this);
  338. }
  339. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  340. {
  341. visitor.visitTeleportDialog(*this);
  342. }
  343. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  344. {
  345. visitor.visitMapObjectSelectDialog(*this);
  346. }
  347. void BattleStart::visitTyped(ICPackVisitor & visitor)
  348. {
  349. visitor.visitBattleStart(*this);
  350. }
  351. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  352. {
  353. visitor.visitBattleNextRound(*this);
  354. }
  355. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  356. {
  357. visitor.visitBattleSetActiveStack(*this);
  358. }
  359. void BattleResult::visitTyped(ICPackVisitor & visitor)
  360. {
  361. visitor.visitBattleResult(*this);
  362. }
  363. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  364. {
  365. visitor.visitBattleLogMessage(*this);
  366. }
  367. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  368. {
  369. visitor.visitBattleStackMoved(*this);
  370. }
  371. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  372. {
  373. visitor.visitBattleUnitsChanged(*this);
  374. }
  375. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  376. {
  377. visitor.visitBattleAttack(*this);
  378. }
  379. void StartAction::visitTyped(ICPackVisitor & visitor)
  380. {
  381. visitor.visitStartAction(*this);
  382. }
  383. void EndAction::visitTyped(ICPackVisitor & visitor)
  384. {
  385. visitor.visitEndAction(*this);
  386. }
  387. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  388. {
  389. visitor.visitBattleSpellCast(*this);
  390. }
  391. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  392. {
  393. visitor.visitSetStackEffect(*this);
  394. }
  395. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  396. {
  397. visitor.visitStacksInjured(*this);
  398. }
  399. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  400. {
  401. visitor.visitBattleResultsApplied(*this);
  402. }
  403. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  404. {
  405. visitor.visitBattleObstaclesChanged(*this);
  406. }
  407. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  408. {
  409. visitor.visitBattleSetStackProperty(*this);
  410. }
  411. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  412. {
  413. visitor.visitBattleTriggerEffect(*this);
  414. }
  415. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  416. {
  417. visitor.visitBattleUpdateGateState(*this);
  418. }
  419. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  420. {
  421. visitor.visitAdvmapSpellCast(*this);
  422. }
  423. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  424. {
  425. visitor.visitShowWorldViewEx(*this);
  426. }
  427. void EndTurn::visitTyped(ICPackVisitor & visitor)
  428. {
  429. visitor.visitEndTurn(*this);
  430. }
  431. void GamePause::visitTyped(ICPackVisitor & visitor)
  432. {
  433. visitor.visitGamePause(*this);
  434. }
  435. void DismissHero::visitTyped(ICPackVisitor & visitor)
  436. {
  437. visitor.visitDismissHero(*this);
  438. }
  439. void MoveHero::visitTyped(ICPackVisitor & visitor)
  440. {
  441. visitor.visitMoveHero(*this);
  442. }
  443. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  444. {
  445. visitor.visitCastleTeleportHero(*this);
  446. }
  447. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  448. {
  449. visitor.visitArrangeStacks(*this);
  450. }
  451. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  452. {
  453. visitor.visitBulkMoveArmy(*this);
  454. }
  455. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  456. {
  457. visitor.visitBulkSplitStack(*this);
  458. }
  459. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  460. {
  461. visitor.visitBulkMergeStacks(*this);
  462. }
  463. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  464. {
  465. visitor.visitBulkSmartSplitStack(*this);
  466. }
  467. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  468. {
  469. visitor.visitDisbandCreature(*this);
  470. }
  471. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  472. {
  473. visitor.visitBuildStructure(*this);
  474. }
  475. void TriggerTownSpecialBuildingAction::visitTyped(ICPackVisitor & visitor)
  476. {
  477. visitor.visitTriggerTownSpecialBuildingAction(*this);
  478. }
  479. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  480. {
  481. visitor.visitRazeStructure(*this);
  482. }
  483. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  484. {
  485. visitor.visitRecruitCreatures(*this);
  486. }
  487. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  488. {
  489. visitor.visitUpgradeCreature(*this);
  490. }
  491. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  492. {
  493. visitor.visitGarrisonHeroSwap(*this);
  494. }
  495. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  496. {
  497. visitor.visitExchangeArtifacts(*this);
  498. }
  499. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  500. {
  501. visitor.visitBulkExchangeArtifacts(*this);
  502. }
  503. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  504. {
  505. visitor.visitManageBackpackArtifacts(*this);
  506. }
  507. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  508. {
  509. visitor.visitManageEquippedArtifacts(*this);
  510. }
  511. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  512. {
  513. visitor.visitAssembleArtifacts(*this);
  514. }
  515. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  516. {
  517. visitor.visitEraseArtifactByClient(*this);
  518. }
  519. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  520. {
  521. visitor.visitBuyArtifact(*this);
  522. }
  523. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  524. {
  525. visitor.visitTradeOnMarketplace(*this);
  526. }
  527. void SetFormation::visitTyped(ICPackVisitor & visitor)
  528. {
  529. visitor.visitSetFormation(*this);
  530. }
  531. void HireHero::visitTyped(ICPackVisitor & visitor)
  532. {
  533. visitor.visitHireHero(*this);
  534. }
  535. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  536. {
  537. visitor.visitBuildBoat(*this);
  538. }
  539. void QueryReply::visitTyped(ICPackVisitor & visitor)
  540. {
  541. visitor.visitQueryReply(*this);
  542. }
  543. void MakeAction::visitTyped(ICPackVisitor & visitor)
  544. {
  545. visitor.visitMakeAction(*this);
  546. }
  547. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  548. {
  549. visitor.visitDigWithHero(*this);
  550. }
  551. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  552. {
  553. visitor.visitCastAdvSpell(*this);
  554. }
  555. void SaveGame::visitTyped(ICPackVisitor & visitor)
  556. {
  557. visitor.visitSaveGame(*this);
  558. }
  559. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  560. {
  561. visitor.visitPlayerMessage(*this);
  562. }
  563. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  564. {
  565. visitor.visitPlayerMessageClient(*this);
  566. }
  567. void CenterView::visitTyped(ICPackVisitor & visitor)
  568. {
  569. visitor.visitCenterView(*this);
  570. }
  571. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  572. {
