NetPacksLib.cpp 60 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 "SaveLocalState.h"
  16. #include "SetRewardableConfiguration.h"
  17. #include "StackLocation.h"
  18. #include "PacksForLobby.h"
  19. #include "SetStackEffect.h"
  20. #include "NetPackVisitor.h"
  21. #include "texts/CGeneralTextHandler.h"
  22. #include "CArtHandler.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 SaveLocalState::visitTyped(ICPackVisitor & visitor)
  85. {
  86. visitor.visitSaveLocalState(*this);
  87. }
  88. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  89. {
  90. visitor.visitPackageApplied(*this);
  91. }
  92. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  93. {
  94. visitor.visitSystemMessage(*this);
  95. }
  96. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  97. {
  98. visitor.visitPlayerBlocked(*this);
  99. }
  100. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  101. {
  102. visitor.visitPlayerCheated(*this);
  103. }
  104. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  105. {
  106. visitor.visitPlayerStartsTurn(*this);
  107. }
  108. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  109. {
  110. visitor.visitDaysWithoutTown(*this);
  111. }
  112. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  113. {
  114. visitor.visitEntitiesChanged(*this);
  115. }
  116. void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
  117. {
  118. visitor.visitSetRewardableConfiguration(*this);
  119. }
  120. void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
  121. {
  122. visitor.visitSetBankConfiguration(*this);
  123. }
  124. void SetResources::visitTyped(ICPackVisitor & visitor)
  125. {
  126. visitor.visitSetResources(*this);
  127. }
  128. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  129. {
  130. visitor.visitSetPrimSkill(*this);
  131. }
  132. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  133. {
  134. visitor.visitSetSecSkill(*this);
  135. }
  136. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  137. {
  138. visitor.visitHeroVisitCastle(*this);
  139. }
  140. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitChangeSpells(*this);
  143. }
  144. void SetResearchedSpells::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitSetResearchedSpells(*this);
  147. }
  148. void SetMana::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitSetMana(*this);
  151. }
  152. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitSetMovePoints(*this);
  155. }
  156. void FoWChange::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitFoWChange(*this);
  159. }
  160. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitSetAvailableHeroes(*this);
  163. }
  164. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitGiveBonus(*this);
  167. }
  168. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitChangeObjPos(*this);
  171. }
  172. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitPlayerEndsTurn(*this);
  175. }
  176. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitPlayerEndsGame(*this);
  179. }
  180. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitPlayerReinitInterface(*this);
  183. }
  184. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitRemoveBonus(*this);
  187. }
  188. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitSetCommanderProperty(*this);
  191. }
  192. void AddQuest::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitAddQuest(*this);
  195. }
  196. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitUpdateArtHandlerLists(*this);
  199. }
  200. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitChangeFormation(*this);
  203. }
  204. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitRemoveObject(*this);
  207. }
  208. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitTryMoveHero(*this);
  211. }
  212. void NewStructures::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitNewStructures(*this);
  215. }
  216. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitRazeStructures(*this);
  219. }
  220. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitSetAvailableCreatures(*this);
  223. }
  224. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitSetHeroesInTown(*this);
  227. }
  228. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitHeroRecruited(*this);
  231. }
  232. void GiveHero::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitGiveHero(*this);
  235. }
  236. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitOpenWindow(*this);
  239. }
  240. void NewObject::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitNewObject(*this);
  243. }
  244. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitSetAvailableArtifacts(*this);
  247. }
  248. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitNewArtifact(*this);
  251. }
  252. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitChangeStackCount(*this);
  255. }
  256. void SetStackType::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitSetStackType(*this);
  259. }
  260. void EraseStack::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitEraseStack(*this);
  263. }
  264. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitSwapStacks(*this);
  267. }
  268. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitInsertNewStack(*this);
  271. }
  272. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitRebalanceStacks(*this);
  275. }
  276. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitBulkRebalanceStacks(*this);
  279. }
  280. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitBulkSmartRebalanceStacks(*this);
  283. }
  284. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitPutArtifact(*this);
  287. }
  288. void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitEraseArtifact(*this);
  291. }
  292. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitBulkMoveArtifacts(*this);
  295. }
  296. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitAssembledArtifact(*this);
  299. }
  300. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitDisassembledArtifact(*this);
  303. }
  304. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitHeroVisit(*this);
  307. }
  308. void NewTurn::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitNewTurn(*this);
  311. }
  312. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitInfoWindow(*this);
  315. }
  316. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitSetObjectProperty(*this);
  319. }
  320. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitChangeObjectVisitors(*this);
  323. }
  324. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitChangeArtifactsCostume(*this);
  327. }
  328. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitHeroLevelUp(*this);
  331. }
  332. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitCommanderLevelUp(*this);
  335. }
  336. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitBlockingDialog(*this);
  339. }
  340. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitGarrisonDialog(*this);
  343. }
  344. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitExchangeDialog(*this);
  347. }
  348. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitTeleportDialog(*this);
  351. }
  352. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitMapObjectSelectDialog(*this);
  355. }
  356. void BattleStart::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleStart(*this);
  359. }
  360. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitBattleNextRound(*this);
  363. }
  364. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitBattleSetActiveStack(*this);
  367. }
  368. void BattleResult::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleResult(*this);
  371. }
  372. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitBattleLogMessage(*this);
  375. }
  376. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitBattleStackMoved(*this);
  379. }
  380. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitBattleUnitsChanged(*this);
  383. }
  384. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitBattleAttack(*this);
  387. }
  388. void StartAction::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitStartAction(*this);
  391. }
  392. void EndAction::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitEndAction(*this);
  395. }
  396. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitBattleSpellCast(*this);
  399. }
  400. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitSetStackEffect(*this);
  403. }
  404. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitStacksInjured(*this);
  407. }
  408. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitBattleResultsApplied(*this);
  411. }
  412. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitBattleObstaclesChanged(*this);
  415. }
  416. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitBattleSetStackProperty(*this);
  419. }
  420. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitBattleTriggerEffect(*this);
  423. }
  424. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitBattleUpdateGateState(*this);
  427. }
  428. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitAdvmapSpellCast(*this);
  431. }
  432. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitShowWorldViewEx(*this);
  435. }
  436. void EndTurn::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitEndTurn(*this);
  439. }
  440. void GamePause::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitGamePause(*this);
  443. }
  444. void DismissHero::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitDismissHero(*this);
  447. }
  448. void MoveHero::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitMoveHero(*this);
  451. }
  452. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitCastleTeleportHero(*this);
  455. }
  456. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitArrangeStacks(*this);
  459. }
  460. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitBulkMoveArmy(*this);
  463. }
  464. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitBulkSplitStack(*this);
  467. }
  468. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitBulkMergeStacks(*this);
  471. }
  472. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitBulkSmartSplitStack(*this);
  475. }
  476. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitDisbandCreature(*this);
  479. }
  480. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitBuildStructure(*this);
  483. }
  484. void VisitTownBuilding::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitVisitTownBuilding(*this);
  487. }
  488. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitRazeStructure(*this);
  491. }
  492. void SpellResearch::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitSpellResearch(*this);
  495. }
  496. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitRecruitCreatures(*this);
  499. }
  500. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitUpgradeCreature(*this);
  503. }
  504. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitGarrisonHeroSwap(*this);
  507. }
  508. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitExchangeArtifacts(*this);
  511. }
  512. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitBulkExchangeArtifacts(*this);
  515. }
  516. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitManageBackpackArtifacts(*this);
  519. }
  520. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitManageEquippedArtifacts(*this);
  523. }
  524. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitAssembleArtifacts(*this);
  527. }
  528. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitEraseArtifactByClient(*this);
  531. }
  532. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitBuyArtifact(*this);
  535. }
  536. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitTradeOnMarketplace(*this);
  539. }
  540. void SetFormation::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitSetFormation(*this);
  543. }
  544. void HireHero::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitHireHero(*this);
  547. }
  548. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitBuildBoat(*this);
  551. }
  552. void QueryReply::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitQueryReply(*this);
  555. }
  556. void MakeAction::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitMakeAction(*this);
  559. }
  560. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitDigWithHero(*this);
  563. }
  564. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitCastAdvSpell(*this);
  567. }
  568. void SaveGame::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitSaveGame(*this);
  571. }
  572. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitPlayerMessage(*this);
  575. }
  576. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitPlayerMessageClient(*this);
  579. }
  580. void CenterView::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitCenterView(*this);
  583. }
  584. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyClientConnected(*this);
  587. }
  588. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbyClientDisconnected(*this);
  591. }
  592. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbyChatMessage(*this);
  595. }
  596. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbyGuiAction(*this);
  599. }
  600. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbyLoadProgress(*this);
  603. }
  604. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbyRestartGame(*this);
  607. }
  608. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbyStartGame(*this);
  611. }
  612. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbyPrepareStartGame(*this);
  615. }
  616. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbyChangeHost(*this);
  619. }
  620. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbyUpdateState(*this);
  623. }
  624. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbySetMap(*this);
  627. }
  628. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbySetCampaign(*this);
  631. }
  632. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbySetCampaignMap(*this);
  635. }
  636. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  637. {
  638. visitor.visitLobbySetCampaignBonus(*this);
  639. }
  640. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  641. {
  642. visitor.visitLobbyChangePlayerOption(*this);
  643. }
  644. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  645. {
  646. visitor.visitLobbySetPlayer(*this);
  647. }
  648. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  649. {
  650. visitor.visitLobbySetPlayerName(*this);
  651. }
  652. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  653. {
  654. visitor.visitLobbySetPlayerHandicap(*this);
  655. }
  656. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  657. {
  658. visitor.visitLobbySetSimturns(*this);
  659. }
  660. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  661. {
  662. visitor.visitLobbySetTurnTime(*this);
  663. }
  664. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  665. {
  666. visitor.visitLobbySetExtraOptions(*this);
  667. }
  668. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  669. {
  670. visitor.visitLobbySetDifficulty(*this);
  671. }
  672. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  673. {
  674. visitor.visitLobbyForceSetPlayer(*this);
  675. }
  676. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  677. {
  678. visitor.visitLobbyShowMessage(*this);
  679. }
  680. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  681. {
  682. visitor.visitLobbyPvPAction(*this);
  683. }
  684. void LobbyDelete::visitTyped(ICPackVisitor & visitor)
  685. {
  686. visitor.visitLobbyDelete(*this);
  687. }
  688. void SetResources::applyGs(CGameState *gs)
  689. {
  690. assert(player.isValidPlayer());
  691. if(abs)
  692. gs->getPlayerState(player)->resources = res;
  693. else
  694. gs->getPlayerState(player)->resources += res;
  695. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  696. //just ensure that player resources are not negative
  697. //server is responsible to check if player can afford deal
  698. //but events on server side are allowed to take more than player have
  699. gs->getPlayerState(player)->resources.positive();
  700. }
  701. void SetPrimSkill::applyGs(CGameState *gs)
  702. {
  703. CGHeroInstance * hero = gs->getHero(id);
  704. assert(hero);
  705. hero->setPrimarySkill(which, val, abs);
  706. }
  707. void SetSecSkill::applyGs(CGameState *gs)
  708. {
  709. CGHeroInstance *hero = gs->getHero(id);
  710. hero->setSecSkillLevel(which, val, abs);
  711. }
  712. void SetCommanderProperty::applyGs(CGameState *gs)
  713. {
  714. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  715. assert (commander);
  716. switch (which)
  717. {
  718. case BONUS:
  719. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  720. break;
  721. case SPECIAL_SKILL:
  722. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  723. commander->specialSkills.insert (additionalInfo);
  724. break;
  725. case SECONDARY_SKILL:
  726. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  727. break;
  728. case ALIVE:
  729. if (amount)
  730. commander->setAlive(true);
  731. else
  732. commander->setAlive(false);
  733. break;
  734. case EXPERIENCE:
  735. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  736. break;
  737. }
  738. }
  739. void AddQuest::applyGs(CGameState *gs)
  740. {
  741. assert (vstd::contains(gs->players, player));
  742. auto * vec = &gs->players[player].quests;
  743. if (!vstd::contains(*vec, quest))
  744. vec->push_back (quest);
  745. else
  746. logNetwork->warn("Warning! Attempt to add duplicated quest");
  747. }
  748. void UpdateArtHandlerLists::applyGs(CGameState *gs)
  749. {
  750. gs->allocatedArtifacts = allocatedArtifacts;
  751. }
  752. void ChangeFormation::applyGs(CGameState *gs)
  753. {
  754. gs->getHero(hid)->setFormation(formation);
  755. }
  756. void HeroVisitCastle::applyGs(CGameState *gs)
  757. {
  758. CGHeroInstance *h = gs->getHero(hid);
  759. CGTownInstance *t = gs->getTown(tid);
  760. assert(h);
  761. assert(t);
  762. if(start())
  763. t->setVisitingHero(h);
  764. else
  765. t->setVisitingHero(nullptr);
  766. }
  767. void ChangeSpells::applyGs(CGameState *gs)
  768. {
  769. CGHeroInstance *hero = gs->getHero(hid);
  770. if(learn)
  771. for(const auto & sid : spells)
  772. hero->addSpellToSpellbook(sid);
  773. else
  774. for(const auto & sid : spells)
  775. hero->removeSpellFromSpellbook(sid);
  776. }
  777. void SetResearchedSpells::applyGs(CGameState *gs)
  778. {
  779. CGTownInstance *town = gs->getTown(tid);
  780. town->spells[level] = spells;
  781. town->spellResearchCounterDay++;
  782. if(accepted)
  783. town->spellResearchAcceptedCounter++;
  784. }
  785. void SetMana::applyGs(CGameState *gs)
  786. {
  787. CGHeroInstance * hero = gs->getHero(hid);
  788. assert(hero);
  789. if(absolute)
  790. hero->mana = val;
  791. else
  792. hero->mana += val;
  793. vstd::amax(hero->mana, 0); //not less than 0
  794. }
  795. void SetMovePoints::applyGs(CGameState *gs)
  796. {
  797. CGHeroInstance *hero = gs->getHero(hid);
  798. assert(hero);
  799. if(absolute)
  800. hero->setMovementPoints(val);
  801. else
  802. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  803. }
  804. void FoWChange::applyGs(CGameState *gs)
  805. {
  806. TeamState * team = gs->getPlayerTeam(player);
  807. auto & fogOfWarMap = team->fogOfWarMap;
  808. for(const int3 & t : tiles)
  809. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  810. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  811. {
  812. std::unordered_set<int3> tilesRevealed;
  813. for (auto & elem : gs->map->objects)
  814. {
  815. const CGObjectInstance *o = elem;
  816. if (o)
  817. {
  818. switch(o->ID.toEnum())
  819. {
  820. case Obj::HERO:
  821. case Obj::MINE:
  822. case Obj::TOWN:
  823. case Obj::ABANDONED_MINE:
  824. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  825. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  826. break;
  827. }
  828. }
  829. }
  830. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  831. fogOfWarMap[t.z][t.x][t.y] = 1;
  832. }
  833. }
  834. void SetAvailableHero::applyGs(CGameState *gs)
  835. {
  836. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  837. }
  838. void GiveBonus::applyGs(CGameState *gs)
  839. {
  840. CBonusSystemNode *cbsn = nullptr;
  841. switch(who)
  842. {
  843. case ETarget::OBJECT:
  844. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  845. break;
  846. case ETarget::PLAYER:
  847. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  848. break;
  849. case ETarget::BATTLE:
  850. assert(Bonus::OneBattle(&bonus));
  851. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  852. break;
  853. }
  854. assert(cbsn);
  855. if(Bonus::OneWeek(&bonus))
  856. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  857. auto b = std::make_shared<Bonus>(bonus);
  858. cbsn->addNewBonus(b);
  859. }
  860. void ChangeObjPos::applyGs(CGameState *gs)
  861. {
  862. CGObjectInstance *obj = gs->getObjInstance(objid);
  863. if(!obj)
  864. {
  865. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  866. return;
  867. }
  868. gs->map->removeBlockVisTiles(obj);
  869. obj->setAnchorPos(nPos + obj->getVisitableOffset());
  870. gs->map->addBlockVisTiles(obj);
  871. }
  872. void ChangeObjectVisitors::applyGs(CGameState *gs)
  873. {
  874. switch (mode) {
  875. case VISITOR_ADD_HERO:
  876. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  877. gs->getHero(hero)->visitedObjects.insert(object);
  878. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  879. break;
  880. case VISITOR_ADD_PLAYER:
  881. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  882. for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)
  883. gs->getPlayerState(color)->visitedObjects.insert(object);
  884. break;
  885. case VISITOR_CLEAR:
  886. // remove visit info from all heroes, including those that are not present on map
  887. for (CGHeroInstance * hero : gs->map->allHeroes)
  888. if (hero)
  889. hero->visitedObjects.erase(object);
  890. for(auto &elem : gs->players)
  891. elem.second.visitedObjects.erase(object);
  892. for(auto &elem : gs->teams)
  893. elem.second.scoutedObjects.erase(object);
  894. break;
  895. case VISITOR_SCOUTED:
  896. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  897. break;
  898. case VISITOR_GLOBAL:
  899. {
  900. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  901. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  902. break;
  903. }
  904. }
  905. }
  906. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  907. {
  908. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  909. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  910. costume->second = costumeSet;
  911. else
  912. allCostumes.try_emplace(costumeIdx, costumeSet);
  913. }
  914. void PlayerEndsGame::applyGs(CGameState *gs)
  915. {
  916. PlayerState *p = gs->getPlayerState(player);
  917. if(victoryLossCheckResult.victory())
  918. {
  919. p->status = EPlayerStatus::WINNER;
  920. // TODO: Campaign-specific code might as well go somewhere else
  921. // keep all heroes from the winning player
  922. if(p->human && gs->scenarioOps->campState)
  923. {
  924. std::vector<CGHeroInstance *> crossoverHeroes;
  925. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  926. if (hero->tempOwner == player)
  927. crossoverHeroes.push_back(hero);
  928. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  929. }
  930. }
  931. else
  932. {
  933. p->status = EPlayerStatus::LOSER;
  934. }
  935. // defeated player may be making turn right now
  936. gs->actingPlayers.erase(player);
  937. }
  938. void PlayerReinitInterface::applyGs(CGameState *gs)
  939. {
  940. if(!gs || !gs->scenarioOps)
  941. return;
  942. //TODO: what does mean if more that one player connected?
  943. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  944. {
  945. for(const auto & player : players)
  946. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  947. }
  948. }
  949. void RemoveBonus::applyGs(CGameState *gs)
  950. {
  951. CBonusSystemNode *node = nullptr;
  952. switch(who)
  953. {
  954. case GiveBonus::ETarget::OBJECT:
  955. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  956. break;
  957. case GiveBonus::ETarget::PLAYER:
  958. node = gs->getPlayerState(whoID.as<PlayerColor>());
  959. break;
  960. case GiveBonus::ETarget::BATTLE:
  961. assert(Bonus::OneBattle(&bonus));
  962. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  963. break;
  964. }
  965. BonusList &bonuses = node->getExportedBonusList();
  966. for(const auto & b : bonuses)
  967. {
  968. if(b->source == source && b->sid == id)
  969. {
  970. bonus = *b; //backup bonus (to show to interfaces later)
  971. node->removeBonus(b);
  972. break;
  973. }
  974. }
  975. }
  976. void RemoveObject::applyGs(CGameState *gs)
  977. {
  978. CGObjectInstance *obj = gs->getObjInstance(objectID);
  979. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  980. //unblock tiles
  981. gs->map->removeBlockVisTiles(obj);
  982. if (initiator.isValidPlayer())
  983. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  984. if(obj->ID == Obj::HERO) //remove beaten hero
  985. {
  986. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  987. assert(beatenHero);
  988. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  989. gs->map->heroesOnMap -= beatenHero;
  990. p->removeOwnedObject(beatenHero);
  991. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  992. // FIXME: workaround:
  993. // hero should be attached to siegeNode after battle
  994. // however this code might also be called on dismissing hero while in town
  995. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  996. beatenHero->detachFrom(*siegeNode);
  997. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  998. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  999. {
  1000. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  1001. });
  1002. if(beatenHero->visitedTown)
  1003. {
  1004. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  1005. beatenHero->visitedTown->garrisonHero = nullptr;
  1006. else
  1007. beatenHero->visitedTown->visitingHero = nullptr;
  1008. beatenHero->visitedTown = nullptr;
  1009. beatenHero->inTownGarrison = false;
  1010. }
  1011. //return hero to the pool, so he may reappear in tavern
  1012. gs->heroesPool->addHeroToPool(beatenHero);
  1013. gs->map->objects[objectID.getNum()] = nullptr;
  1014. //If hero on Boat is removed, the Boat disappears
  1015. if(beatenHero->boat)
  1016. {
  1017. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1018. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1019. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1020. beatenHero->boat = nullptr;
  1021. }
  1022. return;
  1023. }
  1024. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1025. if (quest)
  1026. {
  1027. gs->map->quests[quest->quest->qid] = nullptr;
  1028. for (auto &player : gs->players)
  1029. {
  1030. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1031. return q.obj == obj;
  1032. });
  1033. }
  1034. }
  1035. gs->map->instanceNames.erase(obj->instanceName);
  1036. gs->map->objects[objectID.getNum()].dellNull();
  1037. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1038. }
  1039. static int getDir(const int3 & src, const int3 & dst)
  1040. {
  1041. int ret = -1;
  1042. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1043. {
  1044. ret = 1;
  1045. }
  1046. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1047. {
  1048. ret = 2;
  1049. }
  1050. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1051. {
  1052. ret = 3;
  1053. }
  1054. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1055. {
  1056. ret = 4;
  1057. }
  1058. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1059. {
  1060. ret = 5;
  1061. }
  1062. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1063. {
  1064. ret = 6;
  1065. }
  1066. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1067. {
  1068. ret = 7;
  1069. }
  1070. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1071. {
  1072. ret = 8;
  1073. }
  1074. return ret;
  1075. }
  1076. void TryMoveHero::applyGs(CGameState *gs)
  1077. {
  1078. CGHeroInstance *h = gs->getHero(id);
  1079. if (!h)
  1080. {
  1081. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1082. return;
  1083. }
  1084. h->setMovementPoints(movePoints);
  1085. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1086. {
  1087. auto dir = getDir(start,end);
  1088. if(dir > 0 && dir <= 8)
  1089. h->moveDir = dir;
  1090. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1091. }
  1092. if(result == EMBARK) //hero enters boat at destination tile
  1093. {
  1094. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1095. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1096. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1097. assert(boat);
  1098. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1099. h->boat = boat;
  1100. h->attachTo(*boat);
  1101. boat->hero = h;
  1102. }
  1103. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1104. {
  1105. auto * b = const_cast<CGBoat *>(h->boat);
  1106. b->direction = h->moveDir;
  1107. b->pos = start;
  1108. b->hero = nullptr;
  1109. gs->map->addBlockVisTiles(b);
  1110. h->detachFrom(*b);
  1111. h->boat = nullptr;
  1112. }
  1113. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1114. {
  1115. gs->map->removeBlockVisTiles(h);
  1116. h->pos = end;
  1117. if(auto * b = const_cast<CGBoat *>(h->boat))
  1118. b->pos = end;
  1119. gs->map->addBlockVisTiles(h);
  1120. }
  1121. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1122. for(const int3 & t : fowRevealed)
  1123. fogOfWarMap[t.z][t.x][t.y] = 1;
  1124. }
  1125. void NewStructures::applyGs(CGameState *gs)
  1126. {
  1127. CGTownInstance *t = gs->getTown(tid);
  1128. for(const auto & id : bid)
  1129. {
  1130. assert(t->getTown()->buildings.at(id) != nullptr);
  1131. t->addBuilding(id);
  1132. }
  1133. t->updateAppearance();
  1134. t->built = built;
  1135. t->recreateBuildingsBonuses();
  1136. }
  1137. void RazeStructures::applyGs(CGameState *gs)
  1138. {
  1139. CGTownInstance *t = gs->getTown(tid);
  1140. for(const auto & id : bid)
  1141. {
  1142. t->removeBuilding(id);
  1143. t->updateAppearance();
  1144. }
  1145. t->destroyed = destroyed; //yeaha
  1146. t->recreateBuildingsBonuses();
  1147. }
  1148. void SetAvailableCreatures::applyGs(CGameState *gs)
  1149. {
  1150. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1151. assert(dw);
  1152. dw->creatures = creatures;
  1153. }
  1154. void SetHeroesInTown::applyGs(CGameState *gs)
  1155. {
  1156. CGTownInstance *t = gs->getTown(tid);
  1157. CGHeroInstance * v = gs->getHero(visiting);
  1158. CGHeroInstance * g = gs->getHero(garrison);
  1159. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1160. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1161. if(newVisitorComesFromGarrison)
  1162. t->setGarrisonedHero(nullptr);
  1163. if(newGarrisonComesFromVisiting)
  1164. t->setVisitingHero(nullptr);
  1165. if(!newGarrisonComesFromVisiting || v)
  1166. t->setVisitingHero(v);
  1167. if(!newVisitorComesFromGarrison || g)
  1168. t->setGarrisonedHero(g);
  1169. if(v)
  1170. {
  1171. gs->map->addBlockVisTiles(v);
  1172. }
  1173. if(g)
  1174. {
  1175. gs->map->removeBlockVisTiles(g);
  1176. }
  1177. }
  1178. void HeroRecruited::applyGs(CGameState *gs)
  1179. {
  1180. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1181. CGTownInstance *t = gs->getTown(tid);
  1182. PlayerState *p = gs->getPlayerState(player);
  1183. if (boatId != ObjectInstanceID::NONE)
  1184. {
  1185. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1186. auto * boat = dynamic_cast<CGBoat *>(obj);
  1187. if (boat)
  1188. {
  1189. gs->map->removeBlockVisTiles(boat);
  1190. h->attachToBoat(boat);
  1191. }
  1192. }
  1193. h->setOwner(player);
  1194. h->pos = tile;
  1195. if(h->id == ObjectInstanceID())
  1196. {
  1197. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1198. gs->map->objects.emplace_back(h);
  1199. }
  1200. else
  1201. gs->map->objects[h->id.getNum()] = h;
  1202. gs->map->heroesOnMap.emplace_back(h);
  1203. p->addOwnedObject(h);
  1204. h->attachTo(*p);
  1205. gs->map->addBlockVisTiles(h);
  1206. if(t)
  1207. t->setVisitingHero(h);
  1208. }
  1209. void GiveHero::applyGs(CGameState *gs)
  1210. {
  1211. CGHeroInstance *h = gs->getHero(id);
  1212. if (boatId != ObjectInstanceID::NONE)
  1213. {
  1214. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1215. auto * boat = dynamic_cast<CGBoat *>(obj);
  1216. if (boat)
  1217. {
  1218. gs->map->removeBlockVisTiles(boat);
  1219. h->attachToBoat(boat);
  1220. }
  1221. }
  1222. //bonus system
  1223. h->detachFrom(gs->globalEffects);
  1224. h->attachTo(*gs->getPlayerState(player));
  1225. auto oldVisitablePos = h->visitablePos();
  1226. gs->map->removeBlockVisTiles(h,true);
  1227. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->getHeroClassID().getNum())->getTemplates().front();
  1228. h->setOwner(player);
  1229. h->setMovementPoints(h->movementPointsLimit(true));
  1230. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  1231. gs->map->heroesOnMap.emplace_back(h);
  1232. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1233. gs->map->addBlockVisTiles(h);
  1234. h->inTownGarrison = false;
  1235. }
  1236. void NewObject::applyGs(CGameState *gs)
  1237. {
  1238. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1239. gs->map->objects.emplace_back(newObject);
  1240. gs->map->addBlockVisTiles(newObject);
  1241. gs->map->calculateGuardingGreaturePositions();
  1242. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1243. }
  1244. void NewArtifact::applyGs(CGameState *gs)
  1245. {
  1246. auto art = ArtifactUtils::createArtifact(artId, spellId);
  1247. gs->map->addNewArtifactInstance(art);
  1248. PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
  1249. pa.applyGs(gs);
  1250. }
  1251. const CStackInstance * StackLocation::getStack()
  1252. {
  1253. if(!army->hasStackAtSlot(slot))
  1254. {
  1255. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1256. return nullptr;
  1257. }
  1258. return &army->getStack(slot);
  1259. }
  1260. struct ObjectRetriever
  1261. {
  1262. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1263. {
  1264. return h;
  1265. }
  1266. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1267. {
  1268. return s->armyObj;
  1269. }
  1270. };
  1271. template<typename T>
  1272. struct GetBase
  1273. {
  1274. template <typename TArg>
  1275. T * operator()(TArg &arg) const
  1276. {
  1277. return arg;
  1278. }
  1279. };
  1280. void ChangeStackCount::applyGs(CGameState *gs)
  1281. {
  1282. auto * srcObj = gs->getArmyInstance(army);
  1283. if(!srcObj)
  1284. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1285. if(absoluteValue)
  1286. srcObj->setStackCount(slot, count);
  1287. else
  1288. srcObj->changeStackCount(slot, count);
  1289. }
  1290. void SetStackType::applyGs(CGameState *gs)
  1291. {
  1292. auto * srcObj = gs->getArmyInstance(army);
  1293. if(!srcObj)
  1294. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1295. srcObj->setStackType(slot, type);
  1296. }
  1297. void EraseStack::applyGs(CGameState *gs)
  1298. {
  1299. auto * srcObj = gs->getArmyInstance(army);
  1300. if(!srcObj)
  1301. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1302. srcObj->eraseStack(slot);
  1303. }
  1304. void SwapStacks::applyGs(CGameState *gs)
  1305. {
  1306. auto * srcObj = gs->getArmyInstance(srcArmy);
  1307. if(!srcObj)
  1308. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1309. auto * dstObj = gs->getArmyInstance(dstArmy);
  1310. if(!dstObj)
  1311. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1312. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1313. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1314. srcObj->putStack(srcSlot, s2);
  1315. dstObj->putStack(dstSlot, s1);
  1316. }
  1317. void InsertNewStack::applyGs(CGameState *gs)
  1318. {
  1319. if(auto * obj = gs->getArmyInstance(army))
  1320. obj->putStack(slot, new CStackInstance(type, count));
  1321. else
  1322. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1323. }
  1324. void RebalanceStacks::applyGs(CGameState *gs)
  1325. {
  1326. auto * srcObj = gs->getArmyInstance(srcArmy);
  1327. if(!srcObj)
  1328. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1329. auto * dstObj = gs->getArmyInstance(dstArmy);
  1330. if(!dstObj)
  1331. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1332. StackLocation src(srcObj, srcSlot);
  1333. StackLocation dst(dstObj, dstSlot);
  1334. const CCreature * srcType = src.army->getCreature(src.slot);
  1335. TQuantity srcCount = src.army->getStackCount(src.slot);
  1336. bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1337. if(srcCount == count) //moving whole stack
  1338. {
  1339. const auto c = dst.army->getCreature(dst.slot);
  1340. if(c) //stack at dest -> merge
  1341. {
  1342. assert(c == srcType);
  1343. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1344. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1345. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1346. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1347. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1348. {
  1349. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1350. {
  1351. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1352. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1353. {
  1354. gs->map->moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1355. }
  1356. //else - artifact can be lost :/
  1357. else
  1358. {
  1359. BulkEraseArtifacts ea;
  1360. ea.artHolder = dstHero->id;
  1361. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1362. ea.creature = dst.slot;
  1363. ea.applyGs(gs);
  1364. logNetwork->warn("Cannot move artifact! No free slots");
  1365. }
  1366. gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1367. //TODO: choose from dialog
  1368. }
  1369. else //just move to the other slot before stack gets erased
  1370. {
  1371. gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1372. }
  1373. }
  1374. if (stackExp)
  1375. {
  1376. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1377. src.army->eraseStack(src.slot);
  1378. dst.army->changeStackCount(dst.slot, count);
  1379. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1380. }
  1381. else
  1382. {
  1383. src.army->eraseStack(src.slot);
  1384. dst.army->changeStackCount(dst.slot, count);
  1385. }
  1386. }
  1387. else //move stack to an empty slot, no exp change needed
  1388. {
  1389. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1390. dst.army->putStack(dst.slot, stackDetached);
  1391. }
  1392. }
  1393. else
  1394. {
  1395. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1396. if(c) //stack at dest -> rebalance
  1397. {
  1398. assert(c == srcType);
  1399. if (stackExp)
  1400. {
  1401. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1402. src.army->changeStackCount(src.slot, -count);
  1403. dst.army->changeStackCount(dst.slot, count);
  1404. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1405. }
  1406. else
  1407. {
  1408. src.army->changeStackCount(src.slot, -count);
  1409. dst.army->changeStackCount(dst.slot, count);
  1410. }
  1411. }
  1412. else //split stack to an empty slot
  1413. {
  1414. src.army->changeStackCount(src.slot, -count);
  1415. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1416. if (stackExp)
  1417. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1418. }
  1419. }
  1420. CBonusSystemNode::treeHasChanged();
  1421. }
  1422. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1423. {
  1424. for(auto & move : moves)
  1425. move.applyGs(gs);
  1426. }
  1427. void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
  1428. {
  1429. for(auto & move : moves)
  1430. move.applyGs(gs);
  1431. for(auto & change : changes)
  1432. change.applyGs(gs);
  1433. }
  1434. void PutArtifact::applyGs(CGameState *gs)
  1435. {
  1436. auto art = gs->getArtInstance(id);
  1437. assert(!art->getParentNodes().empty());
  1438. auto hero = gs->getHero(al.artHolder);
  1439. assert(hero);
  1440. assert(art && art->canBePutAt(hero, al.slot));
  1441. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1442. gs->map->putArtifactInstance(*hero, art, al.slot);
  1443. }
  1444. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1445. {
  1446. const auto artSet = gs->getArtSet(artHolder);
  1447. assert(artSet);
  1448. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1449. {
  1450. return slot0.num > slot1.num;
  1451. });
  1452. for(const auto & slot : posPack)
  1453. {
  1454. const auto slotInfo = artSet->getSlot(slot);
  1455. if(slotInfo->locked)
  1456. {
  1457. logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->artType->getNameTranslated());
  1458. DisassembledArtifact dis;
  1459. dis.al.artHolder = artHolder;
  1460. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1461. {
  1462. auto art = slotInfoWorn.second.artifact;
  1463. if(art->isCombined() && art->isPart(slotInfo->artifact))
  1464. {
  1465. dis.al.slot = artSet->getArtPos(art);
  1466. break;
  1467. }
  1468. }
  1469. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1470. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
  1471. dis.applyGs(gs);
  1472. }
  1473. else
  1474. {
  1475. logGlobal->debug("Erasing artifact %s", slotInfo->artifact->artType->getNameTranslated());
  1476. }
  1477. gs->map->removeArtifactInstance(*artSet, slot);
  1478. }
  1479. }
  1480. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1481. {
  1482. const auto bulkArtsRemove = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1483. {
  1484. std::vector<ArtifactPosition> packToRemove;
  1485. for(const auto & slotsPair : artsPack)
  1486. packToRemove.push_back(slotsPair.srcPos);
  1487. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1488. {
  1489. return slot0.num > slot1.num;
  1490. });
  1491. for(const auto & slot : packToRemove)
  1492. gs->map->removeArtifactInstance(artSet, slot);
  1493. };
  1494. const auto bulkArtsPut = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1495. {
  1496. for(const auto & slotsPair : artsPack)
  1497. {
  1498. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1499. assert(art);
  1500. gs->map->putArtifactInstance(dstArtSet, art, slotsPair.dstPos);
  1501. }
  1502. };
  1503. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1504. assert(leftSet);
  1505. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1506. assert(rightSet);
  1507. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1508. bulkArtsRemove(artsPack0, *leftSet);
  1509. if(!artsPack1.empty())
  1510. {
  1511. CArtifactFittingSet artInitialSetRight(*rightSet);
  1512. bulkArtsRemove(artsPack1, *rightSet);
  1513. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1514. }
  1515. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1516. }
  1517. void AssembledArtifact::applyGs(CGameState *gs)
  1518. {
  1519. auto hero = gs->getHero(al.artHolder);
  1520. assert(hero);
  1521. const auto transformedArt = hero->getArt(al.slot);
  1522. assert(transformedArt);
  1523. const auto builtArt = artId.toArtifact();
  1524. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1525. {
  1526. return art->getId() == builtArt->getId();
  1527. }));
  1528. const auto transformedArtSlot = hero->getArtPos(transformedArt);
  1529. auto * combinedArt = new CArtifactInstance(builtArt);
  1530. gs->map->addNewArtifactInstance(combinedArt);
  1531. // Find slots for all involved artifacts
  1532. std::vector<ArtifactPosition> slotsInvolved;
  1533. CArtifactFittingSet artSet(*hero);
  1534. for(const auto constituent : builtArt->getConstituents())
  1535. {
  1536. const auto slot = artSet.getArtPos(constituent->getId(), false, false);
  1537. artSet.lockSlot(slot);
  1538. assert(slot != ArtifactPosition::PRE_FIRST);
  1539. slotsInvolved.emplace_back(slot);
  1540. }
  1541. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1542. // Find a slot for combined artifact
  1543. al.slot = transformedArtSlot;
  1544. for(const auto & slot : slotsInvolved)
  1545. {
  1546. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1547. {
  1548. if(ArtifactUtils::isSlotBackpack(slot))
  1549. {
  1550. al.slot = ArtifactPosition::BACKPACK_START;
  1551. break;
  1552. }
  1553. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1554. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1555. al.slot = slot;
  1556. }
  1557. else
  1558. {
  1559. if(ArtifactUtils::isSlotBackpack(slot))
  1560. al.slot = std::min(al.slot, slot);
  1561. }
  1562. }
  1563. // Delete parts from hero
  1564. for(const auto & slot : slotsInvolved)
  1565. {
  1566. const auto constituentInstance = hero->getArt(slot);
  1567. gs->map->removeArtifactInstance(*hero, slot);
  1568. if(!combinedArt->artType->isFused())
  1569. {
  1570. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1571. combinedArt->addPart(constituentInstance, slot);
  1572. else
  1573. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1574. }
  1575. }
  1576. // Put new combined artifacts
  1577. gs->map->putArtifactInstance(*hero, combinedArt, al.slot);
  1578. }
  1579. void DisassembledArtifact::applyGs(CGameState *gs)
  1580. {
  1581. auto hero = gs->getHero(al.artHolder);
  1582. assert(hero);
  1583. auto disassembledArt = hero->getArt(al.slot);
  1584. assert(disassembledArt);
  1585. const auto parts = disassembledArt->getPartsInfo();
  1586. gs->map->removeArtifactInstance(*hero, al.slot);
  1587. for(auto & part : parts)
  1588. {
  1589. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1590. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1591. disassembledArt->detachFrom(*part.art);
  1592. gs->map->putArtifactInstance(*hero, part.art, slot);
  1593. }
  1594. gs->map->eraseArtifactInstance(disassembledArt);
  1595. }
  1596. void HeroVisit::applyGs(CGameState *gs)
  1597. {
  1598. }
  1599. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1600. {
  1601. if(id != ObjectInstanceID::NONE)
  1602. {
  1603. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1604. {
  1605. bm->artifacts = arts;
  1606. }
  1607. else
  1608. {
  1609. logNetwork->error("Wrong black market id!");
  1610. }
  1611. }
  1612. else
  1613. {
  1614. gs->map->townMerchantArtifacts = arts;
  1615. }
  1616. }
  1617. void NewTurn::applyGs(CGameState *gs)
  1618. {
  1619. gs->day = day;
  1620. // Update bonuses before doing anything else so hero don't get more MP than needed
  1621. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1622. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1623. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1624. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1625. for(auto & manaPack : heroesMana)
  1626. manaPack.applyGs(gs);
  1627. for(auto & movePack : heroesMovement)
  1628. movePack.applyGs(gs);
  1629. gs->heroesPool->onNewDay();
  1630. for(auto & entry : playerIncome)
  1631. {
  1632. gs->getPlayerState(entry.first)->resources += entry.second;
  1633. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1634. }
  1635. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1636. creatureSet.applyGs(gs);
  1637. for(CGTownInstance* t : gs->map->towns)
  1638. {
  1639. t->built = 0;
  1640. t->spellResearchCounterDay = 0;
  1641. }
  1642. if(newRumor)
  1643. gs->currentRumor = *newRumor;
  1644. }
  1645. void SetObjectProperty::applyGs(CGameState *gs)
  1646. {
  1647. CGObjectInstance *obj = gs->getObjInstance(id);
  1648. if(!obj)
  1649. {
  1650. logNetwork->error("Wrong object ID - property cannot be set!");
  1651. return;
  1652. }
  1653. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1654. if(what == ObjProperty::OWNER && obj->asOwnable())
  1655. {
  1656. PlayerColor oldOwner = obj->getOwner();
  1657. PlayerColor newOwner = identifier.as<PlayerColor>();
  1658. if(oldOwner.isValidPlayer())
  1659. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
  1660. if(newOwner.isValidPlayer())
  1661. gs->getPlayerState(newOwner)->addOwnedObject(obj);;
  1662. }
  1663. if(what == ObjProperty::OWNER && cai)
  1664. {
  1665. if(obj->ID == Obj::TOWN)
  1666. {
  1667. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1668. assert(t);
  1669. PlayerColor oldOwner = t->tempOwner;
  1670. if(oldOwner.isValidPlayer())
  1671. {
  1672. auto * state = gs->getPlayerState(oldOwner);
  1673. if(state->getTowns().empty())
  1674. state->daysWithoutCastle = 0;
  1675. }
  1676. if(identifier.as<PlayerColor>().isValidPlayer())
  1677. {
  1678. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1679. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1680. if(p->daysWithoutCastle)
  1681. p->daysWithoutCastle = std::nullopt;
  1682. }
  1683. }
  1684. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1685. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1686. obj->setProperty(what, identifier);
  1687. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1688. }
  1689. else //not an armed instance
  1690. {
  1691. obj->setProperty(what, identifier);
  1692. }
  1693. }
  1694. void HeroLevelUp::applyGs(CGameState *gs)
  1695. {
  1696. auto * hero = gs->getHero(heroId);
  1697. assert(hero);
  1698. hero->levelUp(skills);
  1699. }
  1700. void CommanderLevelUp::applyGs(CGameState *gs)
  1701. {
  1702. auto * hero = gs->getHero(heroId);
  1703. assert(hero);
  1704. auto commander = hero->commander;
  1705. assert(commander);
  1706. commander->levelUp();
  1707. }
  1708. void BattleStart::applyGs(CGameState *gs)
  1709. {
  1710. assert(battleID == gs->nextBattleID);
  1711. gs->currentBattles.emplace_back(info);
  1712. info->battleID = gs->nextBattleID;
  1713. info->localInit();
  1714. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1715. }
  1716. void BattleNextRound::applyGs(CGameState *gs)
  1717. {
  1718. gs->getBattle(battleID)->nextRound();
  1719. }
  1720. void BattleSetActiveStack::applyGs(CGameState *gs)
  1721. {
  1722. gs->getBattle(battleID)->nextTurn(stack);
  1723. }
  1724. void BattleTriggerEffect::applyGs(CGameState *gs)
  1725. {
  1726. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1727. assert(st);
  1728. switch(static_cast<BonusType>(effect))
  1729. {
  1730. case BonusType::HP_REGENERATION:
  1731. {
  1732. int64_t toHeal = val;
  1733. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1734. break;
  1735. }
  1736. case BonusType::MANA_DRAIN:
  1737. {
  1738. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1739. st->drainedMana = true;
  1740. h->mana -= val;
  1741. vstd::amax(h->mana, 0);
  1742. break;
  1743. }
  1744. case BonusType::POISON:
  1745. {
  1746. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1747. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1748. if (b)
  1749. b->val = val;
  1750. break;
  1751. }
  1752. case BonusType::ENCHANTER:
  1753. case BonusType::MORALE:
  1754. break;
  1755. case BonusType::FEAR:
  1756. st->fear = true;
  1757. break;
  1758. default:
  1759. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1760. }
  1761. }
  1762. void BattleUpdateGateState::applyGs(CGameState *gs)
  1763. {
  1764. if(gs->getBattle(battleID))
  1765. gs->getBattle(battleID)->si.gateState = state;
  1766. }
  1767. void BattleCancelled::applyGs(CGameState *gs)
  1768. {
  1769. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1770. {
  1771. return battle->battleID == battleID;
  1772. });
  1773. assert(currentBattle != gs->currentBattles.end());
  1774. gs->currentBattles.erase(currentBattle);
  1775. }
  1776. void BattleResultAccepted::applyGs(CGameState *gs)
  1777. {
  1778. // Remove any "until next battle" bonuses
  1779. for(auto & res : heroResult)
  1780. {
  1781. if(res.hero)
  1782. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1783. }
  1784. if(winnerSide != BattleSide::NONE)
  1785. {
  1786. // Grow up growing artifacts
  1787. const auto hero = heroResult[winnerSide].hero;
  1788. if (hero)
  1789. {
  1790. if(hero->commander && hero->commander->alive)
  1791. {
  1792. for(auto & art : hero->commander->artifactsWorn)
  1793. art.second.artifact->growingUp();
  1794. }
  1795. for(auto & art : hero->artifactsWorn)
  1796. {
  1797. art.second.artifact->growingUp();
  1798. }
  1799. }
  1800. }
  1801. if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1802. {
  1803. if(heroResult[BattleSide::ATTACKER].army)
  1804. heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1805. if(heroResult[BattleSide::DEFENDER].army)
  1806. heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1807. CBonusSystemNode::treeHasChanged();
  1808. }
  1809. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1810. {
  1811. return battle->battleID == battleID;
  1812. });
  1813. assert(currentBattle != gs->currentBattles.end());
  1814. gs->currentBattles.erase(currentBattle);
  1815. }
  1816. void BattleLogMessage::applyGs(CGameState *gs)
  1817. {
  1818. //nothing
  1819. }
  1820. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1821. {
  1822. //nothing
  1823. }
  1824. void BattleStackMoved::applyGs(CGameState *gs)
  1825. {
  1826. applyBattle(gs->getBattle(battleID));
  1827. }
  1828. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1829. {
  1830. battleState->moveUnit(stack, tilesToMove.back());
  1831. }
  1832. void BattleStackAttacked::applyGs(CGameState *gs)
  1833. {
  1834. applyBattle(gs->getBattle(battleID));
  1835. }
  1836. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1837. {
  1838. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1839. }
  1840. void BattleAttack::applyGs(CGameState *gs)
  1841. {
  1842. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1843. assert(attacker);
  1844. attackerChanges.applyGs(gs);
  1845. for(BattleStackAttacked & stackAttacked : bsa)
  1846. stackAttacked.applyGs(gs);
  1847. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1848. if(!this->counter())
  1849. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1850. }
  1851. void StartAction::applyGs(CGameState *gs)
  1852. {
  1853. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1854. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1855. {
  1856. gs->getBattle(battleID)->tacticDistance = 0;
  1857. return;
  1858. }
  1859. if(gs->getBattle(battleID)->tacticDistance)
  1860. {
  1861. // moves in tactics phase do not affect creature status
  1862. // (tactics stack queue is managed by client)
  1863. return;
  1864. }
  1865. if (ba.isUnitAction())
  1866. {
  1867. assert(st); // stack must exists for all non-hero actions
  1868. switch(ba.actionType)
  1869. {
  1870. case EActionType::DEFEND:
  1871. st->waiting = false;
  1872. st->defending = true;
  1873. st->defendingAnim = true;
  1874. break;
  1875. case EActionType::WAIT:
  1876. st->defendingAnim = false;
  1877. st->waiting = true;
  1878. st->waitedThisTurn = true;
  1879. break;
  1880. case EActionType::HERO_SPELL: //no change in current stack state
  1881. break;
  1882. default: //any active stack action - attack, catapult, heal, spell...
  1883. st->waiting = false;
  1884. st->defendingAnim = false;
  1885. st->movedThisRound = true;
  1886. st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
  1887. break;
  1888. }
  1889. }
  1890. else
  1891. {
  1892. if(ba.actionType == EActionType::HERO_SPELL)
  1893. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1894. }
  1895. }
  1896. void BattleSpellCast::applyGs(CGameState *gs)
  1897. {
  1898. if(castByHero && side != BattleSide::NONE)
  1899. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1900. }
  1901. void SetStackEffect::applyGs(CGameState *gs)
  1902. {
  1903. applyBattle(gs->getBattle(battleID));
  1904. }
  1905. void SetStackEffect::applyBattle(IBattleState * battleState)
  1906. {
  1907. for(const auto & stackData : toRemove)
  1908. battleState->removeUnitBonus(stackData.first, stackData.second);
  1909. for(const auto & stackData : toUpdate)
  1910. battleState->updateUnitBonus(stackData.first, stackData.second);
  1911. for(const auto & stackData : toAdd)
  1912. battleState->addUnitBonus(stackData.first, stackData.second);
  1913. }
  1914. void StacksInjured::applyGs(CGameState *gs)
  1915. {
  1916. applyBattle(gs->getBattle(battleID));
  1917. }
  1918. void StacksInjured::applyBattle(IBattleState * battleState)
  1919. {
  1920. for(BattleStackAttacked stackAttacked : stacks)
  1921. stackAttacked.applyBattle(battleState);
  1922. }
  1923. void BattleUnitsChanged::applyGs(CGameState *gs)
  1924. {
  1925. applyBattle(gs->getBattle(battleID));
  1926. }
  1927. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1928. {
  1929. for(auto & elem : changedStacks)
  1930. {
  1931. switch(elem.operation)
  1932. {
  1933. case BattleChanges::EOperation::RESET_STATE:
  1934. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1935. break;
  1936. case BattleChanges::EOperation::REMOVE:
  1937. battleState->removeUnit(elem.id);
  1938. break;
  1939. case BattleChanges::EOperation::ADD:
  1940. battleState->addUnit(elem.id, elem.data);
  1941. break;
  1942. case BattleChanges::EOperation::UPDATE:
  1943. battleState->updateUnit(elem.id, elem.data);
  1944. break;
  1945. default:
  1946. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1947. break;
  1948. }
  1949. }
  1950. }
  1951. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1952. {
  1953. applyBattle(gs->getBattle(battleID));
  1954. }
  1955. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1956. {
  1957. for(const auto & change : changes)
  1958. {
  1959. switch(change.operation)
  1960. {
  1961. case BattleChanges::EOperation::REMOVE:
  1962. battleState->removeObstacle(change.id);
  1963. break;
  1964. case BattleChanges::EOperation::ADD:
  1965. battleState->addObstacle(change);
  1966. break;
  1967. case BattleChanges::EOperation::UPDATE:
  1968. battleState->updateObstacle(change);
  1969. break;
  1970. default:
  1971. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1972. break;
  1973. }
  1974. }
  1975. }
  1976. CatapultAttack::CatapultAttack() = default;
  1977. CatapultAttack::~CatapultAttack() = default;
  1978. void CatapultAttack::applyGs(CGameState *gs)
  1979. {
  1980. applyBattle(gs->getBattle(battleID));
  1981. }
  1982. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1983. {
  1984. visitor.visitCatapultAttack(*this);
  1985. }
  1986. void CatapultAttack::applyBattle(IBattleState * battleState)
  1987. {
  1988. const auto * town = battleState->getDefendedTown();
  1989. if(!town)
  1990. return;
  1991. if(town->fortificationsLevel().wallsHealth == 0)
  1992. return;
  1993. for(const auto & part : attackedParts)
  1994. {
  1995. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  1996. battleState->setWallState(part.attackedPart, newWallState);
  1997. }
  1998. }
  1999. void BattleSetStackProperty::applyGs(CGameState *gs)
  2000. {
  2001. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  2002. switch(which)
  2003. {
  2004. case CASTS:
  2005. {
  2006. if(absolute)
  2007. logNetwork->error("Can not change casts in absolute mode");
  2008. else
  2009. stack->casts.use(-val);
  2010. break;
  2011. }
  2012. case ENCHANTER_COUNTER:
  2013. {
  2014. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  2015. if(absolute)
  2016. counter = val;
  2017. else
  2018. counter += val;
  2019. vstd::amax(counter, 0);
  2020. break;
  2021. }
  2022. case UNBIND:
  2023. {
  2024. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2025. break;
  2026. }
  2027. case CLONED:
  2028. {
  2029. stack->cloned = true;
  2030. break;
  2031. }
  2032. case HAS_CLONE:
  2033. {
  2034. stack->cloneID = val;
  2035. break;
  2036. }
  2037. }
  2038. }
  2039. void PlayerCheated::applyGs(CGameState *gs)
  2040. {
  2041. if(!player.isValidPlayer())
  2042. return;
  2043. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2044. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2045. gs->getPlayerState(player)->cheated = true;
  2046. }
  2047. void PlayerStartsTurn::applyGs(CGameState *gs)
  2048. {
  2049. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2050. gs->actingPlayers.insert(player);
  2051. }
  2052. void PlayerEndsTurn::applyGs(CGameState *gs)
  2053. {
  2054. assert(gs->actingPlayers.count(player) == 1);
  2055. gs->actingPlayers.erase(player);
  2056. }
  2057. void DaysWithoutTown::applyGs(CGameState *gs)
  2058. {
  2059. auto & playerState = gs->players[player];
  2060. playerState.daysWithoutCastle = daysWithoutCastle;
  2061. }
  2062. void TurnTimeUpdate::applyGs(CGameState *gs)
  2063. {
  2064. auto & playerState = gs->players[player];
  2065. playerState.turnTimer = turnTimer;
  2066. }
  2067. void EntitiesChanged::applyGs(CGameState *gs)
  2068. {
  2069. for(const auto & change : changes)
  2070. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2071. }
  2072. void SetRewardableConfiguration::applyGs(CGameState *gs)
  2073. {
  2074. auto * objectPtr = gs->getObjInstance(objectID);
  2075. if (!buildingID.hasValue())
  2076. {
  2077. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2078. assert(rewardablePtr);
  2079. rewardablePtr->configuration = configuration;
  2080. rewardablePtr->initializeGuards();
  2081. }
  2082. else
  2083. {
  2084. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2085. TownBuildingInstance * buildingPtr = nullptr;
  2086. for (auto & building : townPtr->rewardableBuildings)
  2087. if (building.second->getBuildingType() == buildingID)
  2088. buildingPtr = building.second;
  2089. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2090. assert(rewardablePtr);
  2091. rewardablePtr->configuration = configuration;
  2092. }
  2093. }
  2094. void SetBankConfiguration::applyGs(CGameState *gs)
  2095. {
  2096. auto * objectPtr = gs->getObjInstance(objectID);
  2097. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2098. assert(bankPtr);
  2099. bankPtr->setConfig(configuration);
  2100. }
  2101. const CArtifactInstance * ArtSlotInfo::getArt() const
  2102. {
  2103. if(locked)
  2104. return nullptr;
  2105. return artifact;
  2106. }
  2107. VCMI_LIB_NAMESPACE_END