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