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 LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbySetSimturns(*this);
  615. }
  616. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbySetTurnTime(*this);
  619. }
  620. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetDifficulty(*this);
  623. }
  624. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbyForceSetPlayer(*this);
  627. }
  628. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbyShowMessage(*this);
  631. }
  632. void SetResources::applyGs(CGameState * gs) const
  633. {
  634. assert(player.isValidPlayer());
  635. if(abs)
  636. gs->getPlayerState(player)->resources = res;
  637. else
  638. gs->getPlayerState(player)->resources += res;
  639. //just ensure that player resources are not negative
  640. //server is responsible to check if player can afford deal
  641. //but events on server side are allowed to take more than player have
  642. gs->getPlayerState(player)->resources.positive();
  643. }
  644. void SetPrimSkill::applyGs(CGameState * gs) const
  645. {
  646. CGHeroInstance * hero = gs->getHero(id);
  647. assert(hero);
  648. hero->setPrimarySkill(which, val, abs);
  649. }
  650. void SetSecSkill::applyGs(CGameState * gs) const
  651. {
  652. CGHeroInstance *hero = gs->getHero(id);
  653. hero->setSecSkillLevel(which, val, abs);
  654. }
  655. void SetCommanderProperty::applyGs(CGameState *gs)
  656. {
  657. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  658. assert (commander);
  659. switch (which)
  660. {
  661. case BONUS:
  662. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  663. break;
  664. case SPECIAL_SKILL:
  665. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  666. commander->specialSkills.insert (additionalInfo);
  667. break;
  668. case SECONDARY_SKILL:
  669. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  670. break;
  671. case ALIVE:
  672. if (amount)
  673. commander->setAlive(true);
  674. else
  675. commander->setAlive(false);
  676. break;
  677. case EXPERIENCE:
  678. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  679. break;
  680. }
  681. }
  682. void AddQuest::applyGs(CGameState * gs) const
  683. {
  684. assert (vstd::contains(gs->players, player));
  685. auto * vec = &gs->players[player].quests;
  686. if (!vstd::contains(*vec, quest))
  687. vec->push_back (quest);
  688. else
  689. logNetwork->warn("Warning! Attempt to add duplicated quest");
  690. }
  691. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  692. {
  693. VLC->arth->minors = minors;
  694. VLC->arth->majors = majors;
  695. VLC->arth->treasures = treasures;
  696. VLC->arth->relics = relics;
  697. }
  698. void UpdateMapEvents::applyGs(CGameState * gs) const
  699. {
  700. gs->map->events = events;
  701. }
  702. void UpdateCastleEvents::applyGs(CGameState * gs) const
  703. {
  704. auto * t = gs->getTown(town);
  705. t->events = events;
  706. }
  707. void ChangeFormation::applyGs(CGameState * gs) const
  708. {
  709. gs->getHero(hid)->setFormation(formation);
  710. }
  711. void HeroVisitCastle::applyGs(CGameState * gs) const
  712. {
  713. CGHeroInstance *h = gs->getHero(hid);
  714. CGTownInstance *t = gs->getTown(tid);
  715. assert(h);
  716. assert(t);
  717. if(start())
  718. t->setVisitingHero(h);
  719. else
  720. t->setVisitingHero(nullptr);
  721. }
  722. void ChangeSpells::applyGs(CGameState *gs)
  723. {
  724. CGHeroInstance *hero = gs->getHero(hid);
  725. if(learn)
  726. for(const auto & sid : spells)
  727. hero->addSpellToSpellbook(sid);
  728. else
  729. for(const auto & sid : spells)
  730. hero->removeSpellFromSpellbook(sid);
  731. }
  732. void SetMana::applyGs(CGameState * gs) const
  733. {
  734. CGHeroInstance * hero = gs->getHero(hid);
  735. assert(hero);
  736. if(absolute)
  737. hero->mana = val;
  738. else
  739. hero->mana += val;
  740. vstd::amax(hero->mana, 0); //not less than 0
  741. }
  742. void SetMovePoints::applyGs(CGameState * gs) const
  743. {
  744. CGHeroInstance *hero = gs->getHero(hid);
  745. assert(hero);
  746. if(absolute)
  747. hero->setMovementPoints(val);
  748. else
  749. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  750. }
  751. void FoWChange::applyGs(CGameState *gs)
  752. {
  753. TeamState * team = gs->getPlayerTeam(player);
  754. auto fogOfWarMap = team->fogOfWarMap;
  755. for(const int3 & t : tiles)
  756. (*fogOfWarMap)[t.z][t.x][t.y] = mode;
  757. if (mode == 0) //do not hide too much
  758. {
  759. std::unordered_set<int3> tilesRevealed;
  760. for (auto & elem : gs->map->objects)
  761. {
  762. const CGObjectInstance *o = elem;
  763. if (o)
  764. {
  765. switch(o->ID)
  766. {
  767. case Obj::HERO:
  768. case Obj::MINE:
  769. case Obj::TOWN:
  770. case Obj::ABANDONED_MINE:
  771. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  772. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
  773. break;
  774. }
  775. }
  776. }
  777. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  778. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  779. }
  780. }
  781. void SetAvailableHero::applyGs(CGameState *gs)
  782. {
  783. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID);
  784. }
  785. void GiveBonus::applyGs(CGameState *gs)
  786. {
  787. CBonusSystemNode *cbsn = nullptr;
  788. switch(who)
  789. {
  790. case ETarget::HERO:
  791. cbsn = gs->getHero(ObjectInstanceID(id));
  792. break;
  793. case ETarget::PLAYER:
  794. cbsn = gs->getPlayerState(PlayerColor(id));
  795. break;
  796. case ETarget::TOWN:
  797. cbsn = gs->getTown(ObjectInstanceID(id));
  798. break;
  799. case ETarget::BATTLE:
  800. assert(Bonus::OneBattle(&bonus));
  801. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(BattleID(id)));
  802. break;
  803. }
  804. assert(cbsn);
  805. if(Bonus::OneWeek(&bonus))
  806. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  807. auto b = std::make_shared<Bonus>(bonus);
  808. cbsn->addNewBonus(b);
  809. std::string &descr = b->description;
  810. if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
  811. {
  812. if (bonus.source == BonusSource::OBJECT)
  813. {
  814. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  815. }
  816. else if(bonus.source == BonusSource::TOWN_STRUCTURE)
  817. {
  818. descr = bonus.description;
  819. return;
  820. }
  821. else
  822. {
  823. descr = bdescr.toString();
  824. }
  825. }
  826. else
  827. {
  828. descr = bdescr.toString();
  829. }
  830. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  831. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  832. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  833. }
  834. void ChangeObjPos::applyGs(CGameState *gs)
  835. {
  836. CGObjectInstance *obj = gs->getObjInstance(objid);
  837. if(!obj)
  838. {
  839. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  840. return;
  841. }
  842. gs->map->removeBlockVisTiles(obj);
  843. obj->pos = nPos + obj->getVisitableOffset();
  844. gs->map->addBlockVisTiles(obj);
  845. }
  846. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  847. {
  848. switch (mode) {
  849. case VISITOR_ADD:
  850. gs->getHero(hero)->visitedObjects.insert(object);
  851. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  852. break;
  853. case VISITOR_ADD_TEAM:
  854. {
  855. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  856. for(const auto & color : ts->players)
  857. {
  858. gs->getPlayerState(color)->visitedObjects.insert(object);
  859. }
  860. }
  861. break;
  862. case VISITOR_CLEAR:
  863. for (CGHeroInstance * hero : gs->map->allHeroes)
  864. {
  865. if (hero)
  866. {
  867. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  868. }
  869. }
  870. for(auto &elem : gs->players)
  871. {
  872. elem.second.visitedObjects.erase(object);
  873. }
  874. break;
  875. case VISITOR_REMOVE:
  876. gs->getHero(hero)->visitedObjects.erase(object);
  877. break;
  878. }
  879. }
  880. void PlayerEndsGame::applyGs(CGameState * gs) const
  881. {
  882. PlayerState *p = gs->getPlayerState(player);
  883. if(victoryLossCheckResult.victory())
  884. {
  885. p->status = EPlayerStatus::WINNER;
  886. // TODO: Campaign-specific code might as well go somewhere else
  887. // keep all heroes from the winning player
  888. if(p->human && gs->scenarioOps->campState)
  889. {
  890. std::vector<CGHeroInstance *> crossoverHeroes;
  891. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  892. if (hero->tempOwner == player)
  893. crossoverHeroes.push_back(hero);
  894. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  895. }
  896. }
  897. else
  898. {
  899. p->status = EPlayerStatus::LOSER;
  900. }
  901. // defeated player may be making turn right now
  902. gs->actingPlayers.erase(player);
  903. }
  904. void PlayerReinitInterface::applyGs(CGameState *gs)
  905. {
  906. if(!gs || !gs->scenarioOps)
  907. return;
  908. //TODO: what does mean if more that one player connected?
  909. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  910. {
  911. for(const auto & player : players)
  912. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  913. }
  914. }
  915. void RemoveBonus::applyGs(CGameState *gs)
  916. {
  917. CBonusSystemNode * node = nullptr;
  918. if (who == GiveBonus::ETarget::HERO)
  919. node = gs->getHero(ObjectInstanceID(whoID));
  920. else
  921. node = gs->getPlayerState(PlayerColor(whoID));
  922. BonusList &bonuses = node->getExportedBonusList();
  923. for(const auto & b : bonuses)
  924. {
  925. if(vstd::to_underlying(b->source) == source && b->sid == id)
  926. {
  927. bonus = *b; //backup bonus (to show to interfaces later)
  928. node->removeBonus(b);
  929. break;
  930. }
  931. }
  932. }
  933. void RemoveObject::applyGs(CGameState *gs)
  934. {
  935. CGObjectInstance *obj = gs->getObjInstance(objectID);
  936. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  937. //unblock tiles
  938. gs->map->removeBlockVisTiles(obj);
  939. if(obj->ID == Obj::HERO) //remove beaten hero
  940. {
  941. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  942. assert(beatenHero);
  943. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  944. gs->map->heroesOnMap -= beatenHero;
  945. p->heroes -= beatenHero;
  946. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  947. // FIXME: workaround:
  948. // hero should be attached to siegeNode after battle
  949. // however this code might also be called on dismissing hero while in town
  950. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  951. beatenHero->detachFrom(*siegeNode);
  952. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  953. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  954. {
  955. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  956. });
  957. if(beatenHero->visitedTown)
  958. {
  959. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  960. beatenHero->visitedTown->garrisonHero = nullptr;
  961. else
  962. beatenHero->visitedTown->visitingHero = nullptr;
  963. beatenHero->visitedTown = nullptr;
  964. beatenHero->inTownGarrison = false;
  965. }
  966. //return hero to the pool, so he may reappear in tavern
  967. gs->heroesPool->addHeroToPool(beatenHero);
  968. gs->map->objects[objectID.getNum()] = nullptr;
  969. //If hero on Boat is removed, the Boat disappears
  970. if(beatenHero->boat)
  971. {
  972. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  973. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  974. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  975. beatenHero->boat = nullptr;
  976. }
  977. return;
  978. }
  979. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  980. if (quest)
  981. {
  982. gs->map->quests[quest->quest->qid] = nullptr;
  983. for (auto &player : gs->players)
  984. {
  985. for (auto &q : player.second.quests)
  986. {
  987. if (q.obj == obj)
  988. {
  989. q.obj = nullptr;
  990. }
  991. }
  992. }
  993. }
  994. for (TriggeredEvent & event : gs->map->triggeredEvents)
  995. {
  996. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  997. {
  998. if (cond.object == obj)
  999. {
  1000. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  1001. {
  1002. cond.condition = EventCondition::CONST_VALUE;
  1003. cond.value = 1; // destroyed object, from now on always fulfilled
  1004. }
  1005. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  1006. {
  1007. cond.condition = EventCondition::CONST_VALUE;
  1008. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1009. }
  1010. }
  1011. return cond;
  1012. };
  1013. event.trigger = event.trigger.morph(patcher);
  1014. }
  1015. gs->map->instanceNames.erase(obj->instanceName);
  1016. gs->map->objects[objectID.getNum()].dellNull();
  1017. gs->map->calculateGuardingGreaturePositions();
  1018. }
  1019. static int getDir(const int3 & src, const int3 & dst)
  1020. {
  1021. int ret = -1;
  1022. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1023. {
  1024. ret = 1;
  1025. }
  1026. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1027. {
  1028. ret = 2;
  1029. }
  1030. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1031. {
  1032. ret = 3;
  1033. }
  1034. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1035. {
  1036. ret = 4;
  1037. }
  1038. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1039. {
  1040. ret = 5;
  1041. }
  1042. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1043. {
  1044. ret = 6;
  1045. }
  1046. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1047. {
  1048. ret = 7;
  1049. }
  1050. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1051. {
  1052. ret = 8;
  1053. }
  1054. return ret;
  1055. }
  1056. void TryMoveHero::applyGs(CGameState *gs)
  1057. {
  1058. CGHeroInstance *h = gs->getHero(id);
  1059. if (!h)
  1060. {
  1061. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1062. return;
  1063. }
  1064. h->setMovementPoints(movePoints);
  1065. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1066. {
  1067. auto dir = getDir(start,end);
  1068. if(dir > 0 && dir <= 8)
  1069. h->moveDir = dir;
  1070. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1071. }
  1072. if(result == EMBARK) //hero enters boat at destination tile
  1073. {
  1074. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1075. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1076. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1077. assert(boat);
  1078. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1079. h->boat = boat;
  1080. h->attachTo(*boat);
  1081. boat->hero = h;
  1082. }
  1083. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1084. {
  1085. auto * b = const_cast<CGBoat *>(h->boat);
  1086. b->direction = h->moveDir;
  1087. b->pos = start;
  1088. b->hero = nullptr;
  1089. gs->map->addBlockVisTiles(b);
  1090. h->detachFrom(*b);
  1091. h->boat = nullptr;
  1092. }
  1093. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1094. {
  1095. gs->map->removeBlockVisTiles(h);
  1096. h->pos = end;
  1097. if(auto * b = const_cast<CGBoat *>(h->boat))
  1098. b->pos = end;
  1099. gs->map->addBlockVisTiles(h);
  1100. }
  1101. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1102. for(const int3 & t : fowRevealed)
  1103. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1104. }
  1105. void NewStructures::applyGs(CGameState *gs)
  1106. {
  1107. CGTownInstance *t = gs->getTown(tid);
  1108. for(const auto & id : bid)
  1109. {
  1110. assert(t->town->buildings.at(id) != nullptr);
  1111. t->builtBuildings.insert(id);
  1112. t->updateAppearance();
  1113. auto currentBuilding = t->town->buildings.at(id);
  1114. if(currentBuilding->overrideBids.empty())
  1115. continue;
  1116. for(const auto & overrideBid : currentBuilding->overrideBids)
  1117. {
  1118. t->overriddenBuildings.insert(overrideBid);
  1119. t->deleteTownBonus(overrideBid);
  1120. }
  1121. }
  1122. t->builded = builded;
  1123. t->recreateBuildingsBonuses();
  1124. }
  1125. void RazeStructures::applyGs(CGameState *gs)
  1126. {
  1127. CGTownInstance *t = gs->getTown(tid);
  1128. for(const auto & id : bid)
  1129. {
  1130. t->builtBuildings.erase(id);
  1131. t->updateAppearance();
  1132. }
  1133. t->destroyed = destroyed; //yeaha
  1134. t->recreateBuildingsBonuses();
  1135. }
  1136. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1137. {
  1138. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1139. assert(dw);
  1140. dw->creatures = creatures;
  1141. }
  1142. void SetHeroesInTown::applyGs(CGameState * gs) const
  1143. {
  1144. CGTownInstance *t = gs->getTown(tid);
  1145. CGHeroInstance * v = gs->getHero(visiting);
  1146. CGHeroInstance * g = gs->getHero(garrison);
  1147. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1148. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1149. if(newVisitorComesFromGarrison)
  1150. t->setGarrisonedHero(nullptr);
  1151. if(newGarrisonComesFromVisiting)
  1152. t->setVisitingHero(nullptr);
  1153. if(!newGarrisonComesFromVisiting || v)
  1154. t->setVisitingHero(v);
  1155. if(!newVisitorComesFromGarrison || g)
  1156. t->setGarrisonedHero(g);
  1157. if(v)
  1158. {
  1159. gs->map->addBlockVisTiles(v);
  1160. }
  1161. if(g)
  1162. {
  1163. gs->map->removeBlockVisTiles(g);
  1164. }
  1165. }
  1166. void HeroRecruited::applyGs(CGameState * gs) const
  1167. {
  1168. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1169. CGTownInstance *t = gs->getTown(tid);
  1170. PlayerState *p = gs->getPlayerState(player);
  1171. if (boatId != ObjectInstanceID::NONE)
  1172. {
  1173. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1174. auto * boat = dynamic_cast<CGBoat *>(obj);
  1175. if (boat)
  1176. {
  1177. gs->map->removeBlockVisTiles(boat);
  1178. h->attachToBoat(boat);
  1179. }
  1180. }
  1181. h->setOwner(player);
  1182. h->pos = tile;
  1183. h->initObj(gs->getRandomGenerator());
  1184. if(h->id == ObjectInstanceID())
  1185. {
  1186. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1187. gs->map->objects.emplace_back(h);
  1188. }
  1189. else
  1190. gs->map->objects[h->id.getNum()] = h;
  1191. gs->map->heroesOnMap.emplace_back(h);
  1192. p->heroes.emplace_back(h);
  1193. h->attachTo(*p);
  1194. gs->map->addBlockVisTiles(h);
  1195. if(t)
  1196. t->setVisitingHero(h);
  1197. }
  1198. void GiveHero::applyGs(CGameState * gs) const
  1199. {
  1200. CGHeroInstance *h = gs->getHero(id);
  1201. if (boatId != ObjectInstanceID::NONE)
  1202. {
  1203. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1204. auto * boat = dynamic_cast<CGBoat *>(obj);
  1205. if (boat)
  1206. {
  1207. gs->map->removeBlockVisTiles(boat);
  1208. h->attachToBoat(boat);
  1209. }
  1210. }
  1211. //bonus system
  1212. h->detachFrom(gs->globalEffects);
  1213. h->attachTo(*gs->getPlayerState(player));
  1214. auto oldVisitablePos = h->visitablePos();
  1215. gs->map->removeBlockVisTiles(h,true);
  1216. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1217. h->setOwner(player);
  1218. h->setMovementPoints(h->movementPointsLimit(true));
  1219. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1220. gs->map->heroesOnMap.emplace_back(h);
  1221. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1222. gs->map->addBlockVisTiles(h);
  1223. h->inTownGarrison = false;
  1224. }
  1225. void NewObject::applyGs(CGameState *gs)
  1226. {
  1227. TerrainId terrainType = ETerrainId::NONE;
  1228. if (!gs->isInTheMap(targetPos))
  1229. {
  1230. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1231. return;
  1232. }
  1233. const TerrainTile & t = gs->map->getTile(targetPos);
  1234. terrainType = t.terType->getId();
  1235. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1236. CGObjectInstance * o = handler->create();
  1237. handler->configureObject(o, gs->getRandomGenerator());
  1238. if (ID == Obj::MONSTER) //probably more options will be needed
  1239. {
  1240. //CStackInstance hlp;
  1241. auto * cre = dynamic_cast<CGCreature *>(o);
  1242. //cre->slots[0] = hlp;
  1243. assert(cre);
  1244. cre->notGrowingTeam = cre->neverFlees = false;
  1245. cre->character = 2;
  1246. cre->gainedArtifact = ArtifactID::NONE;
  1247. cre->identifier = -1;
  1248. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1249. }
  1250. assert(!handler->getTemplates(terrainType).empty());
  1251. if (handler->getTemplates().empty())
  1252. {
  1253. logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID);
  1254. return;
  1255. }
  1256. if (!handler->getTemplates(terrainType).empty())
  1257. o->appearance = handler->getTemplates(terrainType).front();
  1258. else
  1259. o->appearance = handler->getTemplates().front();
  1260. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1261. o->ID = ID;
  1262. o->subID = subID;
  1263. o->pos = targetPos + o->getVisitableOffset();
  1264. gs->map->objects.emplace_back(o);
  1265. gs->map->addBlockVisTiles(o);
  1266. o->initObj(gs->getRandomGenerator());
  1267. gs->map->calculateGuardingGreaturePositions();
  1268. createdObjectID = o->id;
  1269. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1270. }
  1271. void NewArtifact::applyGs(CGameState *gs)
  1272. {
  1273. assert(!vstd::contains(gs->map->artInstances, art));
  1274. assert(!art->getParentNodes().size());
  1275. assert(art->artType);
  1276. art->setType(art->artType);
  1277. if(art->isCombined())
  1278. {
  1279. for(const auto & part : art->artType->getConstituents())
  1280. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1281. }
  1282. gs->map->addNewArtifactInstance(art);
  1283. }
  1284. const CStackInstance * StackLocation::getStack()
  1285. {
  1286. if(!army->hasStackAtSlot(slot))
  1287. {
  1288. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1289. return nullptr;
  1290. }
  1291. return &army->getStack(slot);
  1292. }
  1293. struct ObjectRetriever
  1294. {
  1295. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1296. {
  1297. return h;
  1298. }
  1299. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1300. {
  1301. return s->armyObj;
  1302. }
  1303. };
  1304. template<typename T>
  1305. struct GetBase
  1306. {
  1307. template <typename TArg>
  1308. T * operator()(TArg &arg) const
  1309. {
  1310. return arg;
  1311. }
  1312. };
  1313. void ArtifactLocation::removeArtifact()
  1314. {
  1315. CArtifactInstance *a = getArt();
  1316. assert(a);
  1317. a->removeFrom(*this);
  1318. }
  1319. const CArmedInstance * ArtifactLocation::relatedObj() const
  1320. {
  1321. return std::visit(ObjectRetriever(), artHolder);
  1322. }
  1323. PlayerColor ArtifactLocation::owningPlayer() const
  1324. {
  1325. const auto * obj = relatedObj();
  1326. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1327. }
  1328. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1329. {
  1330. return std::visit(GetBase<CArtifactSet>(), artHolder);
  1331. }
  1332. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1333. {
  1334. return std::visit(GetBase<CBonusSystemNode>(), artHolder);
  1335. }
  1336. const CArtifactInstance *ArtifactLocation::getArt() const
  1337. {
  1338. const auto * s = getSlot();
  1339. if(s)
  1340. return s->getArt();
  1341. else
  1342. return nullptr;
  1343. }
  1344. CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1345. {
  1346. auto * t = const_cast<ArtifactLocation *>(this);
  1347. return t->getHolderArtSet();
  1348. }
  1349. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1350. {
  1351. auto * t = const_cast<ArtifactLocation *>(this);
  1352. return t->getHolderNode();
  1353. }
  1354. CArtifactInstance *ArtifactLocation::getArt()
  1355. {
  1356. const ArtifactLocation *t = this;
  1357. return const_cast<CArtifactInstance*>(t->getArt());
  1358. }
  1359. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1360. {
  1361. return getHolderArtSet()->getSlot(slot);
  1362. }
  1363. void ChangeStackCount::applyGs(CGameState * gs)
  1364. {
  1365. auto * srcObj = gs->getArmyInstance(army);
  1366. if(!srcObj)
  1367. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1368. if(absoluteValue)
  1369. srcObj->setStackCount(slot, count);
  1370. else
  1371. srcObj->changeStackCount(slot, count);
  1372. }
  1373. void SetStackType::applyGs(CGameState * gs)
  1374. {
  1375. auto * srcObj = gs->getArmyInstance(army);
  1376. if(!srcObj)
  1377. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1378. srcObj->setStackType(slot, type);
  1379. }
  1380. void EraseStack::applyGs(CGameState * gs)
  1381. {
  1382. auto * srcObj = gs->getArmyInstance(army);
  1383. if(!srcObj)
  1384. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1385. srcObj->eraseStack(slot);
  1386. }
  1387. void SwapStacks::applyGs(CGameState * gs)
  1388. {
  1389. auto * srcObj = gs->getArmyInstance(srcArmy);
  1390. if(!srcObj)
  1391. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1392. auto * dstObj = gs->getArmyInstance(dstArmy);
  1393. if(!dstObj)
  1394. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1395. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1396. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1397. srcObj->putStack(srcSlot, s2);
  1398. dstObj->putStack(dstSlot, s1);
  1399. }
  1400. void InsertNewStack::applyGs(CGameState *gs)
  1401. {
  1402. if(auto * obj = gs->getArmyInstance(army))
  1403. obj->putStack(slot, new CStackInstance(type, count));
  1404. else
  1405. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1406. }
  1407. void RebalanceStacks::applyGs(CGameState * gs)
  1408. {
  1409. auto * srcObj = gs->getArmyInstance(srcArmy);
  1410. if(!srcObj)
  1411. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1412. auto * dstObj = gs->getArmyInstance(dstArmy);
  1413. if(!dstObj)
  1414. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1415. StackLocation src(srcObj, srcSlot);
  1416. StackLocation dst(dstObj, dstSlot);
  1417. const CCreature * srcType = src.army->getCreature(src.slot);
  1418. TQuantity srcCount = src.army->getStackCount(src.slot);
  1419. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1420. if(srcCount == count) //moving whole stack
  1421. {
  1422. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1423. if(c) //stack at dest -> merge
  1424. {
  1425. assert(c == srcType);
  1426. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1427. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1428. auto * artHere = alHere.getArt();
  1429. auto * artDest = alDest.getArt();
  1430. if (artHere)
  1431. {
  1432. if (alDest.getArt())
  1433. {
  1434. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1435. auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
  1436. if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
  1437. {
  1438. artDest->move (alDest, ArtifactLocation (hero, dstSlot));
  1439. }
  1440. //else - artifact cna be lost :/
  1441. else
  1442. {
  1443. EraseArtifact ea;
  1444. ea.al = alDest;
  1445. ea.applyGs(gs);
  1446. logNetwork->warn("Cannot move artifact! No free slots");
  1447. }
  1448. artHere->move (alHere, alDest);
  1449. //TODO: choose from dialog
  1450. }
  1451. else //just move to the other slot before stack gets erased
  1452. {
  1453. artHere->move (alHere, alDest);
  1454. }
  1455. }
  1456. if (stackExp)
  1457. {
  1458. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1459. src.army->eraseStack(src.slot);
  1460. dst.army->changeStackCount(dst.slot, count);
  1461. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1462. }
  1463. else
  1464. {
  1465. src.army->eraseStack(src.slot);
  1466. dst.army->changeStackCount(dst.slot, count);
  1467. }
  1468. }
  1469. else //move stack to an empty slot, no exp change needed
  1470. {
  1471. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1472. dst.army->putStack(dst.slot, stackDetached);
  1473. }
  1474. }
  1475. else
  1476. {
  1477. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1478. if(c) //stack at dest -> rebalance
  1479. {
  1480. assert(c == srcType);
  1481. if (stackExp)
  1482. {
  1483. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1484. src.army->changeStackCount(src.slot, -count);
  1485. dst.army->changeStackCount(dst.slot, count);
  1486. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1487. }
  1488. else
  1489. {
  1490. src.army->changeStackCount(src.slot, -count);
  1491. dst.army->changeStackCount(dst.slot, count);
  1492. }
  1493. }
  1494. else //split stack to an empty slot
  1495. {
  1496. src.army->changeStackCount(src.slot, -count);
  1497. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1498. if (stackExp)
  1499. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1500. }
  1501. }
  1502. CBonusSystemNode::treeHasChanged();
  1503. }
  1504. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1505. {
  1506. for(auto & move : moves)
  1507. move.applyGs(gs);
  1508. }
  1509. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1510. {
  1511. for(auto & move : moves)
  1512. move.applyGs(gs);
  1513. for(auto & change : changes)
  1514. change.applyGs(gs);
  1515. }
  1516. void PutArtifact::applyGs(CGameState *gs)
  1517. {
  1518. assert(art->canBePutAt(al));
  1519. // Ensure that artifact has been correctly added via NewArtifact pack
  1520. assert(vstd::contains(gs->map->artInstances, art));
  1521. assert(!art->getParentNodes().empty());
  1522. art->putAt(al);
  1523. }
  1524. void EraseArtifact::applyGs(CGameState *gs)
  1525. {
  1526. const auto * slot = al.getSlot();
  1527. if(slot->locked)
  1528. {
  1529. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1530. DisassembledArtifact dis;
  1531. dis.al.artHolder = al.artHolder;
  1532. auto * aset = al.getHolderArtSet();
  1533. #ifndef NDEBUG
  1534. bool found = false;
  1535. #endif
  1536. for(auto& p : aset->artifactsWorn)
  1537. {
  1538. auto art = p.second.artifact;
  1539. if(art->isCombined() && art->isPart(slot->artifact))
  1540. {
  1541. dis.al.slot = aset->getArtPos(art);
  1542. #ifndef NDEBUG
  1543. found = true;
  1544. #endif
  1545. break;
  1546. }
  1547. }
  1548. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1549. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1550. dis.applyGs(gs);
  1551. }
  1552. else
  1553. {
  1554. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1555. }
  1556. al.removeArtifact();
  1557. }
  1558. void MoveArtifact::applyGs(CGameState * gs)
  1559. {
  1560. CArtifactInstance * art = src.getArt();
  1561. assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
  1562. art->move(src, dst);
  1563. }
  1564. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1565. {
  1566. enum class EBulkArtsOp
  1567. {
  1568. BULK_MOVE,
  1569. BULK_REMOVE,
  1570. BULK_PUT
  1571. };
  1572. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1573. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1574. {
  1575. int numBackpackArtifactsMoved = 0;
  1576. for(auto & slot : artsPack)
  1577. {
  1578. // When an object gets removed from the backpack, the backpack shrinks
  1579. // so all the following indices will be affected. Thus, we need to update
  1580. // the subsequent artifact slots to account for that
  1581. auto srcPos = slot.srcPos;
  1582. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1583. {
  1584. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1585. }
  1586. const auto * slotInfo = artSet->getSlot(srcPos);
  1587. assert(slotInfo);
  1588. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1589. assert(art);
  1590. switch(operation)
  1591. {
  1592. case EBulkArtsOp::BULK_MOVE:
  1593. const_cast<CArtifactInstance*>(art)->move(
  1594. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1595. break;
  1596. case EBulkArtsOp::BULK_REMOVE:
  1597. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1598. break;
  1599. case EBulkArtsOp::BULK_PUT:
  1600. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1601. break;
  1602. default:
  1603. break;
  1604. }
  1605. if(srcPos >= ArtifactPosition::BACKPACK_START)
  1606. {
  1607. numBackpackArtifactsMoved++;
  1608. }
  1609. }
  1610. };
  1611. if(swap)
  1612. {
  1613. // Swap
  1614. auto * leftSet = getSrcHolderArtSet();
  1615. auto * rightSet = getDstHolderArtSet();
  1616. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1617. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1618. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1619. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1620. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1621. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1622. }
  1623. else
  1624. {
  1625. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1626. }
  1627. }
  1628. void AssembledArtifact::applyGs(CGameState *gs)
  1629. {
  1630. CArtifactSet * artSet = al.getHolderArtSet();
  1631. const CArtifactInstance * transformedArt = al.getArt();
  1632. assert(transformedArt);
  1633. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1634. {
  1635. return art->getId() == builtArt->getId();
  1636. }));
  1637. const auto transformedArtSlot = artSet->getSlotByInstance(transformedArt);
  1638. auto * combinedArt = new CArtifactInstance(builtArt);
  1639. gs->map->addNewArtifactInstance(combinedArt);
  1640. // Find slots for all involved artifacts
  1641. std::vector<ArtifactPosition> slotsInvolved;
  1642. for(const auto constituent : builtArt->getConstituents())
  1643. {
  1644. ArtifactPosition slot;
  1645. if(transformedArt->getTypeId() == constituent->getId())
  1646. slot = transformedArtSlot;
  1647. else
  1648. slot = artSet->getArtPos(constituent->getId(), false, false);
  1649. assert(slot != ArtifactPosition::PRE_FIRST);
  1650. slotsInvolved.emplace_back(slot);
  1651. }
  1652. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1653. // Find a slot for combined artifact
  1654. al.slot = transformedArtSlot;
  1655. for(const auto slot : slotsInvolved)
  1656. {
  1657. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1658. {
  1659. if(ArtifactUtils::isSlotBackpack(slot))
  1660. {
  1661. al.slot = ArtifactPosition::BACKPACK_START;
  1662. break;
  1663. }
  1664. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1665. && vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), slot))
  1666. al.slot = slot;
  1667. }
  1668. else
  1669. {
  1670. if(ArtifactUtils::isSlotBackpack(slot))
  1671. al.slot = std::min(al.slot, slot);
  1672. }
  1673. }
  1674. // Delete parts from hero
  1675. for(const auto slot : slotsInvolved)
  1676. {
  1677. const auto constituentInstance = artSet->getArt(slot);
  1678. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, slot));
  1679. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1680. combinedArt->addPart(constituentInstance, slot);
  1681. else
  1682. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1683. }
  1684. // Put new combined artifacts
  1685. combinedArt->putAt(al);
  1686. }
  1687. void DisassembledArtifact::applyGs(CGameState *gs)
  1688. {
  1689. auto * disassembled = al.getArt();
  1690. assert(disassembled);
  1691. auto parts = disassembled->getPartsInfo();
  1692. disassembled->removeFrom(al);
  1693. for(auto & part : parts)
  1694. {
  1695. ArtifactLocation partLoc = al;
  1696. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1697. partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1698. disassembled->detachFrom(*part.art);
  1699. part.art->putAt(partLoc);
  1700. }
  1701. gs->map->eraseArtifactInstance(disassembled);
  1702. }
  1703. void HeroVisit::applyGs(CGameState *gs)
  1704. {
  1705. }
  1706. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1707. {
  1708. if(id >= 0)
  1709. {
  1710. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1711. {
  1712. bm->artifacts = arts;
  1713. }
  1714. else
  1715. {
  1716. logNetwork->error("Wrong black market id!");
  1717. }
  1718. }
  1719. else
  1720. {
  1721. CGTownInstance::merchantArtifacts = arts;
  1722. }
  1723. }
  1724. void NewTurn::applyGs(CGameState *gs)
  1725. {
  1726. gs->day = day;
  1727. // Update bonuses before doing anything else so hero don't get more MP than needed
  1728. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1729. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1730. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1731. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1732. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1733. {
  1734. CGHeroInstance *hero = gs->getHero(h.id);
  1735. if(!hero)
  1736. {
  1737. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1738. continue;
  1739. }
  1740. hero->setMovementPoints(h.move);
  1741. hero->mana = h.mana;
  1742. }
  1743. gs->heroesPool->onNewDay();
  1744. for(const auto & re : res)
  1745. {
  1746. assert(re.first.isValidPlayer());
  1747. gs->getPlayerState(re.first)->resources = re.second;
  1748. }
  1749. for(const auto & creatureSet : cres) //set available creatures in towns
  1750. creatureSet.second.applyGs(gs);
  1751. for(CGTownInstance* t : gs->map->towns)
  1752. t->builded = 0;
  1753. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1754. gs->updateRumor();
  1755. }
  1756. void SetObjectProperty::applyGs(CGameState * gs) const
  1757. {
  1758. CGObjectInstance *obj = gs->getObjInstance(id);
  1759. if(!obj)
  1760. {
  1761. logNetwork->error("Wrong object ID - property cannot be set!");
  1762. return;
  1763. }
  1764. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1765. if(what == ObjProperty::OWNER && cai)
  1766. {
  1767. if(obj->ID == Obj::TOWN)
  1768. {
  1769. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1770. assert(t);
  1771. PlayerColor oldOwner = t->tempOwner;
  1772. if(oldOwner.isValidPlayer())
  1773. {
  1774. auto * state = gs->getPlayerState(oldOwner);
  1775. state->towns -= t;
  1776. if(state->towns.empty())
  1777. *state->daysWithoutCastle = 0;
  1778. }
  1779. if(PlayerColor(val).isValidPlayer())
  1780. {
  1781. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1782. p->towns.emplace_back(t);
  1783. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1784. if(p->daysWithoutCastle)
  1785. p->daysWithoutCastle = std::nullopt;
  1786. }
  1787. }
  1788. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1789. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1790. obj->setProperty(what,val);
  1791. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1792. }
  1793. else //not an armed instance
  1794. {
  1795. obj->setProperty(what,val);
  1796. }
  1797. }
  1798. void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1799. {
  1800. auto * hero = gs->getHero(heroId);
  1801. assert(hero);
  1802. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1803. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1804. {
  1805. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1806. }
  1807. else
  1808. {
  1809. skills = proposedSkills;
  1810. }
  1811. }
  1812. void HeroLevelUp::applyGs(CGameState * gs) const
  1813. {
  1814. auto * hero = gs->getHero(heroId);
  1815. assert(hero);
  1816. hero->levelUp(skills);
  1817. }
  1818. void CommanderLevelUp::applyGs(CGameState * gs) const
  1819. {
  1820. auto * hero = gs->getHero(heroId);
  1821. assert(hero);
  1822. auto commander = hero->commander;
  1823. assert(commander);
  1824. commander->levelUp();
  1825. }
  1826. void BattleStart::applyGs(CGameState * gs) const
  1827. {
  1828. assert(battleID == gs->nextBattleID);
  1829. gs->currentBattles.emplace_back(info);
  1830. info->battleID = gs->nextBattleID;
  1831. info->localInit();
  1832. gs->nextBattleID = vstd::next(gs->nextBattleID, 1);
  1833. }
  1834. void BattleNextRound::applyGs(CGameState * gs) const
  1835. {
  1836. gs->getBattle(battleID)->nextRound();
  1837. }
  1838. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1839. {
  1840. gs->getBattle(battleID)->nextTurn(stack);
  1841. }
  1842. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1843. {
  1844. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1845. assert(st);
  1846. switch(static_cast<BonusType>(effect))
  1847. {
  1848. case BonusType::HP_REGENERATION:
  1849. {
  1850. int64_t toHeal = val;
  1851. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1852. break;
  1853. }
  1854. case BonusType::MANA_DRAIN:
  1855. {
  1856. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1857. st->drainedMana = true;
  1858. h->mana -= val;
  1859. vstd::amax(h->mana, 0);
  1860. break;
  1861. }
  1862. case BonusType::POISON:
  1863. {
  1864. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON)
  1865. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1866. if (b)
  1867. b->val = val;
  1868. break;
  1869. }
  1870. case BonusType::ENCHANTER:
  1871. case BonusType::MORALE:
  1872. break;
  1873. case BonusType::FEAR:
  1874. st->fear = true;
  1875. break;
  1876. default:
  1877. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1878. }
  1879. }
  1880. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1881. {
  1882. if(gs->getBattle(battleID))
  1883. gs->getBattle(battleID)->si.gateState = state;
  1884. }
  1885. void BattleCancelled::applyGs(CGameState * gs) const
  1886. {
  1887. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1888. {
  1889. return battle->battleID == battleID;
  1890. });
  1891. assert(currentBattle != gs->currentBattles.end());
  1892. gs->currentBattles.erase(currentBattle);
  1893. }
  1894. void BattleResultAccepted::applyGs(CGameState * gs) const
  1895. {
  1896. // Remove any "until next battle" bonuses
  1897. for(auto & res : heroResult)
  1898. {
  1899. if(res.hero)
  1900. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1901. }
  1902. if(winnerSide != 2)
  1903. {
  1904. // Grow up growing artifacts
  1905. const auto hero = heroResult[winnerSide].hero;
  1906. if (hero)
  1907. {
  1908. if(hero->commander && hero->commander->alive)
  1909. {
  1910. for(auto & art : hero->commander->artifactsWorn)
  1911. art.second.artifact->growingUp();
  1912. }
  1913. for(auto & art : hero->artifactsWorn)
  1914. {
  1915. art.second.artifact->growingUp();
  1916. }
  1917. }
  1918. }
  1919. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1920. {
  1921. if(heroResult[0].army)
  1922. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1923. if(heroResult[1].army)
  1924. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1925. CBonusSystemNode::treeHasChanged();
  1926. }
  1927. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1928. {
  1929. return battle->battleID == battleID;
  1930. });
  1931. assert(currentBattle != gs->currentBattles.end());
  1932. gs->currentBattles.erase(currentBattle);
  1933. }
  1934. void BattleLogMessage::applyGs(CGameState *gs)
  1935. {
  1936. //nothing
  1937. }
  1938. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1939. {
  1940. //nothing
  1941. }
  1942. void BattleStackMoved::applyGs(CGameState *gs)
  1943. {
  1944. applyBattle(gs->getBattle(battleID));
  1945. }
  1946. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1947. {
  1948. battleState->moveUnit(stack, tilesToMove.back());
  1949. }
  1950. void BattleStackAttacked::applyGs(CGameState * gs)
  1951. {
  1952. applyBattle(gs->getBattle(battleID));
  1953. }
  1954. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1955. {
  1956. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1957. }
  1958. void BattleAttack::applyGs(CGameState * gs)
  1959. {
  1960. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1961. assert(attacker);
  1962. attackerChanges.applyGs(gs);
  1963. for(BattleStackAttacked & stackAttacked : bsa)
  1964. stackAttacked.applyGs(gs);
  1965. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1966. }
  1967. void StartAction::applyGs(CGameState *gs)
  1968. {
  1969. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1970. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1971. {
  1972. gs->getBattle(battleID)->tacticDistance = 0;
  1973. return;
  1974. }
  1975. if(gs->getBattle(battleID)->tacticDistance)
  1976. {
  1977. // moves in tactics phase do not affect creature status
  1978. // (tactics stack queue is managed by client)
  1979. return;
  1980. }
  1981. if (ba.isUnitAction())
  1982. {
  1983. assert(st); // stack must exists for all non-hero actions
  1984. switch(ba.actionType)
  1985. {
  1986. case EActionType::DEFEND:
  1987. st->waiting = false;
  1988. st->defending = true;
  1989. st->defendingAnim = true;
  1990. break;
  1991. case EActionType::WAIT:
  1992. st->defendingAnim = false;
  1993. st->waiting = true;
  1994. st->waitedThisTurn = true;
  1995. break;
  1996. case EActionType::HERO_SPELL: //no change in current stack state
  1997. break;
  1998. default: //any active stack action - attack, catapult, heal, spell...
  1999. st->waiting = false;
  2000. st->defendingAnim = false;
  2001. st->movedThisRound = true;
  2002. break;
  2003. }
  2004. }
  2005. else
  2006. {
  2007. if(ba.actionType == EActionType::HERO_SPELL)
  2008. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  2009. }
  2010. }
  2011. void BattleSpellCast::applyGs(CGameState * gs) const
  2012. {
  2013. if(castByHero)
  2014. {
  2015. if(side < 2)
  2016. {
  2017. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  2018. }
  2019. }
  2020. }
  2021. void SetStackEffect::applyGs(CGameState *gs)
  2022. {
  2023. applyBattle(gs->getBattle(battleID));
  2024. }
  2025. void SetStackEffect::applyBattle(IBattleState * battleState)
  2026. {
  2027. for(const auto & stackData : toRemove)
  2028. battleState->removeUnitBonus(stackData.first, stackData.second);
  2029. for(const auto & stackData : toUpdate)
  2030. battleState->updateUnitBonus(stackData.first, stackData.second);
  2031. for(const auto & stackData : toAdd)
  2032. battleState->addUnitBonus(stackData.first, stackData.second);
  2033. }
  2034. void StacksInjured::applyGs(CGameState *gs)
  2035. {
  2036. applyBattle(gs->getBattle(battleID));
  2037. }
  2038. void StacksInjured::applyBattle(IBattleState * battleState)
  2039. {
  2040. for(BattleStackAttacked stackAttacked : stacks)
  2041. stackAttacked.applyBattle(battleState);
  2042. }
  2043. void BattleUnitsChanged::applyGs(CGameState *gs)
  2044. {
  2045. applyBattle(gs->getBattle(battleID));
  2046. }
  2047. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2048. {
  2049. for(auto & elem : changedStacks)
  2050. {
  2051. switch(elem.operation)
  2052. {
  2053. case BattleChanges::EOperation::RESET_STATE:
  2054. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2055. break;
  2056. case BattleChanges::EOperation::REMOVE:
  2057. battleState->removeUnit(elem.id);
  2058. break;
  2059. case BattleChanges::EOperation::ADD:
  2060. battleState->addUnit(elem.id, elem.data);
  2061. break;
  2062. case BattleChanges::EOperation::UPDATE:
  2063. battleState->updateUnit(elem.id, elem.data);
  2064. break;
  2065. default:
  2066. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2067. break;
  2068. }
  2069. }
  2070. }
  2071. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2072. {
  2073. applyBattle(gs->getBattle(battleID));
  2074. }
  2075. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2076. {
  2077. for(const auto & change : changes)
  2078. {
  2079. switch(change.operation)
  2080. {
  2081. case BattleChanges::EOperation::REMOVE:
  2082. battleState->removeObstacle(change.id);
  2083. break;
  2084. case BattleChanges::EOperation::ADD:
  2085. battleState->addObstacle(change);
  2086. break;
  2087. case BattleChanges::EOperation::UPDATE:
  2088. battleState->updateObstacle(change);
  2089. break;
  2090. default:
  2091. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2092. break;
  2093. }
  2094. }
  2095. }
  2096. CatapultAttack::CatapultAttack() = default;
  2097. CatapultAttack::~CatapultAttack() = default;
  2098. void CatapultAttack::applyGs(CGameState * gs)
  2099. {
  2100. applyBattle(gs->getBattle(battleID));
  2101. }
  2102. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2103. {
  2104. visitor.visitCatapultAttack(*this);
  2105. }
  2106. void CatapultAttack::applyBattle(IBattleState * battleState)
  2107. {
  2108. const auto * town = battleState->getDefendedTown();
  2109. if(!town)
  2110. return;
  2111. if(town->fortLevel() == CGTownInstance::NONE)
  2112. return;
  2113. for(const auto & part : attackedParts)
  2114. {
  2115. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2116. battleState->setWallState(part.attackedPart, newWallState);
  2117. }
  2118. }
  2119. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2120. {
  2121. CStack * stack = gs->getBattle(battleID)->getStack(stackID);
  2122. switch(which)
  2123. {
  2124. case CASTS:
  2125. {
  2126. if(absolute)
  2127. logNetwork->error("Can not change casts in absolute mode");
  2128. else
  2129. stack->casts.use(-val);
  2130. break;
  2131. }
  2132. case ENCHANTER_COUNTER:
  2133. {
  2134. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2135. if(absolute)
  2136. counter = val;
  2137. else
  2138. counter += val;
  2139. vstd::amax(counter, 0);
  2140. break;
  2141. }
  2142. case UNBIND:
  2143. {
  2144. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2145. break;
  2146. }
  2147. case CLONED:
  2148. {
  2149. stack->cloned = true;
  2150. break;
  2151. }
  2152. case HAS_CLONE:
  2153. {
  2154. stack->cloneID = val;
  2155. break;
  2156. }
  2157. }
  2158. }
  2159. void PlayerCheated::applyGs(CGameState * gs) const
  2160. {
  2161. if(!player.isValidPlayer())
  2162. return;
  2163. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2164. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2165. gs->getPlayerState(player)->cheated = true;
  2166. }
  2167. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2168. {
  2169. assert(gs->actingPlayers.count(player) == 0);
  2170. gs->actingPlayers.insert(player);
  2171. }
  2172. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2173. {
  2174. assert(gs->actingPlayers.count(player) == 1);
  2175. gs->actingPlayers.erase(player);
  2176. }
  2177. void DaysWithoutTown::applyGs(CGameState * gs) const
  2178. {
  2179. auto & playerState = gs->players[player];
  2180. playerState.daysWithoutCastle = daysWithoutCastle;
  2181. }
  2182. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2183. {
  2184. auto & playerState = gs->players[player];
  2185. playerState.turnTimer = turnTimer;
  2186. }
  2187. Component::Component(const CStackBasicDescriptor & stack)
  2188. : id(EComponentType::CREATURE)
  2189. , subtype(stack.type->getId())
  2190. , val(stack.count)
  2191. {
  2192. }
  2193. void EntitiesChanged::applyGs(CGameState * gs)
  2194. {
  2195. for(const auto & change : changes)
  2196. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2197. }
  2198. const CArtifactInstance * ArtSlotInfo::getArt() const
  2199. {
  2200. if(locked)
  2201. {
  2202. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2203. return nullptr;
  2204. }
  2205. return artifact;
  2206. }
  2207. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  2208. {
  2209. return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
  2210. }
  2211. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  2212. {
  2213. return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
  2214. }
  2215. VCMI_LIB_NAMESPACE_END