NetPacksLib.cpp 59 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "SetRewardableConfiguration.h"
  16. #include "StackLocation.h"
  17. #include "PacksForLobby.h"
  18. #include "SetStackEffect.h"
  19. #include "NetPackVisitor.h"
  20. #include "texts/CGeneralTextHandler.h"
  21. #include "CArtHandler.h"
  22. #include "CHeroHandler.h"
  23. #include "VCMI_Lib.h"
  24. #include "mapping/CMap.h"
  25. #include "spells/CSpellHandler.h"
  26. #include "CCreatureHandler.h"
  27. #include "gameState/CGameState.h"
  28. #include "gameState/TavernHeroesPool.h"
  29. #include "CStack.h"
  30. #include "battle/BattleInfo.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "entities/building/CBuilding.h"
  36. #include "entities/building/TownFortifications.h"
  37. #include "mapObjects/CBank.h"
  38. #include "mapObjects/CGCreature.h"
  39. #include "mapObjects/CGMarket.h"
  40. #include "mapObjects/TownBuildingInstance.h"
  41. #include "mapObjects/CGTownInstance.h"
  42. #include "mapObjects/CQuest.h"
  43. #include "mapObjects/MiscObjects.h"
  44. #include "mapObjectConstructors/AObjectTypeHandler.h"
  45. #include "mapObjectConstructors/CObjectClassesHandler.h"
  46. #include "campaign/CampaignState.h"
  47. #include "GameSettings.h"
  48. VCMI_LIB_NAMESPACE_BEGIN
  49. void CPack::visit(ICPackVisitor & visitor)
  50. {
  51. visitBasic(visitor);
  52. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  53. if(visitor.callTyped())
  54. {
  55. visitTyped(visitor);
  56. }
  57. }
  58. void CPack::visitBasic(ICPackVisitor & visitor)
  59. {
  60. }
  61. void CPack::visitTyped(ICPackVisitor & visitor)
  62. {
  63. }
  64. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  65. {
  66. visitor.visitForClient(*this);
  67. }
  68. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  69. {
  70. visitor.visitForServer(*this);
  71. }
  72. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  73. {
  74. visitor.visitForLobby(*this);
  75. }
  76. bool CPackForLobby::isForServer() const
  77. {
  78. return false;
  79. }
  80. bool CLobbyPackToServer::isForServer() const
  81. {
  82. return true;
  83. }
  84. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  85. {
  86. visitor.visitPackageApplied(*this);
  87. }
  88. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  89. {
  90. visitor.visitSystemMessage(*this);
  91. }
  92. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  93. {
  94. visitor.visitPlayerBlocked(*this);
  95. }
  96. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  97. {
  98. visitor.visitPlayerCheated(*this);
  99. }
  100. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  101. {
  102. visitor.visitPlayerStartsTurn(*this);
  103. }
  104. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  105. {
  106. visitor.visitDaysWithoutTown(*this);
  107. }
  108. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  109. {
  110. visitor.visitEntitiesChanged(*this);
  111. }
  112. void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
  113. {
  114. visitor.visitSetRewardableConfiguration(*this);
  115. }
  116. void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
  117. {
  118. visitor.visitSetBankConfiguration(*this);
  119. }
  120. void SetResources::visitTyped(ICPackVisitor & visitor)
  121. {
  122. visitor.visitSetResources(*this);
  123. }
  124. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  125. {
  126. visitor.visitSetPrimSkill(*this);
  127. }
  128. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  129. {
  130. visitor.visitSetSecSkill(*this);
  131. }
  132. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  133. {
  134. visitor.visitHeroVisitCastle(*this);
  135. }
  136. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  137. {
  138. visitor.visitChangeSpells(*this);
  139. }
  140. void SetMana::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitSetMana(*this);
  143. }
  144. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitSetMovePoints(*this);
  147. }
  148. void FoWChange::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitFoWChange(*this);
  151. }
  152. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitSetAvailableHeroes(*this);
  155. }
  156. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitGiveBonus(*this);
  159. }
  160. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitChangeObjPos(*this);
  163. }
  164. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitPlayerEndsTurn(*this);
  167. }
  168. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitPlayerEndsGame(*this);
  171. }
  172. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitPlayerReinitInterface(*this);
  175. }
  176. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitRemoveBonus(*this);
  179. }
  180. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitSetCommanderProperty(*this);
  183. }
  184. void AddQuest::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitAddQuest(*this);
  187. }
  188. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitUpdateArtHandlerLists(*this);
  191. }
  192. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitChangeFormation(*this);
  195. }
  196. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitRemoveObject(*this);
  199. }
  200. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitTryMoveHero(*this);
  203. }
  204. void NewStructures::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitNewStructures(*this);
  207. }
  208. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitRazeStructures(*this);
  211. }
  212. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitSetAvailableCreatures(*this);
  215. }
  216. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitSetHeroesInTown(*this);
  219. }
  220. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitHeroRecruited(*this);
  223. }
  224. void GiveHero::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitGiveHero(*this);
  227. }
  228. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitOpenWindow(*this);
  231. }
  232. void NewObject::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitNewObject(*this);
  235. }
  236. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitSetAvailableArtifacts(*this);
  239. }
  240. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitNewArtifact(*this);
  243. }
  244. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitChangeStackCount(*this);
  247. }
  248. void SetStackType::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitSetStackType(*this);
  251. }
  252. void EraseStack::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitEraseStack(*this);
  255. }
  256. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitSwapStacks(*this);
  259. }
  260. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitInsertNewStack(*this);
  263. }
  264. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitRebalanceStacks(*this);
  267. }
  268. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitBulkRebalanceStacks(*this);
  271. }
  272. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitBulkSmartRebalanceStacks(*this);
  275. }
  276. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitPutArtifact(*this);
  279. }
  280. void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitEraseArtifact(*this);
  283. }
  284. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitBulkMoveArtifacts(*this);
  287. }
  288. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitAssembledArtifact(*this);
  291. }
  292. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitDisassembledArtifact(*this);
  295. }
  296. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitHeroVisit(*this);
  299. }
  300. void NewTurn::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitNewTurn(*this);
  303. }
  304. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitInfoWindow(*this);
  307. }
  308. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitSetObjectProperty(*this);
  311. }
  312. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitChangeObjectVisitors(*this);
  315. }
  316. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitChangeArtifactsCostume(*this);
  319. }
  320. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitHeroLevelUp(*this);
  323. }
  324. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitCommanderLevelUp(*this);
  327. }
  328. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitBlockingDialog(*this);
  331. }
  332. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitGarrisonDialog(*this);
  335. }
  336. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitExchangeDialog(*this);
  339. }
  340. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitTeleportDialog(*this);
  343. }
  344. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitMapObjectSelectDialog(*this);
  347. }
  348. void BattleStart::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitBattleStart(*this);
  351. }
  352. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitBattleNextRound(*this);
  355. }
  356. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleSetActiveStack(*this);
  359. }
  360. void BattleResult::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitBattleResult(*this);
  363. }
  364. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitBattleLogMessage(*this);
  367. }
  368. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleStackMoved(*this);
  371. }
  372. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitBattleUnitsChanged(*this);
  375. }
  376. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitBattleAttack(*this);
  379. }
  380. void StartAction::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitStartAction(*this);
  383. }
  384. void EndAction::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitEndAction(*this);
  387. }
  388. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitBattleSpellCast(*this);
  391. }
  392. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitSetStackEffect(*this);
  395. }
  396. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitStacksInjured(*this);
  399. }
  400. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitBattleResultsApplied(*this);
  403. }
  404. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitBattleObstaclesChanged(*this);
  407. }
  408. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitBattleSetStackProperty(*this);
  411. }
  412. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitBattleTriggerEffect(*this);
  415. }
  416. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitBattleUpdateGateState(*this);
  419. }
  420. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitAdvmapSpellCast(*this);
  423. }
  424. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitShowWorldViewEx(*this);
  427. }
  428. void EndTurn::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitEndTurn(*this);
  431. }
  432. void GamePause::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitGamePause(*this);
  435. }
  436. void DismissHero::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitDismissHero(*this);
  439. }
  440. void MoveHero::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitMoveHero(*this);
  443. }
  444. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitCastleTeleportHero(*this);
  447. }
  448. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitArrangeStacks(*this);
  451. }
  452. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitBulkMoveArmy(*this);
  455. }
  456. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitBulkSplitStack(*this);
  459. }
  460. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitBulkMergeStacks(*this);
  463. }
  464. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitBulkSmartSplitStack(*this);
  467. }
  468. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitDisbandCreature(*this);
  471. }
  472. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitBuildStructure(*this);
  475. }
  476. void TriggerTownSpecialBuildingAction::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitTriggerTownSpecialBuildingAction(*this);
  479. }
  480. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitRazeStructure(*this);
  483. }
  484. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitRecruitCreatures(*this);
  487. }
  488. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitUpgradeCreature(*this);
  491. }
  492. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitGarrisonHeroSwap(*this);
  495. }
  496. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitExchangeArtifacts(*this);
  499. }
  500. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitBulkExchangeArtifacts(*this);
  503. }
  504. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitManageBackpackArtifacts(*this);
  507. }
  508. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitManageEquippedArtifacts(*this);
  511. }
  512. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitAssembleArtifacts(*this);
  515. }
  516. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitEraseArtifactByClient(*this);
  519. }
  520. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitBuyArtifact(*this);
  523. }
  524. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitTradeOnMarketplace(*this);
  527. }
  528. void SetFormation::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitSetFormation(*this);
  531. }
  532. void HireHero::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitHireHero(*this);
  535. }
  536. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitBuildBoat(*this);
  539. }
  540. void QueryReply::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitQueryReply(*this);
  543. }
  544. void MakeAction::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitMakeAction(*this);
  547. }
  548. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitDigWithHero(*this);
  551. }
  552. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitCastAdvSpell(*this);
  555. }
  556. void SaveGame::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitSaveGame(*this);
  559. }
  560. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitPlayerMessage(*this);
  563. }
  564. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitPlayerMessageClient(*this);
  567. }
  568. void CenterView::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitCenterView(*this);
  571. }
  572. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitLobbyClientConnected(*this);
  575. }
  576. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitLobbyClientDisconnected(*this);
  579. }
  580. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbyChatMessage(*this);
  583. }
  584. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyGuiAction(*this);
  587. }
  588. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbyLoadProgress(*this);
  591. }
  592. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbyRestartGame(*this);
  595. }
  596. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbyStartGame(*this);
  599. }
  600. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbyPrepareStartGame(*this);
  603. }
  604. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbyChangeHost(*this);
  607. }
  608. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbyUpdateState(*this);
  611. }
  612. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbySetMap(*this);
  615. }
  616. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbySetCampaign(*this);
  619. }
  620. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetCampaignMap(*this);
  623. }
  624. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbySetCampaignBonus(*this);
  627. }
  628. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbyChangePlayerOption(*this);
  631. }
  632. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbySetPlayer(*this);
  635. }
  636. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  637. {
  638. visitor.visitLobbySetPlayerName(*this);
  639. }
  640. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  641. {
  642. visitor.visitLobbySetPlayerHandicap(*this);
  643. }
  644. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  645. {
  646. visitor.visitLobbySetSimturns(*this);
  647. }
  648. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  649. {
  650. visitor.visitLobbySetTurnTime(*this);
  651. }
  652. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  653. {
  654. visitor.visitLobbySetExtraOptions(*this);
  655. }
  656. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  657. {
  658. visitor.visitLobbySetDifficulty(*this);
  659. }
  660. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  661. {
  662. visitor.visitLobbyForceSetPlayer(*this);
  663. }
  664. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  665. {
  666. visitor.visitLobbyShowMessage(*this);
  667. }
  668. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  669. {
  670. visitor.visitLobbyPvPAction(*this);
  671. }
  672. void SetResources::applyGs(CGameState *gs)
  673. {
  674. assert(player.isValidPlayer());
  675. if(abs)
  676. gs->getPlayerState(player)->resources = res;
  677. else
  678. gs->getPlayerState(player)->resources += res;
  679. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  680. //just ensure that player resources are not negative
  681. //server is responsible to check if player can afford deal
  682. //but events on server side are allowed to take more than player have
  683. gs->getPlayerState(player)->resources.positive();
  684. }
  685. void SetPrimSkill::applyGs(CGameState *gs)
  686. {
  687. CGHeroInstance * hero = gs->getHero(id);
  688. assert(hero);
  689. hero->setPrimarySkill(which, val, abs);
  690. }
  691. void SetSecSkill::applyGs(CGameState *gs)
  692. {
  693. CGHeroInstance *hero = gs->getHero(id);
  694. hero->setSecSkillLevel(which, val, abs);
  695. }
  696. void SetCommanderProperty::applyGs(CGameState *gs)
  697. {
  698. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  699. assert (commander);
  700. switch (which)
  701. {
  702. case BONUS:
  703. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  704. break;
  705. case SPECIAL_SKILL:
  706. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  707. commander->specialSkills.insert (additionalInfo);
  708. break;
  709. case SECONDARY_SKILL:
  710. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  711. break;
  712. case ALIVE:
  713. if (amount)
  714. commander->setAlive(true);
  715. else
  716. commander->setAlive(false);
  717. break;
  718. case EXPERIENCE:
  719. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  720. break;
  721. }
  722. }
  723. void AddQuest::applyGs(CGameState *gs)
  724. {
  725. assert (vstd::contains(gs->players, player));
  726. auto * vec = &gs->players[player].quests;
  727. if (!vstd::contains(*vec, quest))
  728. vec->push_back (quest);
  729. else
  730. logNetwork->warn("Warning! Attempt to add duplicated quest");
  731. }
  732. void UpdateArtHandlerLists::applyGs(CGameState *gs)
  733. {
  734. gs->allocatedArtifacts = allocatedArtifacts;
  735. }
  736. void ChangeFormation::applyGs(CGameState *gs)
  737. {
  738. gs->getHero(hid)->setFormation(formation);
  739. }
  740. void HeroVisitCastle::applyGs(CGameState *gs)
  741. {
  742. CGHeroInstance *h = gs->getHero(hid);
  743. CGTownInstance *t = gs->getTown(tid);
  744. assert(h);
  745. assert(t);
  746. if(start())
  747. t->setVisitingHero(h);
  748. else
  749. t->setVisitingHero(nullptr);
  750. }
  751. void ChangeSpells::applyGs(CGameState *gs)
  752. {
  753. CGHeroInstance *hero = gs->getHero(hid);
  754. if(learn)
  755. for(const auto & sid : spells)
  756. hero->addSpellToSpellbook(sid);
  757. else
  758. for(const auto & sid : spells)
  759. hero->removeSpellFromSpellbook(sid);
  760. }
  761. void SetMana::applyGs(CGameState *gs)
  762. {
  763. CGHeroInstance * hero = gs->getHero(hid);
  764. assert(hero);
  765. if(absolute)
  766. hero->mana = val;
  767. else
  768. hero->mana += val;
  769. vstd::amax(hero->mana, 0); //not less than 0
  770. }
  771. void SetMovePoints::applyGs(CGameState *gs)
  772. {
  773. CGHeroInstance *hero = gs->getHero(hid);
  774. assert(hero);
  775. if(absolute)
  776. hero->setMovementPoints(val);
  777. else
  778. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  779. }
  780. void FoWChange::applyGs(CGameState *gs)
  781. {
  782. TeamState * team = gs->getPlayerTeam(player);
  783. auto & fogOfWarMap = team->fogOfWarMap;
  784. for(const int3 & t : tiles)
  785. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  786. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  787. {
  788. std::unordered_set<int3> tilesRevealed;
  789. for (auto & elem : gs->map->objects)
  790. {
  791. const CGObjectInstance *o = elem;
  792. if (o)
  793. {
  794. switch(o->ID.toEnum())
  795. {
  796. case Obj::HERO:
  797. case Obj::MINE:
  798. case Obj::TOWN:
  799. case Obj::ABANDONED_MINE:
  800. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  801. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  802. break;
  803. }
  804. }
  805. }
  806. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  807. fogOfWarMap[t.z][t.x][t.y] = 1;
  808. }
  809. }
  810. void SetAvailableHero::applyGs(CGameState *gs)
  811. {
  812. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  813. }
  814. void GiveBonus::applyGs(CGameState *gs)
  815. {
  816. CBonusSystemNode *cbsn = nullptr;
  817. switch(who)
  818. {
  819. case ETarget::OBJECT:
  820. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  821. break;
  822. case ETarget::PLAYER:
  823. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  824. break;
  825. case ETarget::BATTLE:
  826. assert(Bonus::OneBattle(&bonus));
  827. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  828. break;
  829. }
  830. assert(cbsn);
  831. if(Bonus::OneWeek(&bonus))
  832. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  833. auto b = std::make_shared<Bonus>(bonus);
  834. cbsn->addNewBonus(b);
  835. }
  836. void ChangeObjPos::applyGs(CGameState *gs)
  837. {
  838. CGObjectInstance *obj = gs->getObjInstance(objid);
  839. if(!obj)
  840. {
  841. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  842. return;
  843. }
  844. gs->map->removeBlockVisTiles(obj);
  845. obj->pos = nPos + obj->getVisitableOffset();
  846. gs->map->addBlockVisTiles(obj);
  847. }
  848. void ChangeObjectVisitors::applyGs(CGameState *gs)
  849. {
  850. switch (mode) {
  851. case VISITOR_ADD:
  852. gs->getHero(hero)->visitedObjects.insert(object);
  853. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  854. break;
  855. case VISITOR_ADD_TEAM:
  856. {
  857. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  858. for(const auto & color : ts->players)
  859. {
  860. gs->getPlayerState(color)->visitedObjects.insert(object);
  861. }
  862. }
  863. break;
  864. case VISITOR_CLEAR:
  865. for (CGHeroInstance * hero : gs->map->allHeroes)
  866. {
  867. if (hero)
  868. {
  869. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  870. }
  871. }
  872. for(auto &elem : gs->players)
  873. {
  874. elem.second.visitedObjects.erase(object);
  875. }
  876. break;
  877. case VISITOR_GLOBAL:
  878. {
  879. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  880. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  881. break;
  882. }
  883. case VISITOR_REMOVE:
  884. gs->getHero(hero)->visitedObjects.erase(object);
  885. break;
  886. }
  887. }
  888. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  889. {
  890. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  891. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  892. costume->second = costumeSet;
  893. else
  894. allCostumes.try_emplace(costumeIdx, costumeSet);
  895. }
  896. void PlayerEndsGame::applyGs(CGameState *gs)
  897. {
  898. PlayerState *p = gs->getPlayerState(player);
  899. if(victoryLossCheckResult.victory())
  900. {
  901. p->status = EPlayerStatus::WINNER;
  902. // TODO: Campaign-specific code might as well go somewhere else
  903. // keep all heroes from the winning player
  904. if(p->human && gs->scenarioOps->campState)
  905. {
  906. std::vector<CGHeroInstance *> crossoverHeroes;
  907. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  908. if (hero->tempOwner == player)
  909. crossoverHeroes.push_back(hero);
  910. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  911. }
  912. }
  913. else
  914. {
  915. p->status = EPlayerStatus::LOSER;
  916. }
  917. // defeated player may be making turn right now
  918. gs->actingPlayers.erase(player);
  919. }
  920. void PlayerReinitInterface::applyGs(CGameState *gs)
  921. {
  922. if(!gs || !gs->scenarioOps)
  923. return;
  924. //TODO: what does mean if more that one player connected?
  925. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  926. {
  927. for(const auto & player : players)
  928. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  929. }
  930. }
  931. void RemoveBonus::applyGs(CGameState *gs)
  932. {
  933. CBonusSystemNode *node = nullptr;
  934. switch(who)
  935. {
  936. case GiveBonus::ETarget::OBJECT:
  937. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  938. break;
  939. case GiveBonus::ETarget::PLAYER:
  940. node = gs->getPlayerState(whoID.as<PlayerColor>());
  941. break;
  942. case GiveBonus::ETarget::BATTLE:
  943. assert(Bonus::OneBattle(&bonus));
  944. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  945. break;
  946. }
  947. BonusList &bonuses = node->getExportedBonusList();
  948. for(const auto & b : bonuses)
  949. {
  950. if(b->source == source && b->sid == id)
  951. {
  952. bonus = *b; //backup bonus (to show to interfaces later)
  953. node->removeBonus(b);
  954. break;
  955. }
  956. }
  957. }
  958. void RemoveObject::applyGs(CGameState *gs)
  959. {
  960. CGObjectInstance *obj = gs->getObjInstance(objectID);
  961. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  962. //unblock tiles
  963. gs->map->removeBlockVisTiles(obj);
  964. if (initiator.isValidPlayer())
  965. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  966. if(obj->ID == Obj::HERO) //remove beaten hero
  967. {
  968. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  969. assert(beatenHero);
  970. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  971. gs->map->heroesOnMap -= beatenHero;
  972. p->removeOwnedObject(beatenHero);
  973. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  974. // FIXME: workaround:
  975. // hero should be attached to siegeNode after battle
  976. // however this code might also be called on dismissing hero while in town
  977. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  978. beatenHero->detachFrom(*siegeNode);
  979. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  980. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  981. {
  982. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  983. });
  984. if(beatenHero->visitedTown)
  985. {
  986. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  987. beatenHero->visitedTown->garrisonHero = nullptr;
  988. else
  989. beatenHero->visitedTown->visitingHero = nullptr;
  990. beatenHero->visitedTown = nullptr;
  991. beatenHero->inTownGarrison = false;
  992. }
  993. //return hero to the pool, so he may reappear in tavern
  994. gs->heroesPool->addHeroToPool(beatenHero);
  995. gs->map->objects[objectID.getNum()] = nullptr;
  996. //If hero on Boat is removed, the Boat disappears
  997. if(beatenHero->boat)
  998. {
  999. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1000. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1001. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1002. beatenHero->boat = nullptr;
  1003. }
  1004. return;
  1005. }
  1006. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1007. if (quest)
  1008. {
  1009. gs->map->quests[quest->quest->qid] = nullptr;
  1010. for (auto &player : gs->players)
  1011. {
  1012. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1013. return q.obj == obj;
  1014. });
  1015. }
  1016. }
  1017. gs->map->instanceNames.erase(obj->instanceName);
  1018. gs->map->objects[objectID.getNum()].dellNull();
  1019. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1020. }
  1021. static int getDir(const int3 & src, const int3 & dst)
  1022. {
  1023. int ret = -1;
  1024. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1025. {
  1026. ret = 1;
  1027. }
  1028. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1029. {
  1030. ret = 2;
  1031. }
  1032. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1033. {
  1034. ret = 3;
  1035. }
  1036. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1037. {
  1038. ret = 4;
  1039. }
  1040. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1041. {
  1042. ret = 5;
  1043. }
  1044. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1045. {
  1046. ret = 6;
  1047. }
  1048. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1049. {
  1050. ret = 7;
  1051. }
  1052. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1053. {
  1054. ret = 8;
  1055. }
  1056. return ret;
  1057. }
  1058. void TryMoveHero::applyGs(CGameState *gs)
  1059. {
  1060. CGHeroInstance *h = gs->getHero(id);
  1061. if (!h)
  1062. {
  1063. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1064. return;
  1065. }
  1066. h->setMovementPoints(movePoints);
  1067. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1068. {
  1069. auto dir = getDir(start,end);
  1070. if(dir > 0 && dir <= 8)
  1071. h->moveDir = dir;
  1072. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1073. }
  1074. if(result == EMBARK) //hero enters boat at destination tile
  1075. {
  1076. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1077. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1078. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1079. assert(boat);
  1080. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1081. h->boat = boat;
  1082. h->attachTo(*boat);
  1083. boat->hero = h;
  1084. }
  1085. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1086. {
  1087. auto * b = const_cast<CGBoat *>(h->boat);
  1088. b->direction = h->moveDir;
  1089. b->pos = start;
  1090. b->hero = nullptr;
  1091. gs->map->addBlockVisTiles(b);
  1092. h->detachFrom(*b);
  1093. h->boat = nullptr;
  1094. }
  1095. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1096. {
  1097. gs->map->removeBlockVisTiles(h);
  1098. h->pos = end;
  1099. if(auto * b = const_cast<CGBoat *>(h->boat))
  1100. b->pos = end;
  1101. gs->map->addBlockVisTiles(h);
  1102. }
  1103. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1104. for(const int3 & t : fowRevealed)
  1105. fogOfWarMap[t.z][t.x][t.y] = 1;
  1106. }
  1107. void NewStructures::applyGs(CGameState *gs)
  1108. {
  1109. CGTownInstance *t = gs->getTown(tid);
  1110. for(const auto & id : bid)
  1111. {
  1112. assert(t->town->buildings.at(id) != nullptr);
  1113. t->addBuilding(id);
  1114. }
  1115. t->updateAppearance();
  1116. t->built = built;
  1117. t->recreateBuildingsBonuses();
  1118. }
  1119. void RazeStructures::applyGs(CGameState *gs)
  1120. {
  1121. CGTownInstance *t = gs->getTown(tid);
  1122. for(const auto & id : bid)
  1123. {
  1124. t->removeBuilding(id);
  1125. t->updateAppearance();
  1126. }
  1127. t->destroyed = destroyed; //yeaha
  1128. t->recreateBuildingsBonuses();
  1129. }
  1130. void SetAvailableCreatures::applyGs(CGameState *gs)
  1131. {
  1132. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1133. assert(dw);
  1134. dw->creatures = creatures;
  1135. }
  1136. void SetHeroesInTown::applyGs(CGameState *gs)
  1137. {
  1138. CGTownInstance *t = gs->getTown(tid);
  1139. CGHeroInstance * v = gs->getHero(visiting);
  1140. CGHeroInstance * g = gs->getHero(garrison);
  1141. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1142. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1143. if(newVisitorComesFromGarrison)
  1144. t->setGarrisonedHero(nullptr);
  1145. if(newGarrisonComesFromVisiting)
  1146. t->setVisitingHero(nullptr);
  1147. if(!newGarrisonComesFromVisiting || v)
  1148. t->setVisitingHero(v);
  1149. if(!newVisitorComesFromGarrison || g)
  1150. t->setGarrisonedHero(g);
  1151. if(v)
  1152. {
  1153. gs->map->addBlockVisTiles(v);
  1154. }
  1155. if(g)
  1156. {
  1157. gs->map->removeBlockVisTiles(g);
  1158. }
  1159. }
  1160. void HeroRecruited::applyGs(CGameState *gs)
  1161. {
  1162. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1163. CGTownInstance *t = gs->getTown(tid);
  1164. PlayerState *p = gs->getPlayerState(player);
  1165. if (boatId != ObjectInstanceID::NONE)
  1166. {
  1167. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1168. auto * boat = dynamic_cast<CGBoat *>(obj);
  1169. if (boat)
  1170. {
  1171. gs->map->removeBlockVisTiles(boat);
  1172. h->attachToBoat(boat);
  1173. }
  1174. }
  1175. h->setOwner(player);
  1176. h->pos = tile;
  1177. if(h->id == ObjectInstanceID())
  1178. {
  1179. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1180. gs->map->objects.emplace_back(h);
  1181. }
  1182. else
  1183. gs->map->objects[h->id.getNum()] = h;
  1184. gs->map->heroesOnMap.emplace_back(h);
  1185. p->addOwnedObject(h);
  1186. h->attachTo(*p);
  1187. gs->map->addBlockVisTiles(h);
  1188. if(t)
  1189. t->setVisitingHero(h);
  1190. }
  1191. void GiveHero::applyGs(CGameState *gs)
  1192. {
  1193. CGHeroInstance *h = gs->getHero(id);
  1194. if (boatId != ObjectInstanceID::NONE)
  1195. {
  1196. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1197. auto * boat = dynamic_cast<CGBoat *>(obj);
  1198. if (boat)
  1199. {
  1200. gs->map->removeBlockVisTiles(boat);
  1201. h->attachToBoat(boat);
  1202. }
  1203. }
  1204. //bonus system
  1205. h->detachFrom(gs->globalEffects);
  1206. h->attachTo(*gs->getPlayerState(player));
  1207. auto oldVisitablePos = h->visitablePos();
  1208. gs->map->removeBlockVisTiles(h,true);
  1209. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1210. h->setOwner(player);
  1211. h->setMovementPoints(h->movementPointsLimit(true));
  1212. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1213. gs->map->heroesOnMap.emplace_back(h);
  1214. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1215. gs->map->addBlockVisTiles(h);
  1216. h->inTownGarrison = false;
  1217. }
  1218. void NewObject::applyGs(CGameState *gs)
  1219. {
  1220. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1221. gs->map->objects.emplace_back(newObject);
  1222. gs->map->addBlockVisTiles(newObject);
  1223. gs->map->calculateGuardingGreaturePositions();
  1224. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1225. }
  1226. void NewArtifact::applyGs(CGameState *gs)
  1227. {
  1228. auto art = ArtifactUtils::createArtifact(id);
  1229. gs->map->addNewArtifactInstance(art);
  1230. PutArtifact pa(ArtifactLocation(artHolder, pos));
  1231. pa.art = art;
  1232. pa.applyGs(gs);
  1233. }
  1234. const CStackInstance * StackLocation::getStack()
  1235. {
  1236. if(!army->hasStackAtSlot(slot))
  1237. {
  1238. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1239. return nullptr;
  1240. }
  1241. return &army->getStack(slot);
  1242. }
  1243. struct ObjectRetriever
  1244. {
  1245. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1246. {
  1247. return h;
  1248. }
  1249. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1250. {
  1251. return s->armyObj;
  1252. }
  1253. };
  1254. template<typename T>
  1255. struct GetBase
  1256. {
  1257. template <typename TArg>
  1258. T * operator()(TArg &arg) const
  1259. {
  1260. return arg;
  1261. }
  1262. };
  1263. void ChangeStackCount::applyGs(CGameState *gs)
  1264. {
  1265. auto * srcObj = gs->getArmyInstance(army);
  1266. if(!srcObj)
  1267. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1268. if(absoluteValue)
  1269. srcObj->setStackCount(slot, count);
  1270. else
  1271. srcObj->changeStackCount(slot, count);
  1272. }
  1273. void SetStackType::applyGs(CGameState *gs)
  1274. {
  1275. auto * srcObj = gs->getArmyInstance(army);
  1276. if(!srcObj)
  1277. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1278. srcObj->setStackType(slot, type);
  1279. }
  1280. void EraseStack::applyGs(CGameState *gs)
  1281. {
  1282. auto * srcObj = gs->getArmyInstance(army);
  1283. if(!srcObj)
  1284. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1285. srcObj->eraseStack(slot);
  1286. }
  1287. void SwapStacks::applyGs(CGameState *gs)
  1288. {
  1289. auto * srcObj = gs->getArmyInstance(srcArmy);
  1290. if(!srcObj)
  1291. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1292. auto * dstObj = gs->getArmyInstance(dstArmy);
  1293. if(!dstObj)
  1294. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1295. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1296. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1297. srcObj->putStack(srcSlot, s2);
  1298. dstObj->putStack(dstSlot, s1);
  1299. }
  1300. void InsertNewStack::applyGs(CGameState *gs)
  1301. {
  1302. if(auto * obj = gs->getArmyInstance(army))
  1303. obj->putStack(slot, new CStackInstance(type, count));
  1304. else
  1305. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1306. }
  1307. void RebalanceStacks::applyGs(CGameState *gs)
  1308. {
  1309. auto * srcObj = gs->getArmyInstance(srcArmy);
  1310. if(!srcObj)
  1311. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1312. auto * dstObj = gs->getArmyInstance(dstArmy);
  1313. if(!dstObj)
  1314. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1315. StackLocation src(srcObj, srcSlot);
  1316. StackLocation dst(dstObj, dstSlot);
  1317. const CCreature * srcType = src.army->getCreature(src.slot);
  1318. TQuantity srcCount = src.army->getStackCount(src.slot);
  1319. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1320. if(srcCount == count) //moving whole stack
  1321. {
  1322. const auto c = dst.army->getCreature(dst.slot);
  1323. if(c) //stack at dest -> merge
  1324. {
  1325. assert(c == srcType);
  1326. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1327. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1328. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1329. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1330. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1331. {
  1332. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1333. {
  1334. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1335. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1336. {
  1337. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1338. }
  1339. //else - artifact can be lost :/
  1340. else
  1341. {
  1342. BulkEraseArtifacts ea;
  1343. ea.artHolder = dstHero->id;
  1344. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1345. ea.creature = dst.slot;
  1346. ea.applyGs(gs);
  1347. logNetwork->warn("Cannot move artifact! No free slots");
  1348. }
  1349. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1350. //TODO: choose from dialog
  1351. }
  1352. else //just move to the other slot before stack gets erased
  1353. {
  1354. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1355. }
  1356. }
  1357. if (stackExp)
  1358. {
  1359. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1360. src.army->eraseStack(src.slot);
  1361. dst.army->changeStackCount(dst.slot, count);
  1362. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1363. }
  1364. else
  1365. {
  1366. src.army->eraseStack(src.slot);
  1367. dst.army->changeStackCount(dst.slot, count);
  1368. }
  1369. }
  1370. else //move stack to an empty slot, no exp change needed
  1371. {
  1372. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1373. dst.army->putStack(dst.slot, stackDetached);
  1374. }
  1375. }
  1376. else
  1377. {
  1378. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1379. if(c) //stack at dest -> rebalance
  1380. {
  1381. assert(c == srcType);
  1382. if (stackExp)
  1383. {
  1384. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1385. src.army->changeStackCount(src.slot, -count);
  1386. dst.army->changeStackCount(dst.slot, count);
  1387. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1388. }
  1389. else
  1390. {
  1391. src.army->changeStackCount(src.slot, -count);
  1392. dst.army->changeStackCount(dst.slot, count);
  1393. }
  1394. }
  1395. else //split stack to an empty slot
  1396. {
  1397. src.army->changeStackCount(src.slot, -count);
  1398. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1399. if (stackExp)
  1400. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1401. }
  1402. }
  1403. CBonusSystemNode::treeHasChanged();
  1404. }
  1405. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1406. {
  1407. for(auto & move : moves)
  1408. move.applyGs(gs);
  1409. }
  1410. void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
  1411. {
  1412. for(auto & move : moves)
  1413. move.applyGs(gs);
  1414. for(auto & change : changes)
  1415. change.applyGs(gs);
  1416. }
  1417. void PutArtifact::applyGs(CGameState *gs)
  1418. {
  1419. // Ensure that artifact has been correctly added via NewArtifact pack
  1420. assert(vstd::contains(gs->map->artInstances, art));
  1421. assert(!art->getParentNodes().empty());
  1422. auto hero = gs->getHero(al.artHolder);
  1423. assert(hero);
  1424. assert(art && art->canBePutAt(hero, al.slot));
  1425. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1426. art->putAt(*hero, al.slot);
  1427. }
  1428. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1429. {
  1430. const auto artSet = gs->getArtSet(artHolder);
  1431. assert(artSet);
  1432. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1433. {
  1434. return slot0.num > slot1.num;
  1435. });
  1436. for(const auto & slot : posPack)
  1437. {
  1438. const auto slotInfo = artSet->getSlot(slot);
  1439. if(slotInfo->locked)
  1440. {
  1441. logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->artType->getNameTranslated());
  1442. DisassembledArtifact dis;
  1443. dis.al.artHolder = artHolder;
  1444. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1445. {
  1446. auto art = slotInfoWorn.second.artifact;
  1447. if(art->isCombined() && art->isPart(slotInfo->getArt()))
  1448. {
  1449. dis.al.slot = artSet->getArtPos(art);
  1450. break;
  1451. }
  1452. }
  1453. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1454. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
  1455. dis.applyGs(gs);
  1456. }
  1457. else
  1458. {
  1459. logGlobal->debug("Erasing artifact %s", slotInfo->artifact->artType->getNameTranslated());
  1460. }
  1461. auto art = artSet->getArt(slot);
  1462. assert(art);
  1463. art->removeFrom(*artSet, slot);
  1464. }
  1465. }
  1466. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1467. {
  1468. const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1469. {
  1470. std::vector<ArtifactPosition> packToRemove;
  1471. for(const auto & slotsPair : artsPack)
  1472. packToRemove.push_back(slotsPair.srcPos);
  1473. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1474. {
  1475. return slot0.num > slot1.num;
  1476. });
  1477. for(const auto & slot : packToRemove)
  1478. {
  1479. auto * art = artSet.getArt(slot);
  1480. assert(art);
  1481. art->removeFrom(artSet, slot);
  1482. }
  1483. };
  1484. const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1485. {
  1486. for(const auto & slotsPair : artsPack)
  1487. {
  1488. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1489. assert(art);
  1490. art->putAt(dstArtSet, slotsPair.dstPos);
  1491. }
  1492. };
  1493. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1494. assert(leftSet);
  1495. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1496. assert(rightSet);
  1497. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1498. bulkArtsRemove(artsPack0, *leftSet);
  1499. if(!artsPack1.empty())
  1500. {
  1501. CArtifactFittingSet artInitialSetRight(*rightSet);
  1502. bulkArtsRemove(artsPack1, *rightSet);
  1503. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1504. }
  1505. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1506. }
  1507. void AssembledArtifact::applyGs(CGameState *gs)
  1508. {
  1509. auto hero = gs->getHero(al.artHolder);
  1510. assert(hero);
  1511. const auto transformedArt = hero->getArt(al.slot);
  1512. assert(transformedArt);
  1513. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1514. {
  1515. return art->getId() == builtArt->getId();
  1516. }));
  1517. const auto transformedArtSlot = hero->getArtPos(transformedArt);
  1518. auto * combinedArt = new CArtifactInstance(builtArt);
  1519. gs->map->addNewArtifactInstance(combinedArt);
  1520. // Find slots for all involved artifacts
  1521. std::vector<ArtifactPosition> slotsInvolved;
  1522. for(const auto constituent : builtArt->getConstituents())
  1523. {
  1524. ArtifactPosition slot;
  1525. if(transformedArt->getTypeId() == constituent->getId())
  1526. slot = transformedArtSlot;
  1527. else
  1528. slot = hero->getArtPos(constituent->getId(), false, false);
  1529. assert(slot != ArtifactPosition::PRE_FIRST);
  1530. slotsInvolved.emplace_back(slot);
  1531. }
  1532. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1533. // Find a slot for combined artifact
  1534. al.slot = transformedArtSlot;
  1535. for(const auto slot : slotsInvolved)
  1536. {
  1537. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1538. {
  1539. if(ArtifactUtils::isSlotBackpack(slot))
  1540. {
  1541. al.slot = ArtifactPosition::BACKPACK_START;
  1542. break;
  1543. }
  1544. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1545. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1546. al.slot = slot;
  1547. }
  1548. else
  1549. {
  1550. if(ArtifactUtils::isSlotBackpack(slot))
  1551. al.slot = std::min(al.slot, slot);
  1552. }
  1553. }
  1554. // Delete parts from hero
  1555. for(const auto slot : slotsInvolved)
  1556. {
  1557. const auto constituentInstance = hero->getArt(slot);
  1558. constituentInstance->removeFrom(*hero, slot);
  1559. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1560. combinedArt->addPart(constituentInstance, slot);
  1561. else
  1562. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1563. }
  1564. // Put new combined artifacts
  1565. combinedArt->putAt(*hero, al.slot);
  1566. }
  1567. void DisassembledArtifact::applyGs(CGameState *gs)
  1568. {
  1569. auto hero = gs->getHero(al.artHolder);
  1570. assert(hero);
  1571. auto disassembledArt = hero->getArt(al.slot);
  1572. assert(disassembledArt);
  1573. auto parts = disassembledArt->getPartsInfo();
  1574. disassembledArt->removeFrom(*hero, al.slot);
  1575. for(auto & part : parts)
  1576. {
  1577. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1578. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1579. disassembledArt->detachFrom(*part.art);
  1580. part.art->putAt(*hero, slot);
  1581. }
  1582. gs->map->eraseArtifactInstance(disassembledArt);
  1583. }
  1584. void HeroVisit::applyGs(CGameState *gs)
  1585. {
  1586. }
  1587. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1588. {
  1589. if(id != ObjectInstanceID::NONE)
  1590. {
  1591. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1592. {
  1593. bm->artifacts = arts;
  1594. }
  1595. else
  1596. {
  1597. logNetwork->error("Wrong black market id!");
  1598. }
  1599. }
  1600. else
  1601. {
  1602. gs->map->townMerchantArtifacts = arts;
  1603. }
  1604. }
  1605. void NewTurn::applyGs(CGameState *gs)
  1606. {
  1607. gs->day = day;
  1608. // Update bonuses before doing anything else so hero don't get more MP than needed
  1609. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1610. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1611. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1612. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1613. for(auto & manaPack : heroesMana)
  1614. manaPack.applyGs(gs);
  1615. for(auto & movePack : heroesMovement)
  1616. movePack.applyGs(gs);
  1617. gs->heroesPool->onNewDay();
  1618. for(auto & entry : playerIncome)
  1619. {
  1620. gs->getPlayerState(entry.first)->resources += entry.second;
  1621. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1622. }
  1623. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1624. creatureSet.applyGs(gs);
  1625. for(CGTownInstance* t : gs->map->towns)
  1626. t->built = 0;
  1627. if(newRumor)
  1628. gs->currentRumor = *newRumor;
  1629. }
  1630. void SetObjectProperty::applyGs(CGameState *gs)
  1631. {
  1632. CGObjectInstance *obj = gs->getObjInstance(id);
  1633. if(!obj)
  1634. {
  1635. logNetwork->error("Wrong object ID - property cannot be set!");
  1636. return;
  1637. }
  1638. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1639. if(what == ObjProperty::OWNER && obj->asOwnable())
  1640. {
  1641. PlayerColor oldOwner = obj->getOwner();
  1642. PlayerColor newOwner = identifier.as<PlayerColor>();
  1643. if(oldOwner.isValidPlayer())
  1644. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
  1645. if(newOwner.isValidPlayer())
  1646. gs->getPlayerState(newOwner)->addOwnedObject(obj);;
  1647. }
  1648. if(what == ObjProperty::OWNER && cai)
  1649. {
  1650. if(obj->ID == Obj::TOWN)
  1651. {
  1652. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1653. assert(t);
  1654. PlayerColor oldOwner = t->tempOwner;
  1655. if(oldOwner.isValidPlayer())
  1656. {
  1657. auto * state = gs->getPlayerState(oldOwner);
  1658. if(state->getTowns().empty())
  1659. state->daysWithoutCastle = 