  573. visitor.visitLobbyClientConnected(*this);
  574. }
  575. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  576. {
  577. visitor.visitLobbyClientDisconnected(*this);
  578. }
  579. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  580. {
  581. visitor.visitLobbyChatMessage(*this);
  582. }
  583. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  584. {
  585. visitor.visitLobbyGuiAction(*this);
  586. }
  587. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  588. {
  589. visitor.visitLobbyLoadProgress(*this);
  590. }
  591. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  592. {
  593. visitor.visitLobbyRestartGame(*this);
  594. }
  595. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  596. {
  597. visitor.visitLobbyStartGame(*this);
  598. }
  599. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  600. {
  601. visitor.visitLobbyPrepareStartGame(*this);
  602. }
  603. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  604. {
  605. visitor.visitLobbyChangeHost(*this);
  606. }
  607. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  608. {
  609. visitor.visitLobbyUpdateState(*this);
  610. }
  611. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  612. {
  613. visitor.visitLobbySetMap(*this);
  614. }
  615. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  616. {
  617. visitor.visitLobbySetCampaign(*this);
  618. }
  619. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  620. {
  621. visitor.visitLobbySetCampaignMap(*this);
  622. }
  623. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  624. {
  625. visitor.visitLobbySetCampaignBonus(*this);
  626. }
  627. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  628. {
  629. visitor.visitLobbyChangePlayerOption(*this);
  630. }
  631. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  632. {
  633. visitor.visitLobbySetPlayer(*this);
  634. }
  635. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  636. {
  637. visitor.visitLobbySetPlayerName(*this);
  638. }
  639. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  640. {
  641. visitor.visitLobbySetPlayerHandicap(*this);
  642. }
  643. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  644. {
  645. visitor.visitLobbySetSimturns(*this);
  646. }
  647. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  648. {
  649. visitor.visitLobbySetTurnTime(*this);
  650. }
  651. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  652. {
  653. visitor.visitLobbySetExtraOptions(*this);
  654. }
  655. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  656. {
  657. visitor.visitLobbySetDifficulty(*this);
  658. }
  659. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  660. {
  661. visitor.visitLobbyForceSetPlayer(*this);
  662. }
  663. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  664. {
  665. visitor.visitLobbyShowMessage(*this);
  666. }
  667. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  668. {
  669. visitor.visitLobbyPvPAction(*this);
  670. }
  671. void SetResources::applyGs(CGameState * gs) const
  672. {
  673. assert(player.isValidPlayer());
  674. if(abs)
  675. gs->getPlayerState(player)->resources = res;
  676. else
  677. gs->getPlayerState(player)->resources += res;
  678. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  679. //just ensure that player resources are not negative
  680. //server is responsible to check if player can afford deal
  681. //but events on server side are allowed to take more than player have
  682. gs->getPlayerState(player)->resources.positive();
  683. }
  684. void SetPrimSkill::applyGs(CGameState * gs) const
  685. {
  686. CGHeroInstance * hero = gs->getHero(id);
  687. assert(hero);
  688. hero->setPrimarySkill(which, val, abs);
  689. }
  690. void SetSecSkill::applyGs(CGameState * gs) const
  691. {
  692. CGHeroInstance *hero = gs->getHero(id);
  693. hero->setSecSkillLevel(which, val, abs);
  694. }
  695. void SetCommanderProperty::applyGs(CGameState *gs)
  696. {
  697. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  698. assert (commander);
  699. switch (which)
  700. {
  701. case BONUS:
  702. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  703. break;
  704. case SPECIAL_SKILL:
  705. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  706. commander->specialSkills.insert (additionalInfo);
  707. break;
  708. case SECONDARY_SKILL:
  709. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  710. break;
  711. case ALIVE:
  712. if (amount)
  713. commander->setAlive(true);
  714. else
  715. commander->setAlive(false);
  716. break;
  717. case EXPERIENCE:
  718. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  719. break;
  720. }
  721. }
  722. void AddQuest::applyGs(CGameState * gs) const
  723. {
  724. assert (vstd::contains(gs->players, player));
  725. auto * vec = &gs->players[player].quests;
  726. if (!vstd::contains(*vec, quest))
  727. vec->push_back (quest);
  728. else
  729. logNetwork->warn("Warning! Attempt to add duplicated quest");
  730. }
  731. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  732. {
  733. gs->allocatedArtifacts = allocatedArtifacts;
  734. }
  735. void ChangeFormation::applyGs(CGameState * gs) const
  736. {
  737. gs->getHero(hid)->setFormation(formation);
  738. }
  739. void HeroVisitCastle::applyGs(CGameState * gs) const
  740. {
  741. CGHeroInstance *h = gs->getHero(hid);
  742. CGTownInstance *t = gs->getTown(tid);
  743. assert(h);
  744. assert(t);
  745. if(start())
  746. t->setVisitingHero(h);
  747. else
  748. t->setVisitingHero(nullptr);
  749. }
  750. void ChangeSpells::applyGs(CGameState *gs)
  751. {
  752. CGHeroInstance *hero = gs->getHero(hid);
  753. if(learn)
  754. for(const auto & sid : spells)
  755. hero->addSpellToSpellbook(sid);
  756. else
  757. for(const auto & sid : spells)
  758. hero->removeSpellFromSpellbook(sid);
  759. }
  760. void SetMana::applyGs(CGameState * gs) const
  761. {
  762. CGHeroInstance * hero = gs->getHero(hid);
  763. assert(hero);
  764. if(absolute)
  765. hero->mana = val;
  766. else
  767. hero->mana += val;
  768. vstd::amax(hero->mana, 0); //not less than 0
  769. }
  770. void SetMovePoints::applyGs(CGameState * gs) const
  771. {
  772. CGHeroInstance *hero = gs->getHero(hid);
  773. assert(hero);
  774. if(absolute)
  775. hero->setMovementPoints(val);
  776. else
  777. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  778. }
  779. void FoWChange::applyGs(CGameState *gs)
  780. {
  781. TeamState * team = gs->getPlayerTeam(player);
  782. auto & fogOfWarMap = team->fogOfWarMap;
  783. for(const int3 & t : tiles)
  784. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  785. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  786. {
  787. std::unordered_set<int3> tilesRevealed;
  788. for (auto & elem : gs->map->objects)
  789. {
  790. const CGObjectInstance *o = elem;
  791. if (o)
  792. {
  793. switch(o->ID.toEnum())
  794. {
  795. case Obj::HERO:
  796. case Obj::MINE:
  797. case Obj::TOWN:
  798. case Obj::ABANDONED_MINE:
