NetPacksLib.cpp 59 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "SetRewardableConfiguration.h"
  16. #include "StackLocation.h"
  17. #include "PacksForLobby.h"
  18. #include "SetStackEffect.h"
  19. #include "NetPackVisitor.h"
  20. #include "texts/CGeneralTextHandler.h"
  21. #include "CArtHandler.h"
  22. #include "CHeroHandler.h"
  23. #include "VCMI_Lib.h"
  24. #include "mapping/CMap.h"
  25. #include "spells/CSpellHandler.h"
  26. #include "CCreatureHandler.h"
  27. #include "gameState/CGameState.h"
  28. #include "gameState/TavernHeroesPool.h"
  29. #include "CStack.h"
  30. #include "battle/BattleInfo.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "entities/building/CBuilding.h"
  36. #include "mapObjects/CBank.h"
  37. #include "mapObjects/CGCreature.h"
  38. #include "mapObjects/CGMarket.h"
  39. #include "mapObjects/CGTownInstance.h"
  40. #include "mapObjects/CQuest.h"
  41. #include "mapObjects/MiscObjects.h"
  42. #include "mapObjectConstructors/AObjectTypeHandler.h"
  43. #include "mapObjectConstructors/CObjectClassesHandler.h"
  44. #include "campaign/CampaignState.h"
  45. #include "GameSettings.h"
  46. VCMI_LIB_NAMESPACE_BEGIN
  47. void CPack::visit(ICPackVisitor & visitor)
  48. {
  49. visitBasic(visitor);
  50. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  51. if(visitor.callTyped())
  52. {
  53. visitTyped(visitor);
  54. }
  55. }
  56. void CPack::visitBasic(ICPackVisitor & visitor)
  57. {
  58. }
  59. void CPack::visitTyped(ICPackVisitor & visitor)
  60. {
  61. }
  62. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  63. {
  64. visitor.visitForClient(*this);
  65. }
  66. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  67. {
  68. visitor.visitForServer(*this);
  69. }
  70. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  71. {
  72. visitor.visitForLobby(*this);
  73. }
  74. bool CPackForLobby::isForServer() const
  75. {
  76. return false;
  77. }
  78. bool CLobbyPackToServer::isForServer() const
  79. {
  80. return true;
  81. }
  82. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  83. {
  84. visitor.visitPackageApplied(*this);
  85. }
  86. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  87. {
  88. visitor.visitSystemMessage(*this);
  89. }
  90. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  91. {
  92. visitor.visitPlayerBlocked(*this);
  93. }
  94. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  95. {
  96. visitor.visitPlayerCheated(*this);
  97. }
  98. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  99. {
  100. visitor.visitPlayerStartsTurn(*this);
  101. }
  102. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  103. {
  104. visitor.visitDaysWithoutTown(*this);
  105. }
  106. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  107. {
  108. visitor.visitEntitiesChanged(*this);
  109. }
  110. void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
  111. {
  112. visitor.visitSetRewardableConfiguration(*this);
  113. }
  114. void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
  115. {
  116. visitor.visitSetBankConfiguration(*this);
  117. }
  118. void SetResources::visitTyped(ICPackVisitor & visitor)
  119. {
  120. visitor.visitSetResources(*this);
  121. }
  122. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  123. {
  124. visitor.visitSetPrimSkill(*this);
  125. }
  126. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  127. {
  128. visitor.visitSetSecSkill(*this);
  129. }
  130. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  131. {
  132. visitor.visitHeroVisitCastle(*this);
  133. }
  134. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  135. {
  136. visitor.visitChangeSpells(*this);
  137. }
  138. void SetMana::visitTyped(ICPackVisitor & visitor)
  139. {
  140. visitor.visitSetMana(*this);
  141. }
  142. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  143. {
  144. visitor.visitSetMovePoints(*this);
  145. }
  146. void FoWChange::visitTyped(ICPackVisitor & visitor)
  147. {
  148. visitor.visitFoWChange(*this);
  149. }
  150. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  151. {
  152. visitor.visitSetAvailableHeroes(*this);
  153. }
  154. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  155. {
  156. visitor.visitGiveBonus(*this);
  157. }
  158. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  159. {
  160. visitor.visitChangeObjPos(*this);
  161. }
  162. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  163. {
  164. visitor.visitPlayerEndsTurn(*this);
  165. }
  166. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  167. {
  168. visitor.visitPlayerEndsGame(*this);
  169. }
  170. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  171. {
  172. visitor.visitPlayerReinitInterface(*this);
  173. }
  174. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  175. {
  176. visitor.visitRemoveBonus(*this);
  177. }
  178. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  179. {
  180. visitor.visitSetCommanderProperty(*this);
  181. }
  182. void AddQuest::visitTyped(ICPackVisitor & visitor)
  183. {
  184. visitor.visitAddQuest(*this);
  185. }
  186. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  187. {
  188. visitor.visitUpdateArtHandlerLists(*this);
  189. }
  190. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  191. {
  192. visitor.visitUpdateMapEvents(*this);
  193. }
  194. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  195. {
  196. visitor.visitUpdateCastleEvents(*this);
  197. }
  198. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  199. {
  200. visitor.visitChangeFormation(*this);
  201. }
  202. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  203. {
  204. visitor.visitRemoveObject(*this);
  205. }
  206. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  207. {
  208. visitor.visitTryMoveHero(*this);
  209. }
  210. void NewStructures::visitTyped(ICPackVisitor & visitor)
  211. {
  212. visitor.visitNewStructures(*this);
  213. }
  214. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  215. {
  216. visitor.visitRazeStructures(*this);
  217. }
  218. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  219. {
  220. visitor.visitSetAvailableCreatures(*this);
  221. }
  222. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  223. {
  224. visitor.visitSetHeroesInTown(*this);
  225. }
  226. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  227. {
  228. visitor.visitHeroRecruited(*this);
  229. }
  230. void GiveHero::visitTyped(ICPackVisitor & visitor)
  231. {
  232. visitor.visitGiveHero(*this);
  233. }
  234. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  235. {
  236. visitor.visitOpenWindow(*this);
  237. }
  238. void NewObject::visitTyped(ICPackVisitor & visitor)
  239. {
  240. visitor.visitNewObject(*this);
  241. }
  242. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  243. {
  244. visitor.visitSetAvailableArtifacts(*this);
  245. }
  246. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  247. {
  248. visitor.visitNewArtifact(*this);
  249. }
  250. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  251. {
  252. visitor.visitChangeStackCount(*this);
  253. }
  254. void SetStackType::visitTyped(ICPackVisitor & visitor)
  255. {
  256. visitor.visitSetStackType(*this);
  257. }
  258. void EraseStack::visitTyped(ICPackVisitor & visitor)
  259. {
  260. visitor.visitEraseStack(*this);
  261. }
  262. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  263. {
  264. visitor.visitSwapStacks(*this);
  265. }
  266. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  267. {
  268. visitor.visitInsertNewStack(*this);
  269. }
  270. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  271. {
  272. visitor.visitRebalanceStacks(*this);
  273. }
  274. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  275. {
  276. visitor.visitBulkRebalanceStacks(*this);
  277. }
  278. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  279. {
  280. visitor.visitBulkSmartRebalanceStacks(*this);
  281. }
  282. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  283. {
  284. visitor.visitPutArtifact(*this);
  285. }
  286. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  287. {
  288. visitor.visitEraseArtifact(*this);
  289. }
  290. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  291. {
  292. visitor.visitBulkMoveArtifacts(*this);
  293. }
  294. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  295. {
  296. visitor.visitAssembledArtifact(*this);
  297. }
  298. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  299. {
  300. visitor.visitDisassembledArtifact(*this);
  301. }
  302. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  303. {
  304. visitor.visitHeroVisit(*this);
  305. }
  306. void NewTurn::visitTyped(ICPackVisitor & visitor)
  307. {
  308. visitor.visitNewTurn(*this);
  309. }
  310. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  311. {
  312. visitor.visitInfoWindow(*this);
  313. }
  314. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  315. {
  316. visitor.visitSetObjectProperty(*this);
  317. }
  318. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  319. {
  320. visitor.visitChangeObjectVisitors(*this);
  321. }
  322. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  323. {
  324. visitor.visitChangeArtifactsCostume(*this);
  325. }
  326. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  327. {
  328. visitor.visitHeroLevelUp(*this);
  329. }
  330. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  331. {
  332. visitor.visitCommanderLevelUp(*this);
  333. }
  334. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  335. {
  336. visitor.visitBlockingDialog(*this);
  337. }
  338. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  339. {
  340. visitor.visitGarrisonDialog(*this);
  341. }
  342. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  343. {
  344. visitor.visitExchangeDialog(*this);
  345. }
  346. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  347. {
  348. visitor.visitTeleportDialog(*this);
  349. }
  350. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  351. {
  352. visitor.visitMapObjectSelectDialog(*this);
  353. }
  354. void BattleStart::visitTyped(ICPackVisitor & visitor)
  355. {
  356. visitor.visitBattleStart(*this);
  357. }
  358. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  359. {
  360. visitor.visitBattleNextRound(*this);
  361. }
  362. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  363. {
  364. visitor.visitBattleSetActiveStack(*this);
  365. }
  366. void BattleResult::visitTyped(ICPackVisitor & visitor)
  367. {
  368. visitor.visitBattleResult(*this);
  369. }
  370. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  371. {
  372. visitor.visitBattleLogMessage(*this);
  373. }
  374. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  375. {
  376. visitor.visitBattleStackMoved(*this);
  377. }
  378. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  379. {
  380. visitor.visitBattleUnitsChanged(*this);
  381. }
  382. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  383. {
  384. visitor.visitBattleAttack(*this);
  385. }
  386. void StartAction::visitTyped(ICPackVisitor & visitor)
  387. {
  388. visitor.visitStartAction(*this);
  389. }
  390. void EndAction::visitTyped(ICPackVisitor & visitor)
  391. {
  392. visitor.visitEndAction(*this);
  393. }
  394. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  395. {
  396. visitor.visitBattleSpellCast(*this);
  397. }
  398. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  399. {
  400. visitor.visitSetStackEffect(*this);
  401. }
  402. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  403. {
  404. visitor.visitStacksInjured(*this);
  405. }
  406. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  407. {
  408. visitor.visitBattleResultsApplied(*this);
  409. }
  410. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  411. {
  412. visitor.visitBattleObstaclesChanged(*this);
  413. }
  414. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  415. {
  416. visitor.visitBattleSetStackProperty(*this);
  417. }
  418. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  419. {
  420. visitor.visitBattleTriggerEffect(*this);
  421. }
  422. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  423. {
  424. visitor.visitBattleUpdateGateState(*this);
  425. }
  426. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  427. {
  428. visitor.visitAdvmapSpellCast(*this);
  429. }
  430. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  431. {
  432. visitor.visitShowWorldViewEx(*this);
  433. }
  434. void EndTurn::visitTyped(ICPackVisitor & visitor)
  435. {
  436. visitor.visitEndTurn(*this);
  437. }
  438. void GamePause::visitTyped(ICPackVisitor & visitor)
  439. {
  440. visitor.visitGamePause(*this);
  441. }
  442. void DismissHero::visitTyped(ICPackVisitor & visitor)
  443. {
  444. visitor.visitDismissHero(*this);
  445. }
  446. void MoveHero::visitTyped(ICPackVisitor & visitor)
  447. {
  448. visitor.visitMoveHero(*this);
  449. }
  450. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  451. {
  452. visitor.visitCastleTeleportHero(*this);
  453. }
  454. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  455. {
  456. visitor.visitArrangeStacks(*this);
  457. }
  458. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  459. {
  460. visitor.visitBulkMoveArmy(*this);
  461. }
  462. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  463. {
  464. visitor.visitBulkSplitStack(*this);
  465. }
  466. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  467. {
  468. visitor.visitBulkMergeStacks(*this);
  469. }
  470. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  471. {
  472. visitor.visitBulkSmartSplitStack(*this);
  473. }
  474. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  475. {
  476. visitor.visitDisbandCreature(*this);
  477. }
  478. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  479. {
  480. visitor.visitBuildStructure(*this);
  481. }
  482. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  483. {
  484. visitor.visitRazeStructure(*this);
  485. }
  486. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  487. {
  488. visitor.visitRecruitCreatures(*this);
  489. }
  490. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  491. {
  492. visitor.visitUpgradeCreature(*this);
  493. }
  494. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  495. {
  496. visitor.visitGarrisonHeroSwap(*this);
  497. }
  498. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  499. {
  500. visitor.visitExchangeArtifacts(*this);
  501. }
  502. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  503. {
  504. visitor.visitBulkExchangeArtifacts(*this);
  505. }
  506. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  507. {
  508. visitor.visitManageBackpackArtifacts(*this);
  509. }
  510. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  511. {
  512. visitor.visitManageEquippedArtifacts(*this);
  513. }
  514. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  515. {
  516. visitor.visitAssembleArtifacts(*this);
  517. }
  518. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  519. {
  520. visitor.visitEraseArtifactByClient(*this);
  521. }
  522. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  523. {
  524. visitor.visitBuyArtifact(*this);
  525. }
  526. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  527. {
  528. visitor.visitTradeOnMarketplace(*this);
  529. }
  530. void SetFormation::visitTyped(ICPackVisitor & visitor)
  531. {
  532. visitor.visitSetFormation(*this);
  533. }
  534. void HireHero::visitTyped(ICPackVisitor & visitor)
  535. {
  536. visitor.visitHireHero(*this);
  537. }
  538. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  539. {
  540. visitor.visitBuildBoat(*this);
  541. }
  542. void QueryReply::visitTyped(ICPackVisitor & visitor)
  543. {
  544. visitor.visitQueryReply(*this);
  545. }
  546. void MakeAction::visitTyped(ICPackVisitor & visitor)
  547. {
  548. visitor.visitMakeAction(*this);
  549. }
  550. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  551. {
  552. visitor.visitDigWithHero(*this);
  553. }
  554. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  555. {
  556. visitor.visitCastAdvSpell(*this);
  557. }
  558. void SaveGame::visitTyped(ICPackVisitor & visitor)
  559. {
  560. visitor.visitSaveGame(*this);
  561. }
  562. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  563. {
  564. visitor.visitPlayerMessage(*this);
  565. }
  566. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  567. {
  568. visitor.visitPlayerMessageClient(*this);
  569. }
  570. void CenterView::visitTyped(ICPackVisitor & visitor)
  571. {
  572. visitor.visitCenterView(*this);
  573. }
  574. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  575. {
  576. visitor.visitLobbyClientConnected(*this);
  577. }
  578. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  579. {
  580. visitor.visitLobbyClientDisconnected(*this);
  581. }
  582. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  583. {
  584. visitor.visitLobbyChatMessage(*this);
  585. }
  586. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  587. {
  588. visitor.visitLobbyGuiAction(*this);
  589. }
  590. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  591. {
  592. visitor.visitLobbyLoadProgress(*this);
  593. }
  594. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  595. {
  596. visitor.visitLobbyRestartGame(*this);
  597. }
  598. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  599. {
  600. visitor.visitLobbyStartGame(*this);
  601. }
  602. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  603. {
  604. visitor.visitLobbyPrepareStartGame(*this);
  605. }
  606. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  607. {
  608. visitor.visitLobbyChangeHost(*this);
  609. }
  610. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  611. {
  612. visitor.visitLobbyUpdateState(*this);
  613. }
  614. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  615. {
  616. visitor.visitLobbySetMap(*this);
  617. }
  618. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  619. {
  620. visitor.visitLobbySetCampaign(*this);
  621. }
  622. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  623. {
  624. visitor.visitLobbySetCampaignMap(*this);
  625. }
  626. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  627. {
  628. visitor.visitLobbySetCampaignBonus(*this);
  629. }
  630. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  631. {
  632. visitor.visitLobbyChangePlayerOption(*this);
  633. }
  634. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  635. {
  636. visitor.visitLobbySetPlayer(*this);
  637. }
  638. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  639. {
  640. visitor.visitLobbySetPlayerName(*this);
  641. }
  642. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  643. {
  644. visitor.visitLobbySetPlayerHandicap(*this);
  645. }
  646. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  647. {
  648. visitor.visitLobbySetSimturns(*this);
  649. }
  650. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  651. {
  652. visitor.visitLobbySetTurnTime(*this);
  653. }
  654. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  655. {
  656. visitor.visitLobbySetExtraOptions(*this);
  657. }
  658. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  659. {
  660. visitor.visitLobbySetDifficulty(*this);
  661. }
  662. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  663. {
  664. visitor.visitLobbyForceSetPlayer(*this);
  665. }
  666. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  667. {
  668. visitor.visitLobbyShowMessage(*this);
  669. }
  670. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  671. {
  672. visitor.visitLobbyPvPAction(*this);
  673. }
  674. void SetResources::applyGs(CGameState * gs) const
  675. {
  676. assert(player.isValidPlayer());
  677. if(abs)
  678. gs->getPlayerState(player)->resources = res;
  679. else
  680. gs->getPlayerState(player)->resources += res;
  681. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  682. //just ensure that player resources are not negative
  683. //server is responsible to check if player can afford deal
  684. //but events on server side are allowed to take more than player have
  685. gs->getPlayerState(player)->resources.positive();
  686. }
  687. void SetPrimSkill::applyGs(CGameState * gs) const
  688. {
  689. CGHeroInstance * hero = gs->getHero(id);
  690. assert(hero);
  691. hero->setPrimarySkill(which, val, abs);
  692. }
  693. void SetSecSkill::applyGs(CGameState * gs) const
  694. {
  695. CGHeroInstance *hero = gs->getHero(id);
  696. hero->setSecSkillLevel(which, val, abs);
  697. }
  698. void SetCommanderProperty::applyGs(CGameState *gs)
  699. {
  700. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  701. assert (commander);
  702. switch (which)
  703. {
  704. case BONUS:
  705. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  706. break;
  707. case SPECIAL_SKILL:
  708. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  709. commander->specialSkills.insert (additionalInfo);
  710. break;
  711. case SECONDARY_SKILL:
  712. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  713. break;
  714. case ALIVE:
  715. if (amount)
  716. commander->setAlive(true);
  717. else
  718. commander->setAlive(false);
  719. break;
  720. case EXPERIENCE:
  721. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  722. break;
  723. }
  724. }
  725. void AddQuest::applyGs(CGameState * gs) const
  726. {
  727. assert (vstd::contains(gs->players, player));
  728. auto * vec = &gs->players[player].quests;
  729. if (!vstd::contains(*vec, quest))
  730. vec->push_back (quest);
  731. else
  732. logNetwork->warn("Warning! Attempt to add duplicated quest");
  733. }
  734. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  735. {
  736. gs->allocatedArtifacts = allocatedArtifacts;
  737. }
  738. void UpdateMapEvents::applyGs(CGameState * gs) const
  739. {
  740. gs->map->events = events;
  741. }
  742. void UpdateCastleEvents::applyGs(CGameState * gs) const
  743. {
  744. auto * t = gs->getTown(town);
  745. t->events = events;
  746. }
  747. void ChangeFormation::applyGs(CGameState * gs) const
  748. {
  749. gs->getHero(hid)->setFormation(formation);
  750. }
  751. void HeroVisitCastle::applyGs(CGameState * gs) const
  752. {
  753. CGHeroInstance *h = gs->getHero(hid);
  754. CGTownInstance *t = gs->getTown(tid);
  755. assert(h);
  756. assert(t);
  757. if(start())
  758. t->setVisitingHero(h);
  759. else
  760. t->setVisitingHero(nullptr);
  761. }
  762. void ChangeSpells::applyGs(CGameState *gs)
  763. {
  764. CGHeroInstance *hero = gs->getHero(hid);
  765. if(learn)
  766. for(const auto & sid : spells)
  767. hero->addSpellToSpellbook(sid);
  768. else
  769. for(const auto & sid : spells)
  770. hero->removeSpellFromSpellbook(sid);
  771. }
  772. void SetMana::applyGs(CGameState * gs) const
  773. {
  774. CGHeroInstance * hero = gs->getHero(hid);
  775. assert(hero);
  776. if(absolute)
  777. hero->mana = val;
  778. else
  779. hero->mana += val;
  780. vstd::amax(hero->mana, 0); //not less than 0
  781. }
  782. void SetMovePoints::applyGs(CGameState * gs) const
  783. {
  784. CGHeroInstance *hero = gs->getHero(hid);
  785. assert(hero);
  786. if(absolute)
  787. hero->setMovementPoints(val);
  788. else
  789. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  790. }
  791. void FoWChange::applyGs(CGameState *gs)
  792. {
  793. TeamState * team = gs->getPlayerTeam(player);
  794. auto & fogOfWarMap = team->fogOfWarMap;
  795. for(const int3 & t : tiles)
  796. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  797. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  798. {
  799. std::unordered_set<int3> tilesRevealed;
  800. for (auto & elem : gs->map->objects)
  801. {
  802. const CGObjectInstance *o = elem;
  803. if (o)
  804. {
  805. switch(o->ID.toEnum())
  806. {
  807. case Obj::HERO:
  808. case Obj::MINE:
  809. case Obj::TOWN:
  810. case Obj::ABANDONED_MINE:
  811. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  812. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  813. break;
  814. }
  815. }
  816. }
  817. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  818. fogOfWarMap[t.z][t.x][t.y] = 1;
  819. }
  820. }
  821. void SetAvailableHero::applyGs(CGameState *gs)
  822. {
  823. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  824. }
  825. void GiveBonus::applyGs(CGameState *gs)
  826. {
  827. CBonusSystemNode *cbsn = nullptr;
  828. switch(who)
  829. {
  830. case ETarget::OBJECT:
  831. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  832. break;
  833. case ETarget::PLAYER:
  834. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  835. break;
  836. case ETarget::BATTLE:
  837. assert(Bonus::OneBattle(&bonus));
  838. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  839. break;
  840. }
  841. assert(cbsn);
  842. if(Bonus::OneWeek(&bonus))
  843. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  844. auto b = std::make_shared<Bonus>(bonus);
  845. cbsn->addNewBonus(b);
  846. }
  847. void ChangeObjPos::applyGs(CGameState *gs)
  848. {
  849. CGObjectInstance *obj = gs->getObjInstance(objid);
  850. if(!obj)
  851. {
  852. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  853. return;
  854. }
  855. gs->map->removeBlockVisTiles(obj);
  856. obj->pos = nPos + obj->getVisitableOffset();
  857. gs->map->addBlockVisTiles(obj);
  858. }
  859. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  860. {
  861. switch (mode) {
  862. case VISITOR_ADD:
  863. gs->getHero(hero)->visitedObjects.insert(object);
  864. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  865. break;
  866. case VISITOR_ADD_TEAM:
  867. {
  868. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  869. for(const auto & color : ts->players)
  870. {
  871. gs->getPlayerState(color)->visitedObjects.insert(object);
  872. }
  873. }
  874. break;
  875. case VISITOR_CLEAR:
  876. for (CGHeroInstance * hero : gs->map->allHeroes)
  877. {
  878. if (hero)
  879. {
  880. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  881. }
  882. }
  883. for(auto &elem : gs->players)
  884. {
  885. elem.second.visitedObjects.erase(object);
  886. }
  887. break;
  888. case VISITOR_GLOBAL:
  889. {
  890. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  891. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  892. break;
  893. }
  894. case VISITOR_REMOVE:
  895. gs->getHero(hero)->visitedObjects.erase(object);
  896. break;
  897. }
  898. }
  899. void ChangeArtifactsCostume::applyGs(CGameState * gs) const
  900. {
  901. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  902. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  903. costume->second = costumeSet;
  904. else
  905. allCostumes.try_emplace(costumeIdx, costumeSet);
  906. }
  907. void PlayerEndsGame::applyGs(CGameState * gs) const
  908. {
  909. PlayerState *p = gs->getPlayerState(player);
  910. if(victoryLossCheckResult.victory())
  911. {
  912. p->status = EPlayerStatus::WINNER;
  913. // TODO: Campaign-specific code might as well go somewhere else
  914. // keep all heroes from the winning player
  915. if(p->human && gs->scenarioOps->campState)
  916. {
  917. std::vector<CGHeroInstance *> crossoverHeroes;
  918. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  919. if (hero->tempOwner == player)
  920. crossoverHeroes.push_back(hero);
  921. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  922. }
  923. }
  924. else
  925. {
  926. p->status = EPlayerStatus::LOSER;
  927. }
  928. // defeated player may be making turn right now
  929. gs->actingPlayers.erase(player);
  930. }
  931. void PlayerReinitInterface::applyGs(CGameState *gs)
  932. {
  933. if(!gs || !gs->scenarioOps)
  934. return;
  935. //TODO: what does mean if more that one player connected?
  936. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  937. {
  938. for(const auto & player : players)
  939. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  940. }
  941. }
  942. void RemoveBonus::applyGs(CGameState *gs)
  943. {
  944. CBonusSystemNode *node = nullptr;
  945. switch(who)
  946. {
  947. case GiveBonus::ETarget::OBJECT:
  948. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  949. break;
  950. case GiveBonus::ETarget::PLAYER:
  951. node = gs->getPlayerState(whoID.as<PlayerColor>());
  952. break;
  953. case GiveBonus::ETarget::BATTLE:
  954. assert(Bonus::OneBattle(&bonus));
  955. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  956. break;
  957. }
  958. BonusList &bonuses = node->getExportedBonusList();
  959. for(const auto & b : bonuses)
  960. {
  961. if(b->source == source && b->sid == id)
  962. {
  963. bonus = *b; //backup bonus (to show to interfaces later)
  964. node->removeBonus(b);
  965. break;
  966. }
  967. }
  968. }
  969. void RemoveObject::applyGs(CGameState *gs)
  970. {
  971. CGObjectInstance *obj = gs->getObjInstance(objectID);
  972. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  973. //unblock tiles
  974. gs->map->removeBlockVisTiles(obj);
  975. if (initiator.isValidPlayer())
  976. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  977. if(obj->ID == Obj::HERO) //remove beaten hero
  978. {
  979. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  980. assert(beatenHero);
  981. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  982. gs->map->heroesOnMap -= beatenHero;
  983. p->heroes -= beatenHero;
  984. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  985. // FIXME: workaround:
  986. // hero should be attached to siegeNode after battle
  987. // however this code might also be called on dismissing hero while in town
  988. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  989. beatenHero->detachFrom(*siegeNode);
  990. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  991. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  992. {
  993. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  994. });
  995. if(beatenHero->visitedTown)
  996. {
  997. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  998. beatenHero->visitedTown->garrisonHero = nullptr;
  999. else
  1000. beatenHero->visitedTown->visitingHero = nullptr;
  1001. beatenHero->visitedTown = nullptr;
  1002. beatenHero->inTownGarrison = false;
  1003. }
  1004. //return hero to the pool, so he may reappear in tavern
  1005. gs->heroesPool->addHeroToPool(beatenHero);
  1006. gs->map->objects[objectID.getNum()] = nullptr;
  1007. //If hero on Boat is removed, the Boat disappears
  1008. if(beatenHero->boat)
  1009. {
  1010. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1011. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1012. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1013. beatenHero->boat = nullptr;
  1014. }
  1015. return;
  1016. }
  1017. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1018. if (quest)
  1019. {
  1020. gs->map->quests[quest->quest->qid] = nullptr;
  1021. for (auto &player : gs->players)
  1022. {
  1023. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1024. return q.obj == obj;
  1025. });
  1026. }
  1027. }
  1028. gs->map->instanceNames.erase(obj->instanceName);
  1029. gs->map->objects[objectID.getNum()].dellNull();
  1030. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1031. }
  1032. static int getDir(const int3 & src, const int3 & dst)
  1033. {
  1034. int ret = -1;
  1035. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1036. {
  1037. ret = 1;
  1038. }
  1039. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1040. {
  1041. ret = 2;
  1042. }
  1043. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1044. {
  1045. ret = 3;
  1046. }
  1047. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1048. {
  1049. ret = 4;
  1050. }
  1051. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1052. {
  1053. ret = 5;
  1054. }
  1055. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1056. {
  1057. ret = 6;
  1058. }
  1059. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1060. {
  1061. ret = 7;
  1062. }
  1063. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1064. {
  1065. ret = 8;
  1066. }
  1067. return ret;
  1068. }
  1069. void TryMoveHero::applyGs(CGameState *gs)
  1070. {
  1071. CGHeroInstance *h = gs->getHero(id);
  1072. if (!h)
  1073. {
  1074. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1075. return;
  1076. }
  1077. h->setMovementPoints(movePoints);
  1078. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1079. {
  1080. auto dir = getDir(start,end);
  1081. if(dir > 0 && dir <= 8)
  1082. h->moveDir = dir;
  1083. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1084. }
  1085. if(result == EMBARK) //hero enters boat at destination tile
  1086. {
  1087. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1088. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1089. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1090. assert(boat);
  1091. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1092. h->boat = boat;
  1093. h->attachTo(*boat);
  1094. boat->hero = h;
  1095. }
  1096. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1097. {
  1098. auto * b = const_cast<CGBoat *>(h->boat);
  1099. b->direction = h->moveDir;
  1100. b->pos = start;
  1101. b->hero = nullptr;
  1102. gs->map->addBlockVisTiles(b);
  1103. h->detachFrom(*b);
  1104. h->boat = nullptr;
  1105. }
  1106. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1107. {
  1108. gs->map->removeBlockVisTiles(h);
  1109. h->pos = end;
  1110. if(auto * b = const_cast<CGBoat *>(h->boat))
  1111. b->pos = end;
  1112. gs->map->addBlockVisTiles(h);
  1113. }
  1114. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1115. for(const int3 & t : fowRevealed)
  1116. fogOfWarMap[t.z][t.x][t.y] = 1;
  1117. }
  1118. void NewStructures::applyGs(CGameState *gs)
  1119. {
  1120. CGTownInstance *t = gs->getTown(tid);
  1121. for(const auto & id : bid)
  1122. {
  1123. assert(t->town->buildings.at(id) != nullptr);
  1124. t->builtBuildings.insert(id);
  1125. t->updateAppearance();
  1126. auto currentBuilding = t->town->buildings.at(id);
  1127. if(currentBuilding->overrideBids.empty())
  1128. continue;
  1129. for(const auto & overrideBid : currentBuilding->overrideBids)
  1130. {
  1131. t->overriddenBuildings.insert(overrideBid);
  1132. t->deleteTownBonus(overrideBid);
  1133. }
  1134. }
  1135. t->built = built;
  1136. t->recreateBuildingsBonuses();
  1137. }
  1138. void RazeStructures::applyGs(CGameState *gs)
  1139. {
  1140. CGTownInstance *t = gs->getTown(tid);
  1141. for(const auto & id : bid)
  1142. {
  1143. t->builtBuildings.erase(id);
  1144. t->updateAppearance();
  1145. }
  1146. t->destroyed = destroyed; //yeaha
  1147. t->recreateBuildingsBonuses();
  1148. }
  1149. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1150. {
  1151. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1152. assert(dw);
  1153. dw->creatures = creatures;
  1154. }
  1155. void SetHeroesInTown::applyGs(CGameState * gs) const
  1156. {
  1157. CGTownInstance *t = gs->getTown(tid);
  1158. CGHeroInstance * v = gs->getHero(visiting);
  1159. CGHeroInstance * g = gs->getHero(garrison);
  1160. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1161. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1162. if(newVisitorComesFromGarrison)
  1163. t->setGarrisonedHero(nullptr);
  1164. if(newGarrisonComesFromVisiting)
  1165. t->setVisitingHero(nullptr);
  1166. if(!newGarrisonComesFromVisiting || v)
  1167. t->setVisitingHero(v);
  1168. if(!newVisitorComesFromGarrison || g)
  1169. t->setGarrisonedHero(g);
  1170. if(v)
  1171. {
  1172. gs->map->addBlockVisTiles(v);
  1173. }
  1174. if(g)
  1175. {
  1176. gs->map->removeBlockVisTiles(g);
  1177. }
  1178. }
  1179. void HeroRecruited::applyGs(CGameState * gs) const
  1180. {
  1181. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1182. CGTownInstance *t = gs->getTown(tid);
  1183. PlayerState *p = gs->getPlayerState(player);
  1184. if (boatId != ObjectInstanceID::NONE)
  1185. {
  1186. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1187. auto * boat = dynamic_cast<CGBoat *>(obj);
  1188. if (boat)
  1189. {
  1190. gs->map->removeBlockVisTiles(boat);
  1191. h->attachToBoat(boat);
  1192. }
  1193. }
  1194. h->setOwner(player);
  1195. h->pos = tile;
  1196. if(h->id == ObjectInstanceID())
  1197. {
  1198. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1199. gs->map->objects.emplace_back(h);
  1200. }
  1201. else
  1202. gs->map->objects[h->id.getNum()] = h;
  1203. gs->map->heroesOnMap.emplace_back(h);
  1204. p->heroes.emplace_back(h);
  1205. h->attachTo(*p);
  1206. gs->map->addBlockVisTiles(h);
  1207. if(t)
  1208. t->setVisitingHero(h);
  1209. }
  1210. void GiveHero::applyGs(CGameState * gs) const
  1211. {
  1212. CGHeroInstance *h = gs->getHero(id);
  1213. if (boatId != ObjectInstanceID::NONE)
  1214. {
  1215. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1216. auto * boat = dynamic_cast<CGBoat *>(obj);
  1217. if (boat)
  1218. {
  1219. gs->map->removeBlockVisTiles(boat);
  1220. h->attachToBoat(boat);
  1221. }
  1222. }
  1223. //bonus system
  1224. h->detachFrom(gs->globalEffects);
  1225. h->attachTo(*gs->getPlayerState(player));
  1226. auto oldVisitablePos = h->visitablePos();
  1227. gs->map->removeBlockVisTiles(h,true);
  1228. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1229. h->setOwner(player);
  1230. h->setMovementPoints(h->movementPointsLimit(true));
  1231. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1232. gs->map->heroesOnMap.emplace_back(h);
  1233. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1234. gs->map->addBlockVisTiles(h);
  1235. h->inTownGarrison = false;
  1236. }
  1237. void NewObject::applyGs(CGameState *gs)
  1238. {
  1239. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1240. gs->map->objects.emplace_back(newObject);
  1241. gs->map->addBlockVisTiles(newObject);
  1242. gs->map->calculateGuardingGreaturePositions();
  1243. logGlobal->debug("Added object id=%d; address=%x; name=%s", newObject->id, (intptr_t)newObject, newObject->getObjectName());
  1244. }
  1245. void NewArtifact::applyGs(CGameState *gs)
  1246. {
  1247. assert(!vstd::contains(gs->map->artInstances, art));
  1248. assert(!art->getParentNodes().size());
  1249. assert(art->artType);
  1250. art->setType(art->artType);
  1251. if(art->isCombined())
  1252. {
  1253. for(const auto & part : art->artType->getConstituents())
  1254. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1255. }
  1256. gs->map->addNewArtifactInstance(art);
  1257. }
  1258. const CStackInstance * StackLocation::getStack()
  1259. {
  1260. if(!army->hasStackAtSlot(slot))
  1261. {
  1262. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1263. return nullptr;
  1264. }
  1265. return &army->getStack(slot);
  1266. }
  1267. struct ObjectRetriever
  1268. {
  1269. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1270. {
  1271. return h;
  1272. }
  1273. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1274. {
  1275. return s->armyObj;
  1276. }
  1277. };
  1278. template<typename T>
  1279. struct GetBase
  1280. {
  1281. template <typename TArg>
  1282. T * operator()(TArg &arg) const
  1283. {
  1284. return arg;
  1285. }
  1286. };
  1287. void ChangeStackCount::applyGs(CGameState * gs)
  1288. {
  1289. auto * srcObj = gs->getArmyInstance(army);
  1290. if(!srcObj)
  1291. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1292. if(absoluteValue)
  1293. srcObj->setStackCount(slot, count);
  1294. else
  1295. srcObj->changeStackCount(slot, count);
  1296. }
  1297. void SetStackType::applyGs(CGameState * gs)
  1298. {
  1299. auto * srcObj = gs->getArmyInstance(army);
  1300. if(!srcObj)
  1301. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1302. srcObj->setStackType(slot, type);
  1303. }
  1304. void EraseStack::applyGs(CGameState * gs)
  1305. {
  1306. auto * srcObj = gs->getArmyInstance(army);
  1307. if(!srcObj)
  1308. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1309. srcObj->eraseStack(slot);
  1310. }
  1311. void SwapStacks::applyGs(CGameState * gs)
  1312. {
  1313. auto * srcObj = gs->getArmyInstance(srcArmy);
  1314. if(!srcObj)
  1315. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1316. auto * dstObj = gs->getArmyInstance(dstArmy);
  1317. if(!dstObj)
  1318. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1319. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1320. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1321. srcObj->putStack(srcSlot, s2);
  1322. dstObj->putStack(dstSlot, s1);
  1323. }
  1324. void InsertNewStack::applyGs(CGameState *gs)
  1325. {
  1326. if(auto * obj = gs->getArmyInstance(army))
  1327. obj->putStack(slot, new CStackInstance(type, count));
  1328. else
  1329. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1330. }
  1331. void RebalanceStacks::applyGs(CGameState * gs)
  1332. {
  1333. auto * srcObj = gs->getArmyInstance(srcArmy);
  1334. if(!srcObj)
  1335. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1336. auto * dstObj = gs->getArmyInstance(dstArmy);
  1337. if(!dstObj)
  1338. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1339. StackLocation src(srcObj, srcSlot);
  1340. StackLocation dst(dstObj, dstSlot);
  1341. const CCreature * srcType = src.army->getCreature(src.slot);
  1342. TQuantity srcCount = src.army->getStackCount(src.slot);
  1343. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1344. if(srcCount == count) //moving whole stack
  1345. {
  1346. const auto c = dst.army->getCreature(dst.slot);
  1347. if(c) //stack at dest -> merge
  1348. {
  1349. assert(c == srcType);
  1350. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1351. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1352. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1353. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1354. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1355. {
  1356. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1357. {
  1358. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1359. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1360. {
  1361. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1362. }
  1363. //else - artifact can be lost :/
  1364. else
  1365. {
  1366. EraseArtifact ea;
  1367. ea.al = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
  1368. ea.al.creature = dst.slot;
  1369. ea.applyGs(gs);
  1370. logNetwork->warn("Cannot move artifact! No free slots");
  1371. }
  1372. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1373. //TODO: choose from dialog
  1374. }
  1375. else //just move to the other slot before stack gets erased
  1376. {
  1377. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1378. }
  1379. }
  1380. if (stackExp)
  1381. {
  1382. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1383. src.army->eraseStack(src.slot);
  1384. dst.army->changeStackCount(dst.slot, count);
  1385. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1386. }
  1387. else
  1388. {
  1389. src.army->eraseStack(src.slot);
  1390. dst.army->changeStackCount(dst.slot, count);
  1391. }
  1392. }
  1393. else //move stack to an empty slot, no exp change needed
  1394. {
  1395. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1396. dst.army->putStack(dst.slot, stackDetached);
  1397. }
  1398. }
  1399. else
  1400. {
  1401. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1402. if(c) //stack at dest -> rebalance
  1403. {
  1404. assert(c == srcType);
  1405. if (stackExp)
  1406. {
  1407. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1408. src.army->changeStackCount(src.slot, -count);
  1409. dst.army->changeStackCount(dst.slot, count);
  1410. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1411. }
  1412. else
  1413. {
  1414. src.army->changeStackCount(src.slot, -count);
  1415. dst.army->changeStackCount(dst.slot, count);
  1416. }
  1417. }
  1418. else //split stack to an empty slot
  1419. {
  1420. src.army->changeStackCount(src.slot, -count);
  1421. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1422. if (stackExp)
  1423. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1424. }
  1425. }
  1426. CBonusSystemNode::treeHasChanged();
  1427. }
  1428. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1429. {
  1430. for(auto & move : moves)
  1431. move.applyGs(gs);
  1432. }
  1433. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1434. {
  1435. for(auto & move : moves)
  1436. move.applyGs(gs);
  1437. for(auto & change : changes)
  1438. change.applyGs(gs);
  1439. }
  1440. void PutArtifact::applyGs(CGameState *gs)
  1441. {
  1442. // Ensure that artifact has been correctly added via NewArtifact pack
  1443. assert(vstd::contains(gs->map->artInstances, art));
  1444. assert(!art->getParentNodes().empty());
  1445. auto hero = gs->getHero(al.artHolder);
  1446. assert(hero);
  1447. assert(art && art->canBePutAt(hero, al.slot));
  1448. art->putAt(*hero, al.slot);
  1449. }
  1450. void EraseArtifact::applyGs(CGameState *gs)
  1451. {
  1452. const auto artSet = gs->getArtSet(al.artHolder);
  1453. assert(artSet);
  1454. const auto slot = artSet->getSlot(al.slot);
  1455. if(slot->locked)
  1456. {
  1457. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1458. DisassembledArtifact dis;
  1459. dis.al.artHolder = al.artHolder;
  1460. for(auto & slotInfo : artSet->artifactsWorn)
  1461. {
  1462. auto art = slotInfo.second.artifact;
  1463. if(art->isCombined() && art->isPart(slot->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", slot->artifact->artType->getNameTranslated());
  1476. }
  1477. auto art = artSet->getArt(al.slot);
  1478. assert(art);
  1479. art->removeFrom(*artSet, al.slot);
  1480. }
  1481. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1482. {
  1483. const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1484. {
  1485. std::vector<ArtifactPosition> packToRemove;
  1486. for(const auto & slotsPair : artsPack)
  1487. packToRemove.push_back(slotsPair.srcPos);
  1488. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1489. {
  1490. return slot0.num > slot1.num;
  1491. });
  1492. for(const auto & slot : packToRemove)
  1493. {
  1494. auto * art = artSet.getArt(slot);
  1495. assert(art);
  1496. art->removeFrom(artSet, slot);
  1497. }
  1498. };
  1499. const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1500. {
  1501. for(const auto & slotsPair : artsPack)
  1502. {
  1503. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1504. assert(art);
  1505. art->putAt(dstArtSet, slotsPair.dstPos);
  1506. }
  1507. };
  1508. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1509. assert(leftSet);
  1510. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1511. assert(rightSet);
  1512. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1513. bulkArtsRemove(artsPack0, *leftSet);
  1514. if(!artsPack1.empty())
  1515. {
  1516. CArtifactFittingSet artInitialSetRight(*rightSet);
  1517. bulkArtsRemove(artsPack1, *rightSet);
  1518. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1519. }
  1520. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1521. }
  1522. void AssembledArtifact::applyGs(CGameState *gs)
  1523. {
  1524. auto hero = gs->getHero(al.artHolder);
  1525. assert(hero);
  1526. const auto transformedArt = hero->getArt(al.slot);
  1527. assert(transformedArt);
  1528. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1529. {
  1530. return art->getId() == builtArt->getId();
  1531. }));
  1532. const auto transformedArtSlot = hero->getArtPos(transformedArt);
  1533. auto * combinedArt = new CArtifactInstance(builtArt);
  1534. gs->map->addNewArtifactInstance(combinedArt);
  1535. // Find slots for all involved artifacts
  1536. std::vector<ArtifactPosition> slotsInvolved;
  1537. for(const auto constituent : builtArt->getConstituents())
  1538. {
  1539. ArtifactPosition slot;
  1540. if(transformedArt->getTypeId() == constituent->getId())
  1541. slot = transformedArtSlot;
  1542. else
  1543. slot = hero->getArtPos(constituent->getId(), false, false);
  1544. assert(slot != ArtifactPosition::PRE_FIRST);
  1545. slotsInvolved.emplace_back(slot);
  1546. }
  1547. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1548. // Find a slot for combined artifact
  1549. al.slot = transformedArtSlot;
  1550. for(const auto slot : slotsInvolved)
  1551. {
  1552. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1553. {
  1554. if(ArtifactUtils::isSlotBackpack(slot))
  1555. {
  1556. al.slot = ArtifactPosition::BACKPACK_START;
  1557. break;
  1558. }
  1559. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1560. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1561. al.slot = slot;
  1562. }
  1563. else
  1564. {
  1565. if(ArtifactUtils::isSlotBackpack(slot))
  1566. al.slot = std::min(al.slot, slot);
  1567. }
  1568. }
  1569. // Delete parts from hero
  1570. for(const auto slot : slotsInvolved)
  1571. {
  1572. const auto constituentInstance = hero->getArt(slot);
  1573. constituentInstance->removeFrom(*hero, slot);
  1574. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1575. combinedArt->addPart(constituentInstance, slot);
  1576. else
  1577. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1578. }
  1579. // Put new combined artifacts
  1580. combinedArt->putAt(*hero, al.slot);
  1581. }
  1582. void DisassembledArtifact::applyGs(CGameState *gs)
  1583. {
  1584. auto hero = gs->getHero(al.artHolder);
  1585. assert(hero);
  1586. auto disassembledArt = hero->getArt(al.slot);
  1587. assert(disassembledArt);
  1588. auto parts = disassembledArt->getPartsInfo();
  1589. disassembledArt->removeFrom(*hero, al.slot);
  1590. for(auto & part : parts)
  1591. {
  1592. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1593. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1594. disassembledArt->detachFrom(*part.art);
  1595. part.art->putAt(*hero, slot);
  1596. }
  1597. gs->map->eraseArtifactInstance(disassembledArt);
  1598. }
  1599. void HeroVisit::applyGs(CGameState *gs)
  1600. {
  1601. }
  1602. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1603. {
  1604. if(id != ObjectInstanceID::NONE)
  1605. {
  1606. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1607. {
  1608. bm->artifacts = arts;
  1609. }
  1610. else
  1611. {
  1612. logNetwork->error("Wrong black market id!");
  1613. }
  1614. }
  1615. else
  1616. {
  1617. gs->map->townMerchantArtifacts = arts;
  1618. }
  1619. }
  1620. void NewTurn::applyGs(CGameState *gs)
  1621. {
  1622. gs->day = day;
  1623. // Update bonuses before doing anything else so hero don't get more MP than needed
  1624. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1625. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1626. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1627. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1628. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1629. {
  1630. CGHeroInstance *hero = gs->getHero(h.id);
  1631. if(!hero)
  1632. {
  1633. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1634. continue;
  1635. }
  1636. hero->setMovementPoints(h.move);
  1637. hero->mana = h.mana;
  1638. }
  1639. gs->heroesPool->onNewDay();
  1640. for(const auto & re : res)
  1641. {
  1642. assert(re.first.isValidPlayer());
  1643. gs->getPlayerState(re.first)->resources = re.second;
  1644. gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1645. }
  1646. for(const auto & creatureSet : cres) //set available creatures in towns
  1647. creatureSet.second.applyGs(gs);
  1648. for(CGTownInstance* t : gs->map->towns)
  1649. t->built = 0;
  1650. if(newRumor)
  1651. gs->currentRumor = *newRumor;
  1652. }
  1653. void SetObjectProperty::applyGs(CGameState * gs) const
  1654. {
  1655. CGObjectInstance *obj = gs->getObjInstance(id);
  1656. if(!obj)
  1657. {
  1658. logNetwork->error("Wrong object ID - property cannot be set!");
  1659. return;
  1660. }
  1661. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1662. if(what == ObjProperty::OWNER && cai)
  1663. {
  1664. if(obj->ID == Obj::TOWN)
  1665. {
  1666. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1667. assert(t);
  1668. PlayerColor oldOwner = t->tempOwner;
  1669. if(oldOwner.isValidPlayer())
  1670. {
  1671. auto * state = gs->getPlayerState(oldOwner);
  1672. state->towns -= t;
  1673. if(state->towns.empty())
  1674. state->daysWithoutCastle = 0;
  1675. }
  1676. if(identifier.as<PlayerColor>().isValidPlayer())
  1677. {
  1678. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1679. p->towns.emplace_back(t);
  1680. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1681. if(p->daysWithoutCastle)
  1682. p->daysWithoutCastle = std::nullopt;
  1683. }
  1684. }
  1685. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1686. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1687. obj->setProperty(what, identifier);
  1688. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1689. }
  1690. else //not an armed instance
  1691. {
  1692. obj->setProperty(what, identifier);
  1693. }
  1694. }
  1695. void HeroLevelUp::applyGs(CGameState * gs) const
  1696. {
  1697. auto * hero = gs->getHero(heroId);
  1698. assert(hero);
  1699. hero->levelUp(skills);
  1700. }
  1701. void CommanderLevelUp::applyGs(CGameState * gs) const
  1702. {
  1703. auto * hero = gs->getHero(heroId);
  1704. assert(hero);
  1705. auto commander = hero->commander;
  1706. assert(commander);
  1707. commander->levelUp();
  1708. }
  1709. void BattleStart::applyGs(CGameState * gs) const
  1710. {
  1711. assert(battleID == gs->nextBattleID);
  1712. gs->currentBattles.emplace_back(info);
  1713. info->battleID = gs->nextBattleID;
  1714. info->localInit();
  1715. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1716. }
  1717. void BattleNextRound::applyGs(CGameState * gs) const
  1718. {
  1719. gs->getBattle(battleID)->nextRound();
  1720. }
  1721. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1722. {
  1723. gs->getBattle(battleID)->nextTurn(stack);
  1724. }
  1725. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1726. {
  1727. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1728. assert(st);
  1729. switch(static_cast<BonusType>(effect))
  1730. {
  1731. case BonusType::HP_REGENERATION:
  1732. {
  1733. int64_t toHeal = val;
  1734. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1735. break;
  1736. }
  1737. case BonusType::MANA_DRAIN:
  1738. {
  1739. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1740. st->drainedMana = true;
  1741. h->mana -= val;
  1742. vstd::amax(h->mana, 0);
  1743. break;
  1744. }
  1745. case BonusType::POISON:
  1746. {
  1747. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1748. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1749. if (b)
  1750. b->val = val;
  1751. break;
  1752. }
  1753. case BonusType::ENCHANTER:
  1754. case BonusType::MORALE:
  1755. break;
  1756. case BonusType::FEAR:
  1757. st->fear = true;
  1758. break;
  1759. default:
  1760. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1761. }
  1762. }
  1763. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1764. {
  1765. if(gs->getBattle(battleID))
  1766. gs->getBattle(battleID)->si.gateState = state;
  1767. }
  1768. void BattleCancelled::applyGs(CGameState * gs) const
  1769. {
  1770. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1771. {
  1772. return battle->battleID == battleID;
  1773. });
  1774. assert(currentBattle != gs->currentBattles.end());
  1775. gs->currentBattles.erase(currentBattle);
  1776. }
  1777. void BattleResultAccepted::applyGs(CGameState * gs) const
  1778. {
  1779. // Remove any "until next battle" bonuses
  1780. for(auto & res : heroResult)
  1781. {
  1782. if(res.hero)
  1783. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1784. }
  1785. if(winnerSide != 2)
  1786. {
  1787. // Grow up growing artifacts
  1788. const auto hero = heroResult[winnerSide].hero;
  1789. if (hero)
  1790. {
  1791. if(hero->commander && hero->commander->alive)
  1792. {
  1793. for(auto & art : hero->commander->artifactsWorn)
  1794. art.second.artifact->growingUp();
  1795. }
  1796. for(auto & art : hero->artifactsWorn)
  1797. {
  1798. art.second.artifact->growingUp();
  1799. }
  1800. }
  1801. }
  1802. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1803. {
  1804. if(heroResult[0].army)
  1805. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1806. if(heroResult[1].army)
  1807. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1808. CBonusSystemNode::treeHasChanged();
  1809. }
  1810. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1811. {
  1812. return battle->battleID == battleID;
  1813. });
  1814. assert(currentBattle != gs->currentBattles.end());
  1815. gs->currentBattles.erase(currentBattle);
  1816. }
  1817. void BattleLogMessage::applyGs(CGameState *gs)
  1818. {
  1819. //nothing
  1820. }
  1821. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1822. {
  1823. //nothing
  1824. }
  1825. void BattleStackMoved::applyGs(CGameState *gs)
  1826. {
  1827. applyBattle(gs->getBattle(battleID));
  1828. }
  1829. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1830. {
  1831. battleState->moveUnit(stack, tilesToMove.back());
  1832. }
  1833. void BattleStackAttacked::applyGs(CGameState * gs)
  1834. {
  1835. applyBattle(gs->getBattle(battleID));
  1836. }
  1837. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1838. {
  1839. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1840. }
  1841. void BattleAttack::applyGs(CGameState * gs)
  1842. {
  1843. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1844. assert(attacker);
  1845. attackerChanges.applyGs(gs);
  1846. for(BattleStackAttacked & stackAttacked : bsa)
  1847. stackAttacked.applyGs(gs);
  1848. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1849. if(!this->counter())
  1850. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1851. }
  1852. void StartAction::applyGs(CGameState *gs)
  1853. {
  1854. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1855. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1856. {
  1857. gs->getBattle(battleID)->tacticDistance = 0;
  1858. return;
  1859. }
  1860. if(gs->getBattle(battleID)->tacticDistance)
  1861. {
  1862. // moves in tactics phase do not affect creature status
  1863. // (tactics stack queue is managed by client)
  1864. return;
  1865. }
  1866. if (ba.isUnitAction())
  1867. {
  1868. assert(st); // stack must exists for all non-hero actions
  1869. switch(ba.actionType)
  1870. {
  1871. case EActionType::DEFEND:
  1872. st->waiting = false;
  1873. st->defending = true;
  1874. st->defendingAnim = true;
  1875. break;
  1876. case EActionType::WAIT:
  1877. st->defendingAnim = false;
  1878. st->waiting = true;
  1879. st->waitedThisTurn = true;
  1880. break;
  1881. case EActionType::HERO_SPELL: //no change in current stack state
  1882. break;
  1883. default: //any active stack action - attack, catapult, heal, spell...
  1884. st->waiting = false;
  1885. st->defendingAnim = false;
  1886. st->movedThisRound = true;
  1887. break;
  1888. }
  1889. }
  1890. else
  1891. {
  1892. if(ba.actionType == EActionType::HERO_SPELL)
  1893. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  1894. }
  1895. }
  1896. void BattleSpellCast::applyGs(CGameState * gs) const
  1897. {
  1898. if(castByHero)
  1899. {
  1900. if(side < 2)
  1901. {
  1902. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  1903. }
  1904. }
  1905. }
  1906. void SetStackEffect::applyGs(CGameState *gs)
  1907. {
  1908. applyBattle(gs->getBattle(battleID));
  1909. }
  1910. void SetStackEffect::applyBattle(IBattleState * battleState)
  1911. {
  1912. for(const auto & stackData : toRemove)
  1913. battleState->removeUnitBonus(stackData.first, stackData.second);
  1914. for(const auto & stackData : toUpdate)
  1915. battleState->updateUnitBonus(stackData.first, stackData.second);
  1916. for(const auto & stackData : toAdd)
  1917. battleState->addUnitBonus(stackData.first, stackData.second);
  1918. }
  1919. void StacksInjured::applyGs(CGameState *gs)
  1920. {
  1921. applyBattle(gs->getBattle(battleID));
  1922. }
  1923. void StacksInjured::applyBattle(IBattleState * battleState)
  1924. {
  1925. for(BattleStackAttacked stackAttacked : stacks)
  1926. stackAttacked.applyBattle(battleState);
  1927. }
  1928. void BattleUnitsChanged::applyGs(CGameState *gs)
  1929. {
  1930. applyBattle(gs->getBattle(battleID));
  1931. }
  1932. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1933. {
  1934. for(auto & elem : changedStacks)
  1935. {
  1936. switch(elem.operation)
  1937. {
  1938. case BattleChanges::EOperation::RESET_STATE:
  1939. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1940. break;
  1941. case BattleChanges::EOperation::REMOVE:
  1942. battleState->removeUnit(elem.id);
  1943. break;
  1944. case BattleChanges::EOperation::ADD:
  1945. battleState->addUnit(elem.id, elem.data);
  1946. break;
  1947. case BattleChanges::EOperation::UPDATE:
  1948. battleState->updateUnit(elem.id, elem.data);
  1949. break;
  1950. default:
  1951. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1952. break;
  1953. }
  1954. }
  1955. }
  1956. void BattleObstaclesChanged::applyGs(CGameState * gs)
  1957. {
  1958. applyBattle(gs->getBattle(battleID));
  1959. }
  1960. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1961. {
  1962. for(const auto & change : changes)
  1963. {
  1964. switch(change.operation)
  1965. {
  1966. case BattleChanges::EOperation::REMOVE:
  1967. battleState->removeObstacle(change.id);
  1968. break;
  1969. case BattleChanges::EOperation::ADD:
  1970. battleState->addObstacle(change);
  1971. break;
  1972. case BattleChanges::EOperation::UPDATE:
  1973. battleState->updateObstacle(change);
  1974. break;
  1975. default:
  1976. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1977. break;
  1978. }
  1979. }
  1980. }
  1981. CatapultAttack::CatapultAttack() = default;
  1982. CatapultAttack::~CatapultAttack() = default;
  1983. void CatapultAttack::applyGs(CGameState * gs)
  1984. {
  1985. applyBattle(gs->getBattle(battleID));
  1986. }
  1987. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1988. {
  1989. visitor.visitCatapultAttack(*this);
  1990. }
  1991. void CatapultAttack::applyBattle(IBattleState * battleState)
  1992. {
  1993. const auto * town = battleState->getDefendedTown();
  1994. if(!town)
  1995. return;
  1996. if(town->fortLevel() == CGTownInstance::NONE)
  1997. return;
  1998. for(const auto & part : attackedParts)
  1999. {
  2000. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2001. battleState->setWallState(part.attackedPart, newWallState);
  2002. }
  2003. }
  2004. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2005. {
  2006. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  2007. switch(which)
  2008. {
  2009. case CASTS:
  2010. {
  2011. if(absolute)
  2012. logNetwork->error("Can not change casts in absolute mode");
  2013. else
  2014. stack->casts.use(-val);
  2015. break;
  2016. }
  2017. case ENCHANTER_COUNTER:
  2018. {
  2019. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2020. if(absolute)
  2021. counter = val;
  2022. else
  2023. counter += val;
  2024. vstd::amax(counter, 0);
  2025. break;
  2026. }
  2027. case UNBIND:
  2028. {
  2029. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2030. break;
  2031. }
  2032. case CLONED:
  2033. {
  2034. stack->cloned = true;
  2035. break;
  2036. }
  2037. case HAS_CLONE:
  2038. {
  2039. stack->cloneID = val;
  2040. break;
  2041. }
  2042. }
  2043. }
  2044. void PlayerCheated::applyGs(CGameState * gs) const
  2045. {
  2046. if(!player.isValidPlayer())
  2047. return;
  2048. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2049. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2050. gs->getPlayerState(player)->cheated = true;
  2051. }
  2052. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2053. {
  2054. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2055. gs->actingPlayers.insert(player);
  2056. }
  2057. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2058. {
  2059. assert(gs->actingPlayers.count(player) == 1);
  2060. gs->actingPlayers.erase(player);
  2061. }
  2062. void DaysWithoutTown::applyGs(CGameState * gs) const
  2063. {
  2064. auto & playerState = gs->players[player];
  2065. playerState.daysWithoutCastle = daysWithoutCastle;
  2066. }
  2067. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2068. {
  2069. auto & playerState = gs->players[player];
  2070. playerState.turnTimer = turnTimer;
  2071. }
  2072. void EntitiesChanged::applyGs(CGameState * gs)
  2073. {
  2074. for(const auto & change : changes)
  2075. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2076. }
  2077. void SetRewardableConfiguration::applyGs(CGameState * gs)
  2078. {
  2079. auto * objectPtr = gs->getObjInstance(objectID);
  2080. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2081. assert(rewardablePtr);
  2082. rewardablePtr->configuration = configuration;
  2083. }
  2084. void SetBankConfiguration::applyGs(CGameState * gs)
  2085. {
  2086. auto * objectPtr = gs->getObjInstance(objectID);
  2087. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2088. assert(bankPtr);
  2089. bankPtr->setConfig(configuration);
  2090. }
  2091. const CArtifactInstance * ArtSlotInfo::getArt() const
  2092. {
  2093. if(locked)
  2094. {
  2095. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2096. return nullptr;
  2097. }
  2098. return artifact;
  2099. }
  2100. VCMI_LIB_NAMESPACE_END