NetPacksLib.cpp 63 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 "NetPacks.h"
  13. #include "NetPackVisitor.h"
  14. #include "CGeneralTextHandler.h"
  15. #include "CArtHandler.h"
  16. #include "CHeroHandler.h"
  17. #include "VCMI_Lib.h"
  18. #include "mapping/CMap.h"
  19. #include "spells/CSpellHandler.h"
  20. #include "CCreatureHandler.h"
  21. #include "gameState/CGameState.h"
  22. #include "gameState/TavernHeroesPool.h"
  23. #include "CStack.h"
  24. #include "battle/BattleInfo.h"
  25. #include "CTownHandler.h"
  26. #include "mapping/CMapInfo.h"
  27. #include "StartInfo.h"
  28. #include "CPlayerState.h"
  29. #include "TerrainHandler.h"
  30. #include "mapObjects/CGCreature.h"
  31. #include "mapObjects/CGMarket.h"
  32. #include "mapObjectConstructors/AObjectTypeHandler.h"
  33. #include "mapObjectConstructors/CObjectClassesHandler.h"
  34. #include "campaign/CampaignState.h"
  35. #include "GameSettings.h"
  36. VCMI_LIB_NAMESPACE_BEGIN
  37. void CPack::visit(ICPackVisitor & visitor)
  38. {
  39. visitBasic(visitor);
  40. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  41. if(visitor.callTyped())
  42. {
  43. visitTyped(visitor);
  44. }
  45. }
  46. void CPack::visitBasic(ICPackVisitor & visitor)
  47. {
  48. }
  49. void CPack::visitTyped(ICPackVisitor & visitor)
  50. {
  51. }
  52. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  53. {
  54. visitor.visitForClient(*this);
  55. }
  56. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  57. {
  58. visitor.visitForServer(*this);
  59. }
  60. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  61. {
  62. visitor.visitForLobby(*this);
  63. }
  64. bool CPackForLobby::isForServer() const
  65. {
  66. return false;
  67. }
  68. bool CLobbyPackToServer::isForServer() const
  69. {
  70. return true;
  71. }
  72. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  73. {
  74. visitor.visitPackageApplied(*this);
  75. }
  76. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  77. {
  78. visitor.visitSystemMessage(*this);
  79. }
  80. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  81. {
  82. visitor.visitPlayerBlocked(*this);
  83. }
  84. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  85. {
  86. visitor.visitPlayerCheated(*this);
  87. }
  88. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  89. {
  90. visitor.visitPlayerStartsTurn(*this);
  91. }
  92. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  93. {
  94. visitor.visitDaysWithoutTown(*this);
  95. }
  96. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  97. {
  98. visitor.visitEntitiesChanged(*this);
  99. }
  100. void SetResources::visitTyped(ICPackVisitor & visitor)
  101. {
  102. visitor.visitSetResources(*this);
  103. }
  104. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  105. {
  106. visitor.visitSetPrimSkill(*this);
  107. }
  108. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  109. {
  110. visitor.visitSetSecSkill(*this);
  111. }
  112. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  113. {
  114. visitor.visitHeroVisitCastle(*this);
  115. }
  116. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  117. {
  118. visitor.visitChangeSpells(*this);
  119. }
  120. void SetMana::visitTyped(ICPackVisitor & visitor)
  121. {
  122. visitor.visitSetMana(*this);
  123. }
  124. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  125. {
  126. visitor.visitSetMovePoints(*this);
  127. }
  128. void FoWChange::visitTyped(ICPackVisitor & visitor)
  129. {
  130. visitor.visitFoWChange(*this);
  131. }
  132. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  133. {
  134. visitor.visitSetAvailableHeroes(*this);
  135. }
  136. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  137. {
  138. visitor.visitGiveBonus(*this);
  139. }
  140. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitChangeObjPos(*this);
  143. }
  144. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitPlayerEndsTurn(*this);
  147. }
  148. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitPlayerEndsGame(*this);
  151. }
  152. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitPlayerReinitInterface(*this);
  155. }
  156. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitRemoveBonus(*this);
  159. }
  160. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitSetCommanderProperty(*this);
  163. }
  164. void AddQuest::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitAddQuest(*this);
  167. }
  168. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitUpdateArtHandlerLists(*this);
  171. }
  172. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitUpdateMapEvents(*this);
  175. }
  176. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitUpdateCastleEvents(*this);
  179. }
  180. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitChangeFormation(*this);
  183. }
  184. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitRemoveObject(*this);
  187. }
  188. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitTryMoveHero(*this);
  191. }
  192. void NewStructures::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitNewStructures(*this);
  195. }
  196. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitRazeStructures(*this);
  199. }
  200. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitSetAvailableCreatures(*this);
  203. }
  204. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitSetHeroesInTown(*this);
  207. }
  208. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitHeroRecruited(*this);
  211. }
  212. void GiveHero::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitGiveHero(*this);
  215. }
  216. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitOpenWindow(*this);
  219. }
  220. void NewObject::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitNewObject(*this);
  223. }
  224. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitSetAvailableArtifacts(*this);
  227. }
  228. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitNewArtifact(*this);
  231. }
  232. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitChangeStackCount(*this);
  235. }
  236. void SetStackType::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitSetStackType(*this);
  239. }
  240. void EraseStack::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitEraseStack(*this);
  243. }
  244. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitSwapStacks(*this);
  247. }
  248. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitInsertNewStack(*this);
  251. }
  252. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitRebalanceStacks(*this);
  255. }
  256. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitBulkRebalanceStacks(*this);
  259. }
  260. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitBulkSmartRebalanceStacks(*this);
  263. }
  264. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitPutArtifact(*this);
  267. }
  268. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitEraseArtifact(*this);
  271. }
  272. void MoveArtifact::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitMoveArtifact(*this);
  275. }
  276. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitBulkMoveArtifacts(*this);
  279. }
  280. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitAssembledArtifact(*this);
  283. }
  284. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitDisassembledArtifact(*this);
  287. }
  288. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitHeroVisit(*this);
  291. }
  292. void NewTurn::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitNewTurn(*this);
  295. }
  296. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitInfoWindow(*this);
  299. }
  300. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitSetObjectProperty(*this);
  303. }
  304. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitChangeObjectVisitors(*this);
  307. }
  308. void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitPrepareHeroLevelUp(*this);
  311. }
  312. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitHeroLevelUp(*this);
  315. }
  316. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitCommanderLevelUp(*this);
  319. }
  320. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitBlockingDialog(*this);
  323. }
  324. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitGarrisonDialog(*this);
  327. }
  328. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitExchangeDialog(*this);
  331. }
  332. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitTeleportDialog(*this);
  335. }
  336. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitMapObjectSelectDialog(*this);
  339. }
  340. void BattleStart::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitBattleStart(*this);
  343. }
  344. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitBattleNextRound(*this);
  347. }
  348. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitBattleSetActiveStack(*this);
  351. }
  352. void BattleResult::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitBattleResult(*this);
  355. }
  356. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleLogMessage(*this);
  359. }
  360. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitBattleStackMoved(*this);
  363. }
  364. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitBattleUnitsChanged(*this);
  367. }
  368. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleAttack(*this);
  371. }
  372. void StartAction::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitStartAction(*this);
  375. }
  376. void EndAction::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitEndAction(*this);
  379. }
  380. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitBattleSpellCast(*this);
  383. }
  384. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitSetStackEffect(*this);
  387. }
  388. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitStacksInjured(*this);
  391. }
  392. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitBattleResultsApplied(*this);
  395. }
  396. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitBattleObstaclesChanged(*this);
  399. }
  400. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitBattleSetStackProperty(*this);
  403. }
  404. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitBattleTriggerEffect(*this);
  407. }
  408. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitBattleUpdateGateState(*this);
  411. }
  412. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitAdvmapSpellCast(*this);
  415. }
  416. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitShowWorldViewEx(*this);
  419. }
  420. void EndTurn::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitEndTurn(*this);
  423. }
  424. void GamePause::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitGamePause(*this);
  427. }
  428. void DismissHero::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitDismissHero(*this);
  431. }
  432. void MoveHero::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitMoveHero(*this);
  435. }
  436. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitCastleTeleportHero(*this);
  439. }
  440. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitArrangeStacks(*this);
  443. }
  444. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitBulkMoveArmy(*this);
  447. }
  448. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitBulkSplitStack(*this);
  451. }
  452. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitBulkMergeStacks(*this);
  455. }
  456. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitBulkSmartSplitStack(*this);
  459. }
  460. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitDisbandCreature(*this);
  463. }
  464. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitBuildStructure(*this);
  467. }
  468. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitRazeStructure(*this);
  471. }
  472. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitRecruitCreatures(*this);
  475. }
  476. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitUpgradeCreature(*this);
  479. }
  480. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitGarrisonHeroSwap(*this);
  483. }
  484. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitExchangeArtifacts(*this);
  487. }
  488. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitBulkExchangeArtifacts(*this);
  491. }
  492. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitAssembleArtifacts(*this);
  495. }
  496. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitEraseArtifactByClient(*this);
  499. }
  500. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitBuyArtifact(*this);
  503. }
  504. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitTradeOnMarketplace(*this);
  507. }
  508. void SetFormation::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitSetFormation(*this);
  511. }
  512. void HireHero::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitHireHero(*this);
  515. }
  516. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitBuildBoat(*this);
  519. }
  520. void QueryReply::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitQueryReply(*this);
  523. }
  524. void MakeAction::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitMakeAction(*this);
  527. }
  528. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitDigWithHero(*this);
  531. }
  532. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitCastAdvSpell(*this);
  535. }
  536. void SaveGame::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitSaveGame(*this);
  539. }
  540. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitPlayerMessage(*this);
  543. }
  544. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitPlayerMessageClient(*this);
  547. }
  548. void CenterView::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitCenterView(*this);
  551. }
  552. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitLobbyClientConnected(*this);
  555. }
  556. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitLobbyClientDisconnected(*this);
  559. }
  560. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitLobbyChatMessage(*this);
  563. }
  564. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitLobbyGuiAction(*this);
  567. }
  568. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitLobbyLoadProgress(*this);
  571. }
  572. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitLobbyEndGame(*this);
  575. }
  576. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitLobbyStartGame(*this);
  579. }
  580. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbyChangeHost(*this);
  583. }
  584. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyUpdateState(*this);
  587. }
  588. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbySetMap(*this);
  591. }
  592. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbySetCampaign(*this);
  595. }
  596. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbySetCampaignMap(*this);
  599. }
  600. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbySetCampaignBonus(*this);
  603. }
  604. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbyChangePlayerOption(*this);
  607. }
  608. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbySetPlayer(*this);
  611. }
  612. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbySetPlayerName(*this);
  615. }
  616. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbySetSimturns(*this);
  619. }
  620. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetTurnTime(*this);
  623. }
  624. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbySetDifficulty(*this);
  627. }
  628. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbyForceSetPlayer(*this);
  631. }
  632. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbyShowMessage(*this);
  635. }
  636. void SetResources::applyGs(CGameState * gs) const
  637. {
  638. assert(player.isValidPlayer());
  639. if(abs)
  640. gs->getPlayerState(player)->resources = res;
  641. else
  642. gs->getPlayerState(player)->resources += res;
  643. //just ensure that player resources are not negative
  644. //server is responsible to check if player can afford deal
  645. //but events on server side are allowed to take more than player have
  646. gs->getPlayerState(player)->resources.positive();
  647. }
  648. void SetPrimSkill::applyGs(CGameState * gs) const
  649. {
  650. CGHeroInstance * hero = gs->getHero(id);
  651. assert(hero);
  652. hero->setPrimarySkill(which, val, abs);
  653. }
  654. void SetSecSkill::applyGs(CGameState * gs) const
  655. {
  656. CGHeroInstance *hero = gs->getHero(id);
  657. hero->setSecSkillLevel(which, val, abs);
  658. }
  659. void SetCommanderProperty::applyGs(CGameState *gs)
  660. {
  661. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  662. assert (commander);
  663. switch (which)
  664. {
  665. case BONUS:
  666. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  667. break;
  668. case SPECIAL_SKILL:
  669. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  670. commander->specialSkills.insert (additionalInfo);
  671. break;
  672. case SECONDARY_SKILL:
  673. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  674. break;
  675. case ALIVE:
  676. if (amount)
  677. commander->setAlive(true);
  678. else
  679. commander->setAlive(false);
  680. break;
  681. case EXPERIENCE:
  682. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  683. break;
  684. }
  685. }
  686. void AddQuest::applyGs(CGameState * gs) const
  687. {
  688. assert (vstd::contains(gs->players, player));
  689. auto * vec = &gs->players[player].quests;
  690. if (!vstd::contains(*vec, quest))
  691. vec->push_back (quest);
  692. else
  693. logNetwork->warn("Warning! Attempt to add duplicated quest");
  694. }
  695. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  696. {
  697. VLC->arth->minors = minors;
  698. VLC->arth->majors = majors;
  699. VLC->arth->treasures = treasures;
  700. VLC->arth->relics = relics;
  701. }
  702. void UpdateMapEvents::applyGs(CGameState * gs) const
  703. {
  704. gs->map->events = events;
  705. }
  706. void UpdateCastleEvents::applyGs(CGameState * gs) const
  707. {
  708. auto * t = gs->getTown(town);
  709. t->events = events;
  710. }
  711. void ChangeFormation::applyGs(CGameState * gs) const
  712. {
  713. gs->getHero(hid)->setFormation(formation);
  714. }
  715. void HeroVisitCastle::applyGs(CGameState * gs) const
  716. {
  717. CGHeroInstance *h = gs->getHero(hid);
  718. CGTownInstance *t = gs->getTown(tid);
  719. assert(h);
  720. assert(t);
  721. if(start())
  722. t->setVisitingHero(h);
  723. else
  724. t->setVisitingHero(nullptr);
  725. }
  726. void ChangeSpells::applyGs(CGameState *gs)
  727. {
  728. CGHeroInstance *hero = gs->getHero(hid);
  729. if(learn)
  730. for(const auto & sid : spells)
  731. hero->addSpellToSpellbook(sid);
  732. else
  733. for(const auto & sid : spells)
  734. hero->removeSpellFromSpellbook(sid);
  735. }
  736. void SetMana::applyGs(CGameState * gs) const
  737. {
  738. CGHeroInstance * hero = gs->getHero(hid);
  739. assert(hero);
  740. if(absolute)
  741. hero->mana = val;
  742. else
  743. hero->mana += val;
  744. vstd::amax(hero->mana, 0); //not less than 0
  745. }
  746. void SetMovePoints::applyGs(CGameState * gs) const
  747. {
  748. CGHeroInstance *hero = gs->getHero(hid);
  749. assert(hero);
  750. if(absolute)
  751. hero->setMovementPoints(val);
  752. else
  753. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  754. }
  755. void FoWChange::applyGs(CGameState *gs)
  756. {
  757. TeamState * team = gs->getPlayerTeam(player);
  758. auto fogOfWarMap = team->fogOfWarMap;
  759. for(const int3 & t : tiles)
  760. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  761. if (mode == 0) //do not hide too much
  762. {
  763. std::unordered_set<int3> tilesRevealed;
  764. for (auto & elem : gs->map->objects)
  765. {
  766. const CGObjectInstance *o = elem;
  767. if (o)
  768. {
  769. switch(o->ID)
  770. {
  771. case Obj::HERO:
  772. case Obj::MINE:
  773. case Obj::TOWN:
  774. case Obj::ABANDONED_MINE:
  775. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  776. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  777. break;
  778. }
  779. }
  780. }
  781. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  782. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  783. }
  784. }
  785. void SetAvailableHero::applyGs(CGameState *gs)
  786. {
  787. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID);
  788. }
  789. void GiveBonus::applyGs(CGameState *gs)
  790. {
  791. CBonusSystemNode *cbsn = nullptr;
  792. switch(who)
  793. {
  794. case ETarget::HERO:
  795. cbsn = gs->getHero(ObjectInstanceID(id));
  796. break;
  797. case ETarget::PLAYER:
  798. cbsn = gs->getPlayerState(PlayerColor(id));
  799. break;
  800. case ETarget::TOWN:
  801. cbsn = gs->getTown(ObjectInstanceID(id));
  802. break;
  803. case ETarget::BATTLE:
  804. assert(Bonus::OneBattle(&bonus));
  805. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(BattleID(id)));
  806. break;
  807. }
  808. assert(cbsn);
  809. if(Bonus::OneWeek(&bonus))
  810. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  811. auto b = std::make_shared<Bonus>(bonus);
  812. cbsn->addNewBonus(b);
  813. std::string &descr = b->description;
  814. if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
  815. {
  816. if (bonus.source == BonusSource::OBJECT)
  817. {
  818. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  819. }
  820. else if(bonus.source == BonusSource::TOWN_STRUCTURE)
  821. {
  822. descr = bonus.description;
  823. return;
  824. }
  825. else
  826. {
  827. descr = bdescr.toString();
  828. }
  829. }
  830. else
  831. {
  832. descr = bdescr.toString();
  833. }
  834. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  835. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  836. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  837. }
  838. void ChangeObjPos::applyGs(CGameState *gs)
  839. {
  840. CGObjectInstance *obj = gs->getObjInstance(objid);
  841. if(!obj)
  842. {
  843. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  844. return;
  845. }
  846. gs->map->removeBlockVisTiles(obj);
  847. obj->pos = nPos + obj->getVisitableOffset();
  848. gs->map->addBlockVisTiles(obj);
  849. }
  850. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  851. {
  852. switch (mode) {
  853. case VISITOR_ADD:
  854. gs->getHero(hero)->visitedObjects.insert(object);
  855. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  856. break;
  857. case VISITOR_ADD_TEAM:
  858. {
  859. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  860. for(const auto & color : ts->players)
  861. {
  862. gs->getPlayerState(color)->visitedObjects.insert(object);
  863. }
  864. }
  865. break;
  866. case VISITOR_CLEAR:
  867. for (CGHeroInstance * hero : gs->map->allHeroes)
  868. {
  869. if (hero)
  870. {
  871. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  872. }
  873. }
  874. for(auto &elem : gs->players)
  875. {
  876. elem.second.visitedObjects.erase(object);
  877. }
  878. break;
  879. case VISITOR_REMOVE:
  880. gs->getHero(hero)->visitedObjects.erase(object);
  881. break;
  882. }
  883. }
  884. void PlayerEndsGame::applyGs(CGameState * gs) const
  885. {
  886. PlayerState *p = gs->getPlayerState(player);
  887. if(victoryLossCheckResult.victory())
  888. {
  889. p->status = EPlayerStatus::WINNER;
  890. // TODO: Campaign-specific code might as well go somewhere else
  891. // keep all heroes from the winning player
  892. if(p->human && gs->scenarioOps->campState)
  893. {
  894. std::vector<CGHeroInstance *> crossoverHeroes;
  895. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  896. if (hero->tempOwner == player)
  897. crossoverHeroes.push_back(hero);
  898. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  899. }
  900. }
  901. else
  902. {
  903. p->status = EPlayerStatus::LOSER;
  904. }
  905. // defeated player may be making turn right now
  906. gs->actingPlayers.erase(player);
  907. }
  908. void PlayerReinitInterface::applyGs(CGameState *gs)
  909. {
  910. if(!gs || !gs->scenarioOps)
  911. return;
  912. //TODO: what does mean if more that one player connected?
  913. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  914. {
  915. for(const auto & player : players)
  916. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  917. }
  918. }
  919. void RemoveBonus::applyGs(CGameState *gs)
  920. {
  921. CBonusSystemNode * node = nullptr;
  922. if (who == GiveBonus::ETarget::HERO)
  923. node = gs->getHero(ObjectInstanceID(whoID));
  924. else
  925. node = gs->getPlayerState(PlayerColor(whoID));
  926. BonusList &bonuses = node->getExportedBonusList();
  927. for(const auto & b : bonuses)
  928. {
  929. if(vstd::to_underlying(b->source) == source && b->sid == id)
  930. {
  931. bonus = *b; //backup bonus (to show to interfaces later)
  932. node->removeBonus(b);
  933. break;
  934. }
  935. }
  936. }
  937. void RemoveObject::applyGs(CGameState *gs)
  938. {
  939. CGObjectInstance *obj = gs->getObjInstance(objectID);
  940. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  941. //unblock tiles
  942. gs->map->removeBlockVisTiles(obj);
  943. if(obj->ID == Obj::HERO) //remove beaten hero
  944. {
  945. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  946. assert(beatenHero);
  947. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  948. gs->map->heroesOnMap -= beatenHero;
  949. p->heroes -= beatenHero;
  950. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  951. // FIXME: workaround:
  952. // hero should be attached to siegeNode after battle
  953. // however this code might also be called on dismissing hero while in town
  954. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  955. beatenHero->detachFrom(*siegeNode);
  956. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  957. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  958. {
  959. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  960. });
  961. if(beatenHero->visitedTown)
  962. {
  963. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  964. beatenHero->visitedTown->garrisonHero = nullptr;
  965. else
  966. beatenHero->visitedTown->visitingHero = nullptr;
  967. beatenHero->visitedTown = nullptr;
  968. beatenHero->inTownGarrison = false;
  969. }
  970. //return hero to the pool, so he may reappear in tavern
  971. gs->heroesPool->addHeroToPool(beatenHero);
  972. gs->map->objects[objectID.getNum()] = nullptr;
  973. //If hero on Boat is removed, the Boat disappears
  974. if(beatenHero->boat)
  975. {
  976. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  977. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  978. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  979. beatenHero->boat = nullptr;
  980. }
  981. return;
  982. }
  983. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  984. if (quest)
  985. {
  986. gs->map->quests[quest->quest->qid] = nullptr;
  987. for (auto &player : gs->players)
  988. {
  989. for (auto &q : player.second.quests)
  990. {
  991. if (q.obj == obj)
  992. {
  993. q.obj = nullptr;
  994. }
  995. }
  996. }
  997. }
  998. for (TriggeredEvent & event : gs->map->triggeredEvents)
  999. {
  1000. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  1001. {
  1002. if (cond.object == obj)
  1003. {
  1004. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  1005. {
  1006. cond.condition = EventCondition::CONST_VALUE;
  1007. cond.value = 1; // destroyed object, from now on always fulfilled
  1008. }
  1009. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  1010. {
  1011. cond.condition = EventCondition::CONST_VALUE;
  1012. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1013. }
  1014. }
  1015. return cond;
  1016. };
  1017. event.trigger = event.trigger.morph(patcher);
  1018. }
  1019. gs->map->instanceNames.erase(obj->instanceName);
  1020. gs->map->objects[objectID.getNum()].dellNull();
  1021. gs->map->calculateGuardingGreaturePositions();
  1022. }
  1023. static int getDir(const int3 & src, const int3 & dst)
  1024. {
  1025. int ret = -1;
  1026. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1027. {
  1028. ret = 1;
  1029. }
  1030. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1031. {
  1032. ret = 2;
  1033. }
  1034. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1035. {
  1036. ret = 3;
  1037. }
  1038. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1039. {
  1040. ret = 4;
  1041. }
  1042. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1043. {
  1044. ret = 5;
  1045. }
  1046. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1047. {
  1048. ret = 6;
  1049. }
  1050. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1051. {
  1052. ret = 7;
  1053. }
  1054. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1055. {
  1056. ret = 8;
  1057. }
  1058. return ret;
  1059. }
  1060. void TryMoveHero::applyGs(CGameState *gs)
  1061. {
  1062. CGHeroInstance *h = gs->getHero(id);
  1063. if (!h)
  1064. {
  1065. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1066. return;
  1067. }
  1068. h->setMovementPoints(movePoints);
  1069. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1070. {
  1071. auto dir = getDir(start,end);
  1072. if(dir > 0 && dir <= 8)
  1073. h->moveDir = dir;
  1074. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1075. }
  1076. if(result == EMBARK) //hero enters boat at destination tile
  1077. {
  1078. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1079. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1080. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1081. assert(boat);
  1082. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1083. h->boat = boat;
  1084. h->attachTo(*boat);
  1085. boat->hero = h;
  1086. }
  1087. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1088. {
  1089. auto * b = const_cast<CGBoat *>(h->boat);
  1090. b->direction = h->moveDir;
  1091. b->pos = start;
  1092. b->hero = nullptr;
  1093. gs->map->addBlockVisTiles(b);
  1094. h->detachFrom(*b);
  1095. h->boat = nullptr;
  1096. }
  1097. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1098. {
  1099. gs->map->removeBlockVisTiles(h);
  1100. h->pos = end;
  1101. if(auto * b = const_cast<CGBoat *>(h->boat))
  1102. b->pos = end;
  1103. gs->map->addBlockVisTiles(h);
  1104. }
  1105. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1106. for(const int3 & t : fowRevealed)
  1107. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1108. }
  1109. void NewStructures::applyGs(CGameState *gs)
  1110. {
  1111. CGTownInstance *t = gs->getTown(tid);
  1112. for(const auto & id : bid)
  1113. {
  1114. assert(t->town->buildings.at(id) != nullptr);
  1115. t->builtBuildings.insert(id);
  1116. t->updateAppearance();
  1117. auto currentBuilding = t->town->buildings.at(id);
  1118. if(currentBuilding->overrideBids.empty())
  1119. continue;
  1120. for(const auto & overrideBid : currentBuilding->overrideBids)
  1121. {
  1122. t->overriddenBuildings.insert(overrideBid);
  1123. t->deleteTownBonus(overrideBid);
  1124. }
  1125. }
  1126. t->builded = builded;
  1127. t->recreateBuildingsBonuses();
  1128. }
  1129. void RazeStructures::applyGs(CGameState *gs)
  1130. {
  1131. CGTownInstance *t = gs->getTown(tid);
  1132. for(const auto & id : bid)
  1133. {
  1134. t->builtBuildings.erase(id);
  1135. t->updateAppearance();
  1136. }
  1137. t->destroyed = destroyed; //yeaha
  1138. t->recreateBuildingsBonuses();
  1139. }
  1140. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1141. {
  1142. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1143. assert(dw);
  1144. dw->creatures = creatures;
  1145. }
  1146. void SetHeroesInTown::applyGs(CGameState * gs) const
  1147. {
  1148. CGTownInstance *t = gs->getTown(tid);
  1149. CGHeroInstance * v = gs->getHero(visiting);
  1150. CGHeroInstance * g = gs->getHero(garrison);
  1151. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1152. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1153. if(newVisitorComesFromGarrison)
  1154. t->setGarrisonedHero(nullptr);
  1155. if(newGarrisonComesFromVisiting)
  1156. t->setVisitingHero(nullptr);
  1157. if(!newGarrisonComesFromVisiting || v)
  1158. t->setVisitingHero(v);
  1159. if(!newVisitorComesFromGarrison || g)
  1160. t->setGarrisonedHero(g);
  1161. if(v)
  1162. {
  1163. gs->map->addBlockVisTiles(v);
  1164. }
  1165. if(g)
  1166. {
  1167. gs->map->removeBlockVisTiles(g);
  1168. }
  1169. }
  1170. void HeroRecruited::applyGs(CGameState * gs) const
  1171. {
  1172. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1173. CGTownInstance *t = gs->getTown(tid);
  1174. PlayerState *p = gs->getPlayerState(player);
  1175. if (boatId != ObjectInstanceID::NONE)
  1176. {
  1177. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1178. auto * boat = dynamic_cast<CGBoat *>(obj);
  1179. if (boat)
  1180. {
  1181. gs->map->removeBlockVisTiles(boat);
  1182. h->attachToBoat(boat);
  1183. }
  1184. }
  1185. h->setOwner(player);
  1186. h->pos = tile;
  1187. h->initObj(gs->getRandomGenerator());
  1188. if(h->id == ObjectInstanceID())
  1189. {
  1190. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1191. gs->map->objects.emplace_back(h);
  1192. }
  1193. else
  1194. gs->map->objects[h->id.getNum()] = h;
  1195. gs->map->heroesOnMap.emplace_back(h);
  1196. p->heroes.emplace_back(h);
  1197. h->attachTo(*p);
  1198. gs->map->addBlockVisTiles(h);
  1199. if(t)
  1200. t->setVisitingHero(h);
  1201. }
  1202. void GiveHero::applyGs(CGameState * gs) const
  1203. {
  1204. CGHeroInstance *h = gs->getHero(id);
  1205. if (boatId != ObjectInstanceID::NONE)
  1206. {
  1207. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1208. auto * boat = dynamic_cast<CGBoat *>(obj);
  1209. if (boat)
  1210. {
  1211. gs->map->removeBlockVisTiles(boat);
  1212. h->attachToBoat(boat);
  1213. }
  1214. }
  1215. //bonus system
  1216. h->detachFrom(gs->globalEffects);
  1217. h->attachTo(*gs->getPlayerState(player));
  1218. auto oldVisitablePos = h->visitablePos();
  1219. gs->map->removeBlockVisTiles(h,true);
  1220. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1221. h->setOwner(player);
  1222. h->setMovementPoints(h->movementPointsLimit(true));
  1223. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1224. gs->map->heroesOnMap.emplace_back(h);
  1225. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1226. gs->map->addBlockVisTiles(h);
  1227. h->inTownGarrison = false;
  1228. }
  1229. void NewObject::applyGs(CGameState *gs)
  1230. {
  1231. TerrainId terrainType = ETerrainId::NONE;
  1232. if (!gs->isInTheMap(targetPos))
  1233. {
  1234. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1235. return;
  1236. }
  1237. const TerrainTile & t = gs->map->getTile(targetPos);
  1238. terrainType = t.terType->getId();
  1239. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1240. CGObjectInstance * o = handler->create();
  1241. handler->configureObject(o, gs->getRandomGenerator());
  1242. if (ID == Obj::MONSTER) //probably more options will be needed
  1243. {
  1244. //CStackInstance hlp;
  1245. auto * cre = dynamic_cast<CGCreature *>(o);
  1246. //cre->slots[0] = hlp;
  1247. assert(cre);
  1248. cre->notGrowingTeam = cre->neverFlees = false;
  1249. cre->character = 2;
  1250. cre->gainedArtifact = ArtifactID::NONE;
  1251. cre->identifier = -1;
  1252. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1253. }
  1254. assert(!handler->getTemplates(terrainType).empty());
  1255. if (handler->getTemplates().empty())
  1256. {
  1257. logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID);
  1258. return;
  1259. }
  1260. if (!handler->getTemplates(terrainType).empty())
  1261. o->appearance = handler->getTemplates(terrainType).front();
  1262. else
  1263. o->appearance = handler->getTemplates().front();
  1264. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1265. o->ID = ID;
  1266. o->subID = subID;
  1267. o->pos = targetPos + o->getVisitableOffset();
  1268. gs->map->objects.emplace_back(o);
  1269. gs->map->addBlockVisTiles(o);
  1270. o->initObj(gs->getRandomGenerator());
  1271. gs->map->calculateGuardingGreaturePositions();
  1272. createdObjectID = o->id;
  1273. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1274. }
  1275. void NewArtifact::applyGs(CGameState *gs)
  1276. {
  1277. assert(!vstd::contains(gs->map->artInstances, art));
  1278. assert(!art->getParentNodes().size());
  1279. assert(art->artType);
  1280. art->setType(art->artType);
  1281. if(art->isCombined())
  1282. {
  1283. for(const auto & part : art->artType->getConstituents())
  1284. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1285. }
  1286. gs->map->addNewArtifactInstance(art);
  1287. }
  1288. const CStackInstance * StackLocation::getStack()
  1289. {
  1290. if(!army->hasStackAtSlot(slot))
  1291. {
  1292. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1293. return nullptr;
  1294. }
  1295. return &army->getStack(slot);
  1296. }
  1297. struct ObjectRetriever
  1298. {
  1299. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1300. {
  1301. return h;
  1302. }
  1303. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1304. {
  1305. return s->armyObj;
  1306. }
  1307. };
  1308. template<typename T>
  1309. struct GetBase
  1310. {
  1311. template <typename TArg>
  1312. T * operator()(TArg &arg) const
  1313. {
  1314. return arg;
  1315. }
  1316. };
  1317. void ArtifactLocation::removeArtifact()
  1318. {
  1319. CArtifactInstance *a = getArt();
  1320. assert(a);
  1321. a->removeFrom(*this);
  1322. }
  1323. const CArmedInstance * ArtifactLocation::relatedObj() const
  1324. {
  1325. return std::visit(ObjectRetriever(), artHolder);
  1326. }
  1327. PlayerColor ArtifactLocation::owningPlayer() const
  1328. {
  1329. const auto * obj = relatedObj();
  1330. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1331. }
  1332. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1333. {
  1334. return std::visit(GetBase<CArtifactSet>(), artHolder);
  1335. }
  1336. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1337. {
  1338. return std::visit(GetBase<CBonusSystemNode>(), artHolder);
  1339. }
  1340. const CArtifactInstance *ArtifactLocation::getArt() const
  1341. {
  1342. const auto * s = getSlot();
  1343. if(s)
  1344. return s->getArt();
  1345. else
  1346. return nullptr;
  1347. }
  1348. CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1349. {
  1350. auto * t = const_cast<ArtifactLocation *>(this);
  1351. return t->getHolderArtSet();
  1352. }
  1353. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1354. {
  1355. auto * t = const_cast<ArtifactLocation *>(this);
  1356. return t->getHolderNode();
  1357. }
  1358. CArtifactInstance *ArtifactLocation::getArt()
  1359. {
  1360. const ArtifactLocation *t = this;
  1361. return const_cast<CArtifactInstance*>(t->getArt());
  1362. }
  1363. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1364. {
  1365. return getHolderArtSet()->getSlot(slot);
  1366. }
  1367. void ChangeStackCount::applyGs(CGameState * gs)
  1368. {
  1369. auto * srcObj = gs->getArmyInstance(army);
  1370. if(!srcObj)
  1371. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1372. if(absoluteValue)
  1373. srcObj->setStackCount(slot, count);
  1374. else
  1375. srcObj->changeStackCount(slot, count);
  1376. }
  1377. void SetStackType::applyGs(CGameState * gs)
  1378. {
  1379. auto * srcObj = gs->getArmyInstance(army);
  1380. if(!srcObj)
  1381. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1382. srcObj->setStackType(slot, type);
  1383. }
  1384. void EraseStack::applyGs(CGameState * gs)
  1385. {
  1386. auto * srcObj = gs->getArmyInstance(army);
  1387. if(!srcObj)
  1388. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1389. srcObj->eraseStack(slot);
  1390. }
  1391. void SwapStacks::applyGs(CGameState * gs)
  1392. {
  1393. auto * srcObj = gs->getArmyInstance(srcArmy);
  1394. if(!srcObj)
  1395. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1396. auto * dstObj = gs->getArmyInstance(dstArmy);
  1397. if(!dstObj)
  1398. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1399. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1400. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1401. srcObj->putStack(srcSlot, s2);
  1402. dstObj->putStack(dstSlot, s1);
  1403. }
  1404. void InsertNewStack::applyGs(CGameState *gs)
  1405. {
  1406. if(auto * obj = gs->getArmyInstance(army))
  1407. obj->putStack(slot, new CStackInstance(type, count));
  1408. else
  1409. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1410. }
  1411. void RebalanceStacks::applyGs(CGameState * gs)
  1412. {
  1413. auto * srcObj = gs->getArmyInstance(srcArmy);
  1414. if(!srcObj)
  1415. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1416. auto * dstObj = gs->getArmyInstance(dstArmy);
  1417. if(!dstObj)
  1418. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1419. StackLocation src(srcObj, srcSlot);
  1420. StackLocation dst(dstObj, dstSlot);
  1421. const CCreature * srcType = src.army->getCreature(src.slot);
  1422. TQuantity srcCount = src.army->getStackCount(src.slot);
  1423. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1424. if(srcCount == count) //moving whole stack
  1425. {
  1426. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1427. if(c) //stack at dest -> merge
  1428. {
  1429. assert(c == srcType);
  1430. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1431. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1432. auto * artHere = alHere.getArt();
  1433. auto * artDest = alDest.getArt();
  1434. if (artHere)
  1435. {
  1436. if (alDest.getArt())
  1437. {
  1438. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1439. auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
  1440. if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
  1441. {
  1442. artDest->move (alDest, ArtifactLocation (hero, dstSlot));
  1443. }
  1444. //else - artifact cna be lost :/
  1445. else
  1446. {
  1447. EraseArtifact ea;
  1448. ea.al = alDest;
  1449. ea.applyGs(gs);
  1450. logNetwork->warn("Cannot move artifact! No free slots");
  1451. }
  1452. artHere->move (alHere, alDest);
  1453. //TODO: choose from dialog
  1454. }
  1455. else //just move to the other slot before stack gets erased
  1456. {
  1457. artHere->move (alHere, alDest);
  1458. }
  1459. }
  1460. if (stackExp)
  1461. {
  1462. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1463. src.army->eraseStack(src.slot);
  1464. dst.army->changeStackCount(dst.slot, count);
  1465. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1466. }
  1467. else
  1468. {
  1469. src.army->eraseStack(src.slot);
  1470. dst.army->changeStackCount(dst.slot, count);
  1471. }
  1472. }
  1473. else //move stack to an empty slot, no exp change needed
  1474. {
  1475. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1476. dst.army->putStack(dst.slot, stackDetached);
  1477. }
  1478. }
  1479. else
  1480. {
  1481. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1482. if(c) //stack at dest -> rebalance
  1483. {
  1484. assert(c == srcType);
  1485. if (stackExp)
  1486. {
  1487. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1488. src.army->changeStackCount(src.slot, -count);
  1489. dst.army->changeStackCount(dst.slot, count);
  1490. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1491. }
  1492. else
  1493. {
  1494. src.army->changeStackCount(src.slot, -count);
  1495. dst.army->changeStackCount(dst.slot, count);
  1496. }
  1497. }
  1498. else //split stack to an empty slot
  1499. {
  1500. src.army->changeStackCount(src.slot, -count);
  1501. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1502. if (stackExp)
  1503. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1504. }
  1505. }
  1506. CBonusSystemNode::treeHasChanged();
  1507. }
  1508. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1509. {
  1510. for(auto & move : moves)
  1511. move.applyGs(gs);
  1512. }
  1513. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1514. {
  1515. for(auto & move : moves)
  1516. move.applyGs(gs);
  1517. for(auto & change : changes)
  1518. change.applyGs(gs);
  1519. }
  1520. void PutArtifact::applyGs(CGameState *gs)
  1521. {
  1522. assert(art->canBePutAt(al));
  1523. // Ensure that artifact has been correctly added via NewArtifact pack
  1524. assert(vstd::contains(gs->map->artInstances, art));
  1525. assert(!art->getParentNodes().empty());
  1526. art->putAt(al);
  1527. }
  1528. void EraseArtifact::applyGs(CGameState *gs)
  1529. {
  1530. const auto * slot = al.getSlot();
  1531. if(slot->locked)
  1532. {
  1533. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1534. DisassembledArtifact dis;
  1535. dis.al.artHolder = al.artHolder;
  1536. auto * aset = al.getHolderArtSet();
  1537. #ifndef NDEBUG
  1538. bool found = false;
  1539. #endif
  1540. for(auto& p : aset->artifactsWorn)
  1541. {
  1542. auto art = p.second.artifact;
  1543. if(art->isCombined() && art->isPart(slot->artifact))
  1544. {
  1545. dis.al.slot = aset->getArtPos(art);
  1546. #ifndef NDEBUG
  1547. found = true;
  1548. #endif
  1549. break;
  1550. }
  1551. }
  1552. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1553. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1554. dis.applyGs(gs);
  1555. }
  1556. else
  1557. {
  1558. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1559. }
  1560. al.removeArtifact();
  1561. }
  1562. void MoveArtifact::applyGs(CGameState * gs)
  1563. {
  1564. CArtifactInstance * art = src.getArt();
  1565. assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
  1566. art->move(src, dst);
  1567. }
  1568. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1569. {
  1570. enum class EBulkArtsOp
  1571. {
  1572. BULK_MOVE,
  1573. BULK_REMOVE,
  1574. BULK_PUT
  1575. };
  1576. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1577. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1578. {
  1579. int numBackpackArtifactsMoved = 0;
  1580. for(auto & slot : artsPack)
  1581. {
  1582. // When an object gets removed from the backpack, the backpack shrinks
  1583. // so all the following indices will be affected. Thus, we need to update
  1584. // the subsequent artifact slots to account for that
  1585. auto srcPos = slot.srcPos;
  1586. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1587. {
  1588. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1589. }
  1590. const auto * slotInfo = artSet->getSlot(srcPos);
  1591. assert(slotInfo);
  1592. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1593. assert(art);
  1594. switch(operation)
  1595. {
  1596. case EBulkArtsOp::BULK_MOVE:
  1597. const_cast<CArtifactInstance*>(art)->move(
  1598. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1599. break;
  1600. case EBulkArtsOp::BULK_REMOVE:
  1601. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1602. break;
  1603. case EBulkArtsOp::BULK_PUT:
  1604. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1605. break;
  1606. default:
  1607. break;
  1608. }
  1609. if(srcPos >= ArtifactPosition::BACKPACK_START)
  1610. {
  1611. numBackpackArtifactsMoved++;
  1612. }
  1613. }
  1614. };
  1615. if(swap)
  1616. {
  1617. // Swap
  1618. auto * leftSet = getSrcHolderArtSet();
  1619. auto * rightSet = getDstHolderArtSet();
  1620. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1621. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1622. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1623. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1624. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1625. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1626. }
  1627. else
  1628. {
  1629. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1630. }
  1631. }
  1632. void AssembledArtifact::applyGs(CGameState *gs)
  1633. {
  1634. CArtifactSet * artSet = al.getHolderArtSet();
  1635. const CArtifactInstance * transformedArt = al.getArt();
  1636. assert(transformedArt);
  1637. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1638. {
  1639. return art->getId() == builtArt->getId();
  1640. }));
  1641. const auto transformedArtSlot = artSet->getSlotByInstance(transformedArt);
  1642. auto * combinedArt = new CArtifactInstance(builtArt);
  1643. gs->map->addNewArtifactInstance(combinedArt);
  1644. // Find slots for all involved artifacts
  1645. std::vector<ArtifactPosition> slotsInvolved;
  1646. for(const auto constituent : builtArt->getConstituents())
  1647. {
  1648. ArtifactPosition slot;
  1649. if(transformedArt->getTypeId() == constituent->getId())
  1650. slot = transformedArtSlot;
  1651. else
  1652. slot = artSet->getArtPos(constituent->getId(), false, false);
  1653. assert(slot != ArtifactPosition::PRE_FIRST);
  1654. slotsInvolved.emplace_back(slot);
  1655. }
  1656. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1657. // Find a slot for combined artifact
  1658. al.slot = transformedArtSlot;
  1659. for(const auto slot : slotsInvolved)
  1660. {
  1661. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1662. {
  1663. if(ArtifactUtils::isSlotBackpack(slot))
  1664. {
  1665. al.slot = ArtifactPosition::BACKPACK_START;
  1666. break;
  1667. }
  1668. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1669. && vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), slot))
  1670. al.slot = slot;
  1671. }
  1672. else
  1673. {
  1674. if(ArtifactUtils::isSlotBackpack(slot))
  1675. al.slot = std::min(al.slot, slot);
  1676. }
  1677. }
  1678. // Delete parts from hero
  1679. for(const auto slot : slotsInvolved)
  1680. {
  1681. const auto constituentInstance = artSet->getArt(slot);
  1682. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, slot));
  1683. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1684. combinedArt->addPart(constituentInstance, slot);
  1685. else
  1686. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1687. }
  1688. // Put new combined artifacts
  1689. combinedArt->putAt(al);
  1690. }
  1691. void DisassembledArtifact::applyGs(CGameState *gs)
  1692. {
  1693. auto * disassembled = al.getArt();
  1694. assert(disassembled);
  1695. auto parts = disassembled->getPartsInfo();
  1696. disassembled->removeFrom(al);
  1697. for(auto & part : parts)
  1698. {
  1699. ArtifactLocation partLoc = al;
  1700. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1701. partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1702. disassembled->detachFrom(*part.art);
  1703. part.art->putAt(partLoc);
  1704. }
  1705. gs->map->eraseArtifactInstance(disassembled);
  1706. }
  1707. void HeroVisit::applyGs(CGameState *gs)
  1708. {
  1709. }
  1710. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1711. {
  1712. if(id >= 0)
  1713. {
  1714. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1715. {
  1716. bm->artifacts = arts;
  1717. }
  1718. else
  1719. {
  1720. logNetwork->error("Wrong black market id!");
  1721. }
  1722. }
  1723. else
  1724. {
  1725. CGTownInstance::merchantArtifacts = arts;
  1726. }
  1727. }
  1728. void NewTurn::applyGs(CGameState *gs)
  1729. {
  1730. gs->day = day;
  1731. // Update bonuses before doing anything else so hero don't get more MP than needed
  1732. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1733. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1734. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1735. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1736. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1737. {
  1738. CGHeroInstance *hero = gs->getHero(h.id);
  1739. if(!hero)
  1740. {
  1741. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1742. continue;
  1743. }
  1744. hero->setMovementPoints(h.move);
  1745. hero->mana = h.mana;
  1746. }
  1747. gs->heroesPool->onNewDay();
  1748. for(const auto & re : res)
  1749. {
  1750. assert(re.first.isValidPlayer());
  1751. gs->getPlayerState(re.first)->resources = re.second;
  1752. }
  1753. for(const auto & creatureSet : cres) //set available creatures in towns
  1754. creatureSet.second.applyGs(gs);
  1755. for(CGTownInstance* t : gs->map->towns)
  1756. t->builded = 0;
  1757. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1758. gs->updateRumor();
  1759. }
  1760. void SetObjectProperty::applyGs(CGameState * gs) const
  1761. {
  1762. CGObjectInstance *obj = gs->getObjInstance(id);
  1763. if(!obj)
  1764. {
  1765. logNetwork->error("Wrong object ID - property cannot be set!");
  1766. return;
  1767. }
  1768. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1769. if(what == ObjProperty::OWNER && cai)
  1770. {
  1771. if(obj->ID == Obj::TOWN)
  1772. {
  1773. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1774. assert(t);
  1775. PlayerColor oldOwner = t->tempOwner;
  1776. if(oldOwner.isValidPlayer())
  1777. {
  1778. auto * state = gs->getPlayerState(oldOwner);
  1779. state->towns -= t;
  1780. if(state->towns.empty())
  1781. *state->daysWithoutCastle = 0;
  1782. }
  1783. if(PlayerColor(val).isValidPlayer())
  1784. {
  1785. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1786. p->towns.emplace_back(t);
  1787. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1788. if(p->daysWithoutCastle)
  1789. p->daysWithoutCastle = std::nullopt;
  1790. }
  1791. }
  1792. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1793. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1794. obj->setProperty(what,val);
  1795. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1796. }
  1797. else //not an armed instance
  1798. {
  1799. obj->setProperty(what,val);
  1800. }
  1801. }
  1802. void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1803. {
  1804. auto * hero = gs->getHero(heroId);
  1805. assert(hero);
  1806. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1807. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1808. {
  1809. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1810. }
  1811. else
  1812. {
  1813. skills = proposedSkills;
  1814. }
  1815. }
  1816. void HeroLevelUp::applyGs(CGameState * gs) const
  1817. {
  1818. auto * hero = gs->getHero(heroId);
  1819. assert(hero);
  1820. hero->levelUp(skills);
  1821. }
  1822. void CommanderLevelUp::applyGs(CGameState * gs) const
  1823. {
  1824. auto * hero = gs->getHero(heroId);
  1825. assert(hero);
  1826. auto commander = hero->commander;
  1827. assert(commander);
  1828. commander->levelUp();
  1829. }
  1830. void BattleStart::applyGs(CGameState * gs) const
  1831. {
  1832. assert(battleID == gs->nextBattleID);
  1833. gs->currentBattles.emplace_back(info);
  1834. info->battleID = gs->nextBattleID;
  1835. info->localInit();
  1836. gs->nextBattleID = vstd::next(gs->nextBattleID, 1);
  1837. }
  1838. void BattleNextRound::applyGs(CGameState * gs) const
  1839. {
  1840. gs->getBattle(battleID)->nextRound();
  1841. }
  1842. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1843. {
  1844. gs->getBattle(battleID)->nextTurn(stack);
  1845. }
  1846. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1847. {
  1848. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1849. assert(st);
  1850. switch(static_cast<BonusType>(effect))
  1851. {
  1852. case BonusType::HP_REGENERATION:
  1853. {
  1854. int64_t toHeal = val;
  1855. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1856. break;
  1857. }
  1858. case BonusType::MANA_DRAIN:
  1859. {
  1860. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1861. st->drainedMana = true;
  1862. h->mana -= val;
  1863. vstd::amax(h->mana, 0);
  1864. break;
  1865. }
  1866. case BonusType::POISON:
  1867. {
  1868. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON)
  1869. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1870. if (b)
  1871. b->val = val;
  1872. break;
  1873. }
  1874. case BonusType::ENCHANTER:
  1875. case BonusType::MORALE:
  1876. break;
  1877. case BonusType::FEAR:
  1878. st->fear = true;
  1879. break;
  1880. default:
  1881. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1882. }
  1883. }
  1884. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1885. {
  1886. if(gs->getBattle(battleID))
  1887. gs->getBattle(battleID)->si.gateState = state;
  1888. }
  1889. void BattleCancelled::applyGs(CGameState * gs) const
  1890. {
  1891. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1892. {
  1893. return battle->battleID == battleID;
  1894. });
  1895. assert(currentBattle != gs->currentBattles.end());
  1896. gs->currentBattles.erase(currentBattle);
  1897. }
  1898. void BattleResultAccepted::applyGs(CGameState * gs) const
  1899. {
  1900. // Remove any "until next battle" bonuses
  1901. for(auto & res : heroResult)
  1902. {
  1903. if(res.hero)
  1904. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1905. }
  1906. if(winnerSide != 2)
  1907. {
  1908. // Grow up growing artifacts
  1909. const auto hero = heroResult[winnerSide].hero;
  1910. if (hero)
  1911. {
  1912. if(hero->commander && hero->commander->alive)
  1913. {
  1914. for(auto & art : hero->commander->artifactsWorn)
  1915. art.second.artifact->growingUp();
  1916. }
  1917. for(auto & art : hero->artifactsWorn)
  1918. {
  1919. art.second.artifact->growingUp();
  1920. }
  1921. }
  1922. }
  1923. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1924. {
  1925. if(heroResult[0].army)
  1926. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1927. if(heroResult[1].army)
  1928. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1929. CBonusSystemNode::treeHasChanged();
  1930. }
  1931. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1932. {
  1933. return battle->battleID == battleID;
  1934. });
  1935. assert(currentBattle != gs->currentBattles.end());
  1936. gs->currentBattles.erase(currentBattle);
  1937. }
  1938. void BattleLogMessage::applyGs(CGameState *gs)
  1939. {
  1940. //nothing
  1941. }
  1942. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1943. {
  1944. //nothing
  1945. }
  1946. void BattleStackMoved::applyGs(CGameState *gs)
  1947. {
  1948. applyBattle(gs->getBattle(battleID));
  1949. }
  1950. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1951. {
  1952. battleState->moveUnit(stack, tilesToMove.back());
  1953. }
  1954. void BattleStackAttacked::applyGs(CGameState * gs)
  1955. {
  1956. applyBattle(gs->getBattle(battleID));
  1957. }
  1958. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1959. {
  1960. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1961. }
  1962. void BattleAttack::applyGs(CGameState * gs)
  1963. {
  1964. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1965. assert(attacker);
  1966. attackerChanges.applyGs(gs);
  1967. for(BattleStackAttacked & stackAttacked : bsa)
  1968. stackAttacked.applyGs(gs);
  1969. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1970. }
  1971. void StartAction::applyGs(CGameState *gs)
  1972. {
  1973. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1974. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1975. {
  1976. gs->getBattle(battleID)->tacticDistance = 0;
  1977. return;
  1978. }
  1979. if(gs->getBattle(battleID)->tacticDistance)
  1980. {
  1981. // moves in tactics phase do not affect creature status
  1982. // (tactics stack queue is managed by client)
  1983. return;
  1984. }
  1985. if (ba.isUnitAction())
  1986. {
  1987. assert(st); // stack must exists for all non-hero actions
  1988. switch(ba.actionType)
  1989. {
  1990. case EActionType::DEFEND:
  1991. st->waiting = false;
  1992. st->defending = true;
  1993. st->defendingAnim = true;
  1994. break;
  1995. case EActionType::WAIT:
  1996. st->defendingAnim = false;
  1997. st->waiting = true;
  1998. st->waitedThisTurn = true;
  1999. break;
  2000. case EActionType::HERO_SPELL: //no change in current stack state
  2001. break;
  2002. default: //any active stack action - attack, catapult, heal, spell...
  2003. st->waiting = false;
  2004. st->defendingAnim = false;
  2005. st->movedThisRound = true;
  2006. break;
  2007. }
  2008. }
  2009. else
  2010. {
  2011. if(ba.actionType == EActionType::HERO_SPELL)
  2012. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  2013. }
  2014. }
  2015. void BattleSpellCast::applyGs(CGameState * gs) const
  2016. {
  2017. if(castByHero)
  2018. {
  2019. if(side < 2)
  2020. {
  2021. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  2022. }
  2023. }
  2024. }
  2025. void SetStackEffect::applyGs(CGameState *gs)
  2026. {
  2027. applyBattle(gs->getBattle(battleID));
  2028. }
  2029. void SetStackEffect::applyBattle(IBattleState * battleState)
  2030. {
  2031. for(const auto & stackData : toRemove)
  2032. battleState->removeUnitBonus(stackData.first, stackData.second);
  2033. for(const auto & stackData : toUpdate)
  2034. battleState->updateUnitBonus(stackData.first, stackData.second);
  2035. for(const auto & stackData : toAdd)
  2036. battleState->addUnitBonus(stackData.first, stackData.second);
  2037. }
  2038. void StacksInjured::applyGs(CGameState *gs)
  2039. {
  2040. applyBattle(gs->getBattle(battleID));
  2041. }
  2042. void StacksInjured::applyBattle(IBattleState * battleState)
  2043. {
  2044. for(BattleStackAttacked stackAttacked : stacks)
  2045. stackAttacked.applyBattle(battleState);
  2046. }
  2047. void BattleUnitsChanged::applyGs(CGameState *gs)
  2048. {
  2049. applyBattle(gs->getBattle(battleID));
  2050. }
  2051. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2052. {
  2053. for(auto & elem : changedStacks)
  2054. {
  2055. switch(elem.operation)
  2056. {
  2057. case BattleChanges::EOperation::RESET_STATE:
  2058. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2059. break;
  2060. case BattleChanges::EOperation::REMOVE:
  2061. battleState->removeUnit(elem.id);
  2062. break;
  2063. case BattleChanges::EOperation::ADD:
  2064. battleState->addUnit(elem.id, elem.data);
  2065. break;
  2066. case BattleChanges::EOperation::UPDATE:
  2067. battleState->updateUnit(elem.id, elem.data);
  2068. break;
  2069. default:
  2070. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2071. break;
  2072. }
  2073. }
  2074. }
  2075. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2076. {
  2077. applyBattle(gs->getBattle(battleID));
  2078. }
  2079. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2080. {
  2081. for(const auto & change : changes)
  2082. {
  2083. switch(change.operation)
  2084. {
  2085. case BattleChanges::EOperation::REMOVE:
  2086. battleState->removeObstacle(change.id);
  2087. break;
  2088. case BattleChanges::EOperation::ADD:
  2089. battleState->addObstacle(change);
  2090. break;
  2091. case BattleChanges::EOperation::UPDATE:
  2092. battleState->updateObstacle(change);
  2093. break;
  2094. default:
  2095. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2096. break;
  2097. }
  2098. }
  2099. }
  2100. CatapultAttack::CatapultAttack() = default;
  2101. CatapultAttack::~CatapultAttack() = default;
  2102. void CatapultAttack::applyGs(CGameState * gs)
  2103. {
  2104. applyBattle(gs->getBattle(battleID));
  2105. }
  2106. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2107. {
  2108. visitor.visitCatapultAttack(*this);
  2109. }
  2110. void CatapultAttack::applyBattle(IBattleState * battleState)
  2111. {
  2112. const auto * town = battleState->getDefendedTown();
  2113. if(!town)
  2114. return;
  2115. if(town->fortLevel() == CGTownInstance::NONE)
  2116. return;
  2117. for(const auto & part : attackedParts)
  2118. {
  2119. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2120. battleState->setWallState(part.attackedPart, newWallState);
  2121. }
  2122. }
  2123. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2124. {
  2125. CStack * stack = gs->getBattle(battleID)->getStack(stackID);
  2126. switch(which)
  2127. {
  2128. case CASTS:
  2129. {
  2130. if(absolute)
  2131. logNetwork->error("Can not change casts in absolute mode");
  2132. else
  2133. stack->casts.use(-val);
  2134. break;
  2135. }
  2136. case ENCHANTER_COUNTER:
  2137. {
  2138. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2139. if(absolute)
  2140. counter = val;
  2141. else
  2142. counter += val;
  2143. vstd::amax(counter, 0);
  2144. break;
  2145. }
  2146. case UNBIND:
  2147. {
  2148. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2149. break;
  2150. }
  2151. case CLONED:
  2152. {
  2153. stack->cloned = true;
  2154. break;
  2155. }
  2156. case HAS_CLONE:
  2157. {
  2158. stack->cloneID = val;
  2159. break;
  2160. }
  2161. }
  2162. }
  2163. void PlayerCheated::applyGs(CGameState * gs) const
  2164. {
  2165. if(!player.isValidPlayer())
  2166. return;
  2167. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2168. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2169. gs->getPlayerState(player)->cheated = true;
  2170. }
  2171. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2172. {
  2173. assert(gs->actingPlayers.count(player) == 0);
  2174. gs->actingPlayers.insert(player);
  2175. }
  2176. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2177. {
  2178. assert(gs->actingPlayers.count(player) == 1);
  2179. gs->actingPlayers.erase(player);
  2180. }
  2181. void DaysWithoutTown::applyGs(CGameState * gs) const
  2182. {
  2183. auto & playerState = gs->players[player];
  2184. playerState.daysWithoutCastle = daysWithoutCastle;
  2185. }
  2186. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2187. {
  2188. auto & playerState = gs->players[player];
  2189. playerState.turnTimer = turnTimer;
  2190. }
  2191. Component::Component(const CStackBasicDescriptor & stack)
  2192. : id(EComponentType::CREATURE)
  2193. , subtype(stack.type->getId())
  2194. , val(stack.count)
  2195. {
  2196. }
  2197. void EntitiesChanged::applyGs(CGameState * gs)
  2198. {
  2199. for(const auto & change : changes)
  2200. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2201. }
  2202. const CArtifactInstance * ArtSlotInfo::getArt() const
  2203. {
  2204. if(locked)
  2205. {
  2206. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2207. return nullptr;
  2208. }
  2209. return artifact;
  2210. }
  2211. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  2212. {
  2213. return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
  2214. }
  2215. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  2216. {
  2217. return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
  2218. }
  2219. VCMI_LIB_NAMESPACE_END