  799. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  800. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  801. break;
  802. }
  803. }
  804. }
  805. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  806. fogOfWarMap[t.z][t.x][t.y] = 1;
  807. }
  808. }
  809. void SetAvailableHero::applyGs(CGameState *gs)
  810. {
  811. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  812. }
  813. void GiveBonus::applyGs(CGameState *gs)
  814. {
  815. CBonusSystemNode *cbsn = nullptr;
  816. switch(who)
  817. {
  818. case ETarget::OBJECT:
  819. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  820. break;
  821. case ETarget::PLAYER:
  822. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  823. break;
  824. case ETarget::BATTLE:
  825. assert(Bonus::OneBattle(&bonus));
  826. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  827. break;
  828. }
  829. assert(cbsn);
  830. if(Bonus::OneWeek(&bonus))
  831. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  832. auto b = std::make_shared<Bonus>(bonus);
  833. cbsn->addNewBonus(b);
  834. }
  835. void ChangeObjPos::applyGs(CGameState *gs)
  836. {
  837. CGObjectInstance *obj = gs->getObjInstance(objid);
  838. if(!obj)
  839. {
  840. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  841. return;
  842. }
  843. gs->map->removeBlockVisTiles(obj);
  844. obj->pos = nPos + obj->getVisitableOffset();
  845. gs->map->addBlockVisTiles(obj);
  846. }
  847. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  848. {
  849. switch (mode) {
  850. case VISITOR_ADD:
  851. gs->getHero(hero)->visitedObjects.insert(object);
  852. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  853. break;
  854. case VISITOR_ADD_TEAM:
  855. {
  856. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  857. for(const auto & color : ts->players)
  858. {
  859. gs->getPlayerState(color)->visitedObjects.insert(object);
  860. }
  861. }
  862. break;
  863. case VISITOR_CLEAR:
  864. for (CGHeroInstance * hero : gs->map->allHeroes)
  865. {
  866. if (hero)
  867. {
  868. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  869. }
  870. }
  871. for(auto &elem : gs->players)
  872. {
  873. elem.second.visitedObjects.erase(object);
  874. }
  875. break;
  876. case VISITOR_GLOBAL:
  877. {
  878. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  879. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  880. break;
  881. }
  882. case VISITOR_REMOVE:
  883. gs->getHero(hero)->visitedObjects.erase(object);
  884. break;
  885. }
  886. }
  887. void ChangeArtifactsCostume::applyGs(CGameState * gs) const
  888. {
  889. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  890. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  891. costume->second = costumeSet;
  892. else
  893. allCostumes.try_emplace(costumeIdx, costumeSet);
  894. }
  895. void PlayerEndsGame::applyGs(CGameState * gs) const
  896. {
  897. PlayerState *p = gs->getPlayerState(player);
  898. if(victoryLossCheckResult.victory())
  899. {
  900. p->status = EPlayerStatus::WINNER;
  901. // TODO: Campaign-specific code might as well go somewhere else
  902. // keep all heroes from the winning player
  903. if(p->human && gs->scenarioOps->campState)
  904. {
  905. std::vector<CGHeroInstance *> crossoverHeroes;
  906. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  907. if (hero->tempOwner == player)
  908. crossoverHeroes.push_back(hero);
  909. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  910. }
  911. }
  912. else
  913. {
  914. p->status = EPlayerStatus::LOSER;
  915. }
  916. // defeated player may be making turn right now
  917. gs->actingPlayers.erase(player);
  918. }
  919. void PlayerReinitInterface::applyGs(CGameState *gs)
  920. {
  921. if(!gs || !gs->scenarioOps)
  922. return;
  923. //TODO: what does mean if more that one player connected?
  924. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  925. {
  926. for(const auto & player : players)
  927. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  928. }
  929. }
  930. void RemoveBonus::applyGs(CGameState *gs)
  931. {
  932. CBonusSystemNode *node = nullptr;
  933. switch(who)
  934. {
  935. case GiveBonus::ETarget::OBJECT:
  936. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  937. break;
  938. case GiveBonus::ETarget::PLAYER:
  939. node = gs->getPlayerState(whoID.as<PlayerColor>());
  940. break;
  941. case GiveBonus::ETarget::BATTLE:
  942. assert(Bonus::OneBattle(&bonus));
  943. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  944. break;
  945. }
  946. BonusList &bonuses = node->getExportedBonusList();
  947. for(const auto & b : bonuses)
  948. {
  949. if(b->source == source && b->sid == id)
  950. {
  951. bonus = *b; //backup bonus (to show to interfaces later)
  952. node->removeBonus(b);
  953. break;
  954. }
  955. }
  956. }
  957. void RemoveObject::applyGs(CGameState *gs)
  958. {
  959. CGObjectInstance *obj = gs->getObjInstance(objectID);
  960. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  961. //unblock tiles
  962. gs->map->removeBlockVisTiles(obj);
  963. if (initiator.isValidPlayer())
  964. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  965. if(obj->ID == Obj::HERO) //remove beaten hero
  966. {
  967. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  968. assert(beatenHero);
  969. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  970. gs->map->heroesOnMap -= beatenHero;
  971. p->heroes -= beatenHero;
  972. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  973. // FIXME: workaround:
  974. // hero should be attached to siegeNode after battle
  975. // however this code might also be called on dismissing hero while in town
  976. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  977. beatenHero->detachFrom(*siegeNode);
  978. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  979. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  980. {
  981. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  982. });
  983. if(beatenHero->visitedTown)
  984. {
  985. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  986. beatenHero->visitedTown->garrisonHero = nullptr;
  987. else
  988. beatenHero->visitedTown->visitingHero = nullptr;
  989. beatenHero->visitedTown = nullptr;
  990. beatenHero->inTownGarrison = false;
  991. }
  992. //return hero to the pool, so he may reappear in tavern
  993. gs->heroesPool->addHeroToPool(beatenHero);
  994. gs->map->objects[objectID.getNum()] = nullptr;
  995. //If hero on Boat is removed, the Boat disappears
  996. if(beatenHero->boat)
  997. {
  998. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  999. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1000. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1001. beatenHero->boat = nullptr;
  1002. }
  1003. return;
  1004. }
  1005. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1006. if (quest)
  1007. {
  1008. gs->map->quests[quest->quest->qid] = nullptr;
  1009. for (auto &player : gs->players)
  1010. {
  1011. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1012. return q.obj == obj;
  1013. });
  1014. }
  1015. }
  1016. gs->map->instanceNames.erase(obj->instanceName);
  1017. gs->map->objects[objectID.getNum()].dellNull();
  1018. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1019. }
  1020. static int getDir(const int3 & src, const int3 & dst)
  1021. {
  1022. int ret = -1;
  1023. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1024. {
  1025. ret = 1;
  1026. }
  1027. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1028. {
  1029. ret = 2;
  1030. }
  1031. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1032. {
  1033. ret = 3;
  1034. }
  1035. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1036. {
  1037. ret = 4;
  1038. }
  1039. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1040. {
  1041. ret = 5;
  1042. }
  1043. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1044. {
  1045. ret = 6;
  1046. }
  1047. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1048. {
  1049. ret = 7;
  1050. }
  1051. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1052. {
  1053. ret = 8;
  1054. }
  1055. return ret;
  1056. }
  1057. void TryMoveHero::applyGs(CGameState *gs)
  1058. {
  1059. CGHeroInstance *h = gs->getHero(id);
  1060. if (!h)
  1061. {
  1062. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1063. return;
  1064. }
  1065. h->setMovementPoints(movePoints);
  1066. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1067. {
  1068. auto dir = getDir(start,end);
  1069. if(dir > 0 && dir <= 8)
  1070. h->moveDir = dir;
  1071. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1072. }
  1073. if(result == EMBARK) //hero enters boat at destination tile
  1074. {
  1075. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1076. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1077. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1078. assert(boat);
  1079. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1080. h->boat = boat;
  1081. h->attachTo(*boat);
  1082. boat->hero = h;
  1083. }
  1084. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1085. {
  1086. auto * b = const_cast<CGBoat *>(h->boat);
  1087. b->direction = h->moveDir;
  1088. b->pos = start;
  1089. b->hero = nullptr;
  1090. gs->map->addBlockVisTiles(b);
  1091. h->detachFrom(*b);
  1092. h->boat = nullptr;
  1093. }
  1094. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1095. {
  1096. gs->map->removeBlockVisTiles(h);
  1097. h->pos = end;
  1098. if(auto * b = const_cast<CGBoat *>(h->boat))
  1099. b->pos = end;
  1100. gs->map->addBlockVisTiles(h);
  1101. }
  1102. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1103. for(const int3 & t : fowRevealed)
  1104. fogOfWarMap[t.z][t.x][t.y] = 1;
  1105. }
  1106. void NewStructures::applyGs(CGameState *gs)
  1107. {
  1108. CGTownInstance *t = gs->getTown(tid);
  1109. for(const auto & id : bid)
  1110. {
  1111. assert(t->town->buildings.at(id) != nullptr);
  1112. t->builtBuildings.insert(id);
  1113. t->updateAppearance();
  1114. auto currentBuilding = t->town->buildings.at(id);
  1115. if(currentBuilding->overrideBids.empty())
  1116. continue;
  1117. for(const auto & overrideBid : currentBuilding->overrideBids)
  1118. {
  1119. t->overriddenBuildings.insert(overrideBid);
  1120. t->deleteTownBonus(overrideBid);
  1121. }
  1122. }
  1123. t->built = built;
  1124. t->recreateBuildingsBonuses();
  1125. }
  1126. void RazeStructures::applyGs(CGameState *gs)
  1127. {
  1128. CGTownInstance *t = gs->getTown(tid);
  1129. for(const auto & id : bid)
  1130. {
  1131. t->builtBuildings.erase(id);
  1132. t->updateAppearance();
  1133. }
  1134. t->destroyed = destroyed; //yeaha
  1135. t->recreateBuildingsBonuses();
  1136. }
  1137. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1138. {
  1139. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1140. assert(dw);
  1141. dw->creatures = creatures;
  1142. }
  1143. void SetHeroesInTown::applyGs(CGameState * gs) const
  1144. {
  1145. CGTownInstance *t = gs->getTown(tid);
  1146. CGHeroInstance * v = gs->getHero(visiting);
  1147. CGHeroInstance * g = gs->getHero(garrison);
  1148. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1149. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1150. if(newVisitorComesFromGarrison)
  1151. t->setGarrisonedHero(nullptr);
  1152. if(newGarrisonComesFromVisiting)
  1153. t->setVisitingHero(nullptr);
  1154. if(!newGarrisonComesFromVisiting || v)
  1155. t->setVisitingHero(v);
  1156. if(!newVisitorComesFromGarrison || g)
  1157. t->setGarrisonedHero(g);
  1158. if(v)
  1159. {
  1160. gs->map->addBlockVisTiles(v);
  1161. }
  1162. if(g)
  1163. {
  1164. gs->map->removeBlockVisTiles(g);
  1165. }
  1166. }
  1167. void HeroRecruited::applyGs(CGameState * gs) const
  1168. {
  1169. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1170. CGTownInstance *t = gs->getTown(tid);
  1171. PlayerState *p = gs->getPlayerState(player);
  1172. if (boatId != ObjectInstanceID::NONE)
  1173. {
  1174. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1175. auto * boat = dynamic_cast<CGBoat *>(obj);
  1176. if (boat)
  1177. {
  1178. gs->map->removeBlockVisTiles(boat);
  1179. h->attachToBoat(boat);
  1180. }
  1181. }
  1182. h->setOwner(player);
  1183. h->pos = tile;
  1184. if(h->id == ObjectInstanceID())
  1185. {
  1186. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1187. gs->map->objects.emplace_back(h);
  1188. }
  1189. else
  1190. gs->map->objects[h->id.getNum()] = h;
  1191. gs->map->heroesOnMap.emplace_back(h);
  1192. p->heroes.emplace_back(h);
  1193. h->attachTo(*p);
  1194. gs->map->addBlockVisTiles(h);
  1195. if(t)
  1196. t->setVisitingHero(h);
  1197. }
  1198. void GiveHero::applyGs(CGameState * gs) const
  1199. {
  1200. CGHeroInstance *h = gs->getHero(id);
  1201. if (boatId != ObjectInstanceID::NONE)
  1202. {
  1203. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1204. auto * boat = dynamic_cast<CGBoat *>(obj);
  1205. if (boat)
  1206. {
  1207. gs->map->removeBlockVisTiles(boat);
  1208. h->attachToBoat(boat);
  1209. }
  1210. }
  1211. //bonus system
  1212. h->detachFrom(gs->globalEffects);
  1213. h->attachTo(*gs->getPlayerState(player));
  1214. auto oldVisitablePos = h->visitablePos();
  1215. gs->map->removeBlockVisTiles(h,true);
  1216. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1217. h->setOwner(player);
  1218. h->setMovementPoints(h->movementPointsLimit(true));
  1219. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1220. gs->map->heroesOnMap.emplace_back(h);
  1221. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1222. gs->map->addBlockVisTiles(h);
  1223. h->inTownGarrison = false;
  1224. }
  1225. void NewObject::applyGs(CGameState *gs)
  1226. {
  1227. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1228. gs->map->objects.emplace_back(newObject);
  1229. gs->map->addBlockVisTiles(newObject);
  1230. gs->map->calculateGuardingGreaturePositions();
  1231. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1232. }
  1233. void NewArtifact::applyGs(CGameState *gs)
  1234. {
  1235. assert(!vstd::contains(gs->map->artInstances, art));
  1236. assert(!art->getParentNodes().size());
  1237. assert(art->artType);
  1238. art->setType(art->artType);
  1239. if(art->isCombined())
  1240. {
  1241. for(const auto & part : art->artType->getConstituents())
  1242. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1243. }
  1244. gs->map->addNewArtifactInstance(art);
  1245. }
  1246. const CStackInstance * StackLocation::getStack()
  1247. {
  1248. if(!army->hasStackAtSlot(slot))
  1249. {
  1250. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1251. return nullptr;
  1252. }
  1253. return &army->getStack(slot);
  1254. }
  1255. struct ObjectRetriever
  1256. {
  1257. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1258. {
  1259. return h;
  1260. }
  1261. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1262. {
  1263. return s->armyObj;
  1264. }
  1265. };
  1266. template<typename T>
  1267. struct GetBase
  1268. {
  1269. template <typename TArg>
  1270. T * operator()(TArg &arg) const
  1271. {
  1272. return arg;
  1273. }
  1274. };
  1275. void ChangeStackCount::applyGs(CGameState * gs)
  1276. {
  1277. auto * srcObj = gs->getArmyInstance(army);
  1278. if(!srcObj)
  1279. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1280. if(absoluteValue)
  1281. srcObj->setStackCount(slot, count);
  1282. else
  1283. srcObj->changeStackCount(slot, count);
  1284. }
  1285. void SetStackType::applyGs(CGameState * gs)
  1286. {
  1287. auto * srcObj = gs->getArmyInstance(army);
  1288. if(!srcObj)
  1289. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1290. srcObj->setStackType(slot, type);
  1291. }
  1292. void EraseStack::applyGs(CGameState * gs)
  1293. {
  1294. auto * srcObj = gs->getArmyInstance(army);
  1295. if(!srcObj)
  1296. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1297. srcObj->eraseStack(slot);
  1298. }
  1299. void SwapStacks::applyGs(CGameState * gs)
  1300. {
  1301. auto * srcObj = gs->getArmyInstance(srcArmy);
  1302. if(!srcObj)
  1303. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1304. auto * dstObj = gs->getArmyInstance(dstArmy);
  1305. if(!dstObj)
  1306. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1307. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1308. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1309. srcObj->putStack(srcSlot, s2);
  1310. dstObj->putStack(dstSlot, s1);
  1311. }
  1312. void InsertNewStack::applyGs(CGameState *gs)
  1313. {
  1314. if(auto * obj = gs->getArmyInstance(army))
  1315. obj->putStack(slot, new CStackInstance(type, count));
  1316. else
  1317. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1318. }
  1319. void RebalanceStacks::applyGs(CGameState * gs)
  1320. {
  1321. auto * srcObj = gs->getArmyInstance(srcArmy);
  1322. if(!srcObj)
  1323. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1324. auto * dstObj = gs->getArmyInstance(dstArmy);
  1325. if(!dstObj)
  1326. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1327. StackLocation src(srcObj, srcSlot);
  1328. StackLocation dst(dstObj, dstSlot);
  1329. const CCreature * srcType = src.army->getCreature(src.slot);
  1330. TQuantity srcCount = src.army->getStackCount(src.slot);
  1331. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1332. if(srcCount == count) //moving whole stack
  1333. {
  1334. const auto c = dst.army->getCreature(dst.slot);
  1335. if(c) //stack at dest -> merge
  1336. {
  1337. assert(c == srcType);
  1338. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1339. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1340. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1341. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1342. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1343. {
  1344. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1345. {
  1346. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1347. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1348. {
  1349. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1350. }
  1351. //else - artifact can be lost :/
  1352. else
  1353. {
  1354. EraseArtifact ea;
  1355. ea.al = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
  1356. ea.al.creature = dst.slot;
  1357. ea.applyGs(gs);
  1358. logNetwork->warn("Cannot move artifact! No free slots");
  1359. }
  1360. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1361. //TODO: choose from dialog
  1362. }
  1363. else //just move to the other slot before stack gets erased
  1364. {
  1365. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1366. }
  1367. }
  1368. if (stackExp)
  1369. {
  1370. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1371. src.army->eraseStack(src.slot);
  1372. dst.army->changeStackCount(dst.slot, count);
  1373. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1374. }
  1375. else
  1376. {
  1377. src.army->eraseStack(src.slot);
  1378. dst.army->changeStackCount(dst.slot, count);
  1379. }
  1380. }
  1381. else //move stack to an empty slot, no exp change needed
  1382. {
  1383. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1384. dst.army->putStack(dst.slot, stackDetached);
  1385. }
  1386. }
  1387. else
  1388. {
  1389. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1390. if(c) //stack at dest -> rebalance
  1391. {
  1392. assert(c == srcType);
  1393. if (stackExp)
  1394. {
  1395. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1396. src.army->changeStackCount(src.slot, -count);
  1397. dst.army->changeStackCount(dst.slot, count);
  1398. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1399. }
  1400. else
  1401. {
  1402. src.army->changeStackCount(src.slot, -count);
  1403. dst.army->changeStackCount(dst.slot, count);
  1404. }
  1405. }
  1406. else //split stack to an empty slot
  1407. {
  1408. src.army->changeStackCount(src.slot, -count);
  1409. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1410. if (stackExp)
  1411. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1412. }
  1413. }
  1414. CBonusSystemNode::treeHasChanged();
  1415. }
  1416. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1417. {
  1418. for(auto & move : moves)
  1419. move.applyGs(gs);
  1420. }
  1421. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1422. {
  1423. for(auto & move : moves)
  1424. move.applyGs(gs);
  1425. for(auto & change : changes)
  1426. change.applyGs(gs);
  1427. }
  1428. void PutArtifact::applyGs(CGameState *gs)
  1429. {
  1430. // Ensure that artifact has been correctly added via NewArtifact pack
  1431. assert(vstd::contains(gs->map->artInstances, art));
  1432. assert(!art->getParentNodes().empty());
  1433. auto hero = gs->getHero(al.artHolder);
  1434. assert(hero);
  1435. assert(art && art->canBePutAt(hero, al.slot));
  1436. art->putAt(*hero, al.slot);
  1437. }
  1438. void EraseArtifact::applyGs(CGameState *gs)
  1439. {
  1440. const auto artSet = gs->getArtSet(al.artHolder);
  1441. assert(artSet);
  1442. const auto slot = artSet->getSlot(al.slot);
  1443. if(slot->locked)
  1444. {
  1445. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1446. DisassembledArtifact dis;
  1447. dis.al.artHolder = al.artHolder;
  1448. for(auto & slotInfo : artSet->artifactsWorn)
  1449. {
  1450. auto art = slotInfo.second.artifact;
  1451. if(art->isCombined() && art->isPart(slot->artifact))
  1452. {
  1453. dis.al.slot = artSet->getArtPos(art);
  1454. break;
  1455. }
  1456. }
  1457. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1458. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
  1459. dis.applyGs(gs);
  1460. }
  1461. else
  1462. {
  1463. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1464. }
  1465. auto art = artSet->getArt(al.slot);
  1466. assert(art);
  1467. art->removeFrom(*artSet, al.slot);
  1468. }
  1469. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1470. {
  1471. const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1472. {
  1473. std::vector<ArtifactPosition> packToRemove;
  1474. for(const auto & slotsPair : artsPack)
  1475. packToRemove.push_back(slotsPair.srcPos);
  1476. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1477. {
  1478. return slot0.num > slot1.num;
  1479. });
  1480. for(const auto & slot : packToRemove)
  1481. {
  1482. auto * art = artSet.getArt(slot);
  1483. assert(art);
  1484. art->removeFrom(artSet, slot);
  1485. }
  1486. };
  1487. const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1488. {
  1489. for(const auto & slotsPair : artsPack)
  1490. {
  1491. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1492. assert(art);
  1493. art->putAt(dstArtSet, slotsPair.dstPos);
  1494. }
  1495. };
  1496. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1497. assert(leftSet);
  1498. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1499. assert(rightSet);
  1500. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1501. bulkArtsRemove(artsPack0, *leftSet);
  1502. if(!artsPack1.empty())
  1503. {
  1504. CArtifactFittingSet artInitialSetRight(*rightSet);
  1505. bulkArtsRemove(artsPack1, *rightSet);
  1506. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1507. }
  1508. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1509. }
  1510. void AssembledArtifact::applyGs(CGameState *gs)
  1511. {
  1512. auto hero = gs->getHero(al.artHolder);
  1513. assert(hero);
  1514. const auto transformedArt = hero->getArt(al.slot);
  1515. assert(transformedArt);
  1516. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1517. {
  1518. return art->getId() == builtArt->getId();
  1519. }));
  1520. const auto transformedArtSlot = hero->getArtPos(transformedArt);
  1521. auto * combinedArt = new CArtifactInstance(builtArt);
  1522. gs->map->addNewArtifactInstance(combinedArt);
  1523. // Find slots for all involved artifacts
  1524. std::vector<ArtifactPosition> slotsInvolved;
  1525. for(const auto constituent : builtArt->getConstituents())
  1526. {
  1527. ArtifactPosition slot;
  1528. if(transformedArt->getTypeId() == constituent->getId())
  1529. slot = transformedArtSlot;
  1530. else
  1531. slot = hero->getArtPos(constituent->getId(), false, false);
  1532. assert(slot != ArtifactPosition::PRE_FIRST);
  1533. slotsInvolved.emplace_back(slot);
  1534. }
  1535. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1536. // Find a slot for combined artifact
  1537. al.slot = transformedArtSlot;
  1538. for(const auto slot : slotsInvolved)
  1539. {
  1540. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1541. {
  1542. if(ArtifactUtils::isSlotBackpack(slot))
  1543. {
  1544. al.slot = ArtifactPosition::BACKPACK_START;
  1545. break;
  1546. }
  1547. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1548. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1549. al.slot = slot;
  1550. }
  1551. else
  1552. {
  1553. if(ArtifactUtils::isSlotBackpack(slot))
  1554. al.slot = std::min(al.slot, slot);
  1555. }
  1556. }
  1557. // Delete parts from hero
  1558. for(const auto slot : slotsInvolved)
  1559. {
  1560. const auto constituentInstance = hero->getArt(slot);
  1561. constituentInstance->removeFrom(*hero, slot);
  1562. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1563. combinedArt->addPart(constituentInstance, slot);
  1564. else
  1565. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1566. }
  1567. // Put new combined artifacts
  1568. combinedArt->putAt(*hero, al.slot);
  1569. }
  1570. void DisassembledArtifact::applyGs(CGameState *gs)
  1571. {
  1572. auto hero = gs->getHero(al.artHolder);
  1573. assert(hero);
  1574. auto disassembledArt = hero->getArt(al.slot);
  1575. assert(disassembledArt);
  1576. auto parts = disassembledArt->getPartsInfo();
  1577. disassembledArt->removeFrom(*hero, al.slot);
  1578. for(auto & part : parts)
  1579. {
  1580. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1581. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1582. disassembledArt->detachFrom(*part.art);
  1583. part.art->putAt(*hero, slot);
  1584. }
  1585. gs->map->eraseArtifactInstance(disassembledArt);
  1586. }
  1587. void HeroVisit::applyGs(CGameState *gs)
  1588. {
  1589. }
  1590. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1591. {
  1592. if(id != ObjectInstanceID::NONE)
  1593. {
  1594. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1595. {
  1596. bm->artifacts = arts;
  1597. }
  1598. else
  1599. {
  1600. logNetwork->error("Wrong black market id!");
  1601. }
  1602. }
  1603. else
  1604. {
  1605. gs->map->townMerchantArtifacts = arts;
  1606. }
  1607. }
  1608. void NewTurn::applyGs(CGameState *gs)
  1609. {
  1610. gs->day = day;
  1611. // Update bonuses before doing anything else so hero don't get more MP than needed
  1612. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1613. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1614. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1615. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1616. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1617. {
  1618. CGHeroInstance *hero = gs->getHero(h.id);
  1619. if(!hero)
  1620. {
  1621. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1622. continue;
  1623. }
  1624. hero->setMovementPoints(h.move);
  1625. hero->mana = h.mana;
  1626. }
  1627. gs->heroesPool->onNewDay();
  1628. for(const auto & re : res)
  1629. {
  1630. assert(re.first.isValidPlayer());
  1631. gs->getPlayerState(re.first)->resources = re.second;
  1632. gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1633. }
  1634. for(const auto & creatureSet : cres) //set available creatures in towns
  1635. creatureSet.second.applyGs(gs);
  1636. for(CGTownInstance* t : gs->map->towns)
  1637. t->built = 0;
  1638. if(newRumor)
  1639. gs->currentRumor = *newRumor;
  1640. }
  1641. void SetObjectProperty::applyGs(CGameState * gs) const
  1642. {
  1643. CGObjectInstance *obj = gs->getObjInstance(id);
  1644. if(!obj)
  1645. {
  1646. logNetwork->error("Wrong object ID - property cannot be set!");
  1647. return;
  1648. }
  1649. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1650. if(what == ObjProperty::OWNER && cai)
  1651. {
  1652. if(obj->ID == Obj::TOWN)
  1653. {
  1654. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1655. assert(t);
  1656. PlayerColor oldOwner = t->tempOwner;
  1657. if(oldOwner.isValidPlayer())
  1658. {
  1659. auto * state = gs->getPlayerState(oldOwner);
  1660. state->towns -= t;
  1661. if(state->towns.empty())
  1662. state->daysWithoutCastle = 0;
  1663. }
  1664. if(identifier.as<PlayerColor>().isValidPlayer())
  1665. {
  1666. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1667. p->towns.emplace_back(t);
  1668. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1669. if(p->daysWithoutCastle)
  1670. p->daysWithoutCastle = std::nullopt;
  1671. }
  1672. }
  1673. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1674. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1675. obj->setProperty(what, identifier);
  1676. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1677. }
  1678. else //not an armed instance
  1679. {
  1680. obj->setProperty(what, identifier);
  1681. }
  1682. }
  1683. void HeroLevelUp::applyGs(CGameState * gs) const
  1684. {
  1685. auto * hero = gs->getHero(heroId);
  1686. assert(hero);
  1687. hero->levelUp(skills);
  1688. }
  1689. void CommanderLevelUp::applyGs(CGameState * gs) const
  1690. {
  1691. auto * hero = gs->getHero(heroId);
  1692. assert(hero);
  1693. auto commander = hero->commander;
  1694. assert(commander);
  1695. commander->levelUp();
  1696. }
  1697. void BattleStart::applyGs(CGameState * gs) const
  1698. {
  1699. assert(battleID == gs->nextBattleID);
  1700. gs->currentBattles.emplace_back(info);
  1701. info->battleID = gs->nextBattleID;
  1702. info->localInit();
  1703. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1704. }
  1705. void BattleNextRound::applyGs(CGameState * gs) const
  1706. {
  1707. gs->getBattle(battleID)->nextRound();
  1708. }
  1709. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1710. {
  1711. gs->getBattle(battleID)->nextTurn(stack);
  1712. }
  1713. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1714. {
  1715. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1716. assert(st);
  1717. switch(static_cast<BonusType>(effect))
  1718. {
  1719. case BonusType::HP_REGENERATION:
  1720. {
  1721. int64_t toHeal = val;
  1722. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1723. break;
  1724. }
  1725. case BonusType::MANA_DRAIN:
  1726. {
  1727. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1728. st->drainedMana = true;
  1729. h->mana -= val;
  1730. vstd::amax(h->mana, 0);
  1731. break;
  1732. }
  1733. case BonusType::POISON:
  1734. {
  1735. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1736. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1737. if (b)
  1738. b->val = val;
  1739. break;
  1740. }
  1741. case BonusType::ENCHANTER:
  1742. case BonusType::MORALE:
  1743. break;
  1744. case BonusType::FEAR:
  1745. st->fear = true;
  1746. break;
  1747. default:
  1748. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1749. }
  1750. }
  1751. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1752. {
  1753. if(gs->getBattle(battleID))
  1754. gs->getBattle(battleID)->si.gateState = state;
  1755. }
  1756. void BattleCancelled::applyGs(CGameState * gs) const
  1757. {
  1758. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1759. {
  1760. return battle->battleID == battleID;
  1761. });
  1762. assert(currentBattle != gs->currentBattles.end());
  1763. gs->currentBattles.erase(currentBattle);
  1764. }
  1765. void BattleResultAccepted::applyGs(CGameState * gs) const
  1766. {
  1767. // Remove any "until next battle" bonuses
  1768. for(auto & res : heroResult)
  1769. {
  1770. if(res.hero)
  1771. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1772. }
  1773. if(winnerSide != BattleSide::NONE)
  1774. {
  1775. // Grow up growing artifacts
  1776. const auto hero = heroResult[winnerSide].hero;
  1777. if (hero)
  1778. {
  1779. if(hero->commander && hero->commander->alive)
  1780. {
  1781. for(auto & art : hero->commander->artifactsWorn)
  1782. art.second.artifact->growingUp();
  1783. }
  1784. for(auto & art : hero->artifactsWorn)
  1785. {
  1786. art.second.artifact->growingUp();
  1787. }
  1788. }
  1789. }
  1790. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1791. {
  1792. if(heroResult[BattleSide::ATTACKER].army)
  1793. heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1794. if(heroResult[BattleSide::DEFENDER].army)
  1795. heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1796. CBonusSystemNode::treeHasChanged();
  1797. }
  1798. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1799. {
  1800. return battle->battleID == battleID;
  1801. });
  1802. assert(currentBattle != gs->currentBattles.end());
  1803. gs->currentBattles.erase(currentBattle);
  1804. }
  1805. void BattleLogMessage::applyGs(CGameState *gs)
  1806. {
  1807. //nothing
  1808. }
  1809. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1810. {
  1811. //nothing
  1812. }
  1813. void BattleStackMoved::applyGs(CGameState *gs)
  1814. {
  1815. applyBattle(gs->getBattle(battleID));
  1816. }
  1817. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1818. {
  1819. battleState->moveUnit(stack, tilesToMove.back());
  1820. }
  1821. void BattleStackAttacked::applyGs(CGameState * gs)
  1822. {
  1823. applyBattle(gs->getBattle(battleID));
  1824. }
  1825. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1826. {
  1827. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1828. }
  1829. void BattleAttack::applyGs(CGameState * gs)
  1830. {
  1831. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1832. assert(attacker);
  1833. attackerChanges.applyGs(gs);
  1834. for(BattleStackAttacked & stackAttacked : bsa)
  1835. stackAttacked.applyGs(gs);
  1836. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1837. if(!this->counter())
  1838. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1839. }
  1840. void StartAction::applyGs(CGameState *gs)
  1841. {
  1842. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1843. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1844. {
  1845. gs->getBattle(battleID)->tacticDistance = 0;
  1846. return;
  1847. }
  1848. if(gs->getBattle(battleID)->tacticDistance)
  1849. {
  1850. // moves in tactics phase do not affect creature status
  1851. // (tactics stack queue is managed by client)
  1852. return;
  1853. }
  1854. if (ba.isUnitAction())
  1855. {
  1856. assert(st); // stack must exists for all non-hero actions
  1857. switch(ba.actionType)
  1858. {
  1859. case EActionType::DEFEND:
  1860. st->waiting = false;
  1861. st->defending = true;
  1862. st->defendingAnim = true;
  1863. break;
  1864. case EActionType::WAIT:
  1865. st->defendingAnim = false;
  1866. st->waiting = true;
  1867. st->waitedThisTurn = true;
  1868. break;
  1869. case EActionType::HERO_SPELL: //no change in current stack state
  1870. break;
  1871. default: //any active stack action - attack, catapult, heal, spell...
  1872. st->waiting = false;
  1873. st->defendingAnim = false;
  1874. st->movedThisRound = true;
  1875. break;
  1876. }
  1877. }
  1878. else
  1879. {
  1880. if(ba.actionType == EActionType::HERO_SPELL)
  1881. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1882. }
  1883. }
  1884. void BattleSpellCast::applyGs(CGameState * gs) const
  1885. {
  1886. if(castByHero && side != BattleSide::NONE)
  1887. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1888. }
  1889. void SetStackEffect::applyGs(CGameState *gs)
  1890. {
  1891. applyBattle(gs->getBattle(battleID));
  1892. }
  1893. void SetStackEffect::applyBattle(IBattleState * battleState)
  1894. {
  1895. for(const auto & stackData : toRemove)
  1896. battleState->removeUnitBonus(stackData.first, stackData.second);
  1897. for(const auto & stackData : toUpdate)
  1898. battleState->updateUnitBonus(stackData.first, stackData.second);
  1899. for(const auto & stackData : toAdd)
  1900. battleState->addUnitBonus(stackData.first, stackData.second);
  1901. }
  1902. void StacksInjured::applyGs(CGameState *gs)
  1903. {
  1904. applyBattle(gs->getBattle(battleID));
  1905. }
  1906. void StacksInjured::applyBattle(IBattleState * battleState)
  1907. {
  1908. for(BattleStackAttacked stackAttacked : stacks)
  1909. stackAttacked.applyBattle(battleState);
  1910. }
  1911. void BattleUnitsChanged::applyGs(CGameState *gs)
  1912. {
  1913. applyBattle(gs->getBattle(battleID));
  1914. }
  1915. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1916. {
  1917. for(auto & elem : changedStacks)
  1918. {
  1919. switch(elem.operation)
  1920. {
  1921. case BattleChanges::EOperation::RESET_STATE:
  1922. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1923. break;
  1924. case BattleChanges::EOperation::REMOVE:
  1925. battleState->removeUnit(elem.id);
  1926. break;
  1927. case BattleChanges::EOperation::ADD:
  1928. battleState->addUnit(elem.id, elem.data);
  1929. break;
  1930. case BattleChanges::EOperation::UPDATE:
  1931. battleState->updateUnit(elem.id, elem.data);
  1932. break;
  1933. default:
  1934. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1935. break;
  1936. }
  1937. }
  1938. }
  1939. void BattleObstaclesChanged::applyGs(CGameState * gs)
  1940. {
  1941. applyBattle(gs->getBattle(battleID));
  1942. }
  1943. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1944. {
  1945. for(const auto & change : changes)
  1946. {
  1947. switch(change.operation)
  1948. {
  1949. case BattleChanges::EOperation::REMOVE:
  1950. battleState->removeObstacle(change.id);
  1951. break;
  1952. case BattleChanges::EOperation::ADD:
  1953. battleState->addObstacle(change);
  1954. break;
  1955. case BattleChanges::EOperation::UPDATE:
  1956. battleState->updateObstacle(change);
  1957. break;
  1958. default:
  1959. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1960. break;
  1961. }
  1962. }
  1963. }
  1964. CatapultAttack::CatapultAttack() = default;
  1965. CatapultAttack::~CatapultAttack() = default;
  1966. void CatapultAttack::applyGs(CGameState * gs)
  1967. {
  1968. applyBattle(gs->getBattle(battleID));
  1969. }
  1970. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1971. {
  1972. visitor.visitCatapultAttack(*this);
  1973. }
  1974. void CatapultAttack::applyBattle(IBattleState * battleState)
  1975. {
  1976. const auto * town = battleState->getDefendedTown();
  1977. if(!town)
  1978. return;
  1979. if(town->fortLevel() == CGTownInstance::NONE)
  1980. return;
  1981. for(const auto & part : attackedParts)
  1982. {
  1983. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  1984. battleState->setWallState(part.attackedPart, newWallState);
  1985. }
  1986. }
  1987. void BattleSetStackProperty::applyGs(CGameState * gs) const
  1988. {
  1989. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  1990. switch(which)
  1991. {
  1992. case CASTS:
  1993. {
  1994. if(absolute)
  1995. logNetwork->error("Can not change casts in absolute mode");
  1996. else
  1997. stack->casts.use(-val);
  1998. break;
  1999. }
  2000. case ENCHANTER_COUNTER:
  2001. {
  2002. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  2003. if(absolute)
  2004. counter = val;
  2005. else
  2006. counter += val;
  2007. vstd::amax(counter, 0);
  2008. break;
  2009. }
  2010. case UNBIND:
  2011. {
  2012. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2013. break;
  2014. }
  2015. case CLONED:
  2016. {
  2017. stack->cloned = true;
  2018. break;
  2019. }
  2020. case HAS_CLONE:
  2021. {
  2022. stack->cloneID = val;
  2023. break;
  2024. }
  2025. }
  2026. }
  2027. void PlayerCheated::applyGs(CGameState * gs) const
  2028. {
  2029. if(!player.isValidPlayer())
  2030. return;
  2031. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2032. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2033. gs->getPlayerState(player)->cheated = true;
  2034. }
  2035. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2036. {
  2037. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2038. gs->actingPlayers.insert(player);
  2039. }
  2040. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2041. {
  2042. assert(gs->actingPlayers.count(player) == 1);
  2043. gs->actingPlayers.erase(player);
  2044. }
  2045. void DaysWithoutTown::applyGs(CGameState * gs) const
  2046. {
  2047. auto & playerState = gs->players[player];
  2048. playerState.daysWithoutCastle = daysWithoutCastle;
  2049. }
  2050. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2051. {
  2052. auto & playerState = gs->players[player];
  2053. playerState.turnTimer = turnTimer;
  2054. }
  2055. void EntitiesChanged::applyGs(CGameState * gs)
  2056. {
  2057. for(const auto & change : changes)
  2058. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2059. }
  2060. void SetRewardableConfiguration::applyGs(CGameState * gs)
  2061. {
  2062. auto * objectPtr = gs->getObjInstance(objectID);
  2063. if (!buildingID.hasValue())
  2064. {
  2065. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2066. assert(rewardablePtr);
  2067. rewardablePtr->configuration = configuration;
  2068. }
  2069. else
  2070. {
  2071. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2072. CGTownBuilding * buildingPtr = nullptr;
  2073. for (CGTownBuilding * building : townPtr->bonusingBuildings)
  2074. if (building->getBuildingType() == buildingID)
  2075. buildingPtr = building;
  2076. auto * rewardablePtr = dynamic_cast<CTownRewardableBuilding *>(buildingPtr);
  2077. assert(rewardablePtr);
  2078. rewardablePtr->configuration = configuration;
  2079. }
  2080. }
  2081. void SetBankConfiguration::applyGs(CGameState * gs)
  2082. {
  2083. auto * objectPtr = gs->getObjInstance(objectID);
  2084. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2085. assert(bankPtr);
  2086. bankPtr->setConfig(configuration);
  2087. }
  2088. const CArtifactInstance * ArtSlotInfo::getArt() const
  2089. {
  2090. if(locked)
  2091. {
  2092. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2093. return nullptr;
  2094. }
  2095. return artifact;
  2096. }
  2097. VCMI_LIB_NAMESPACE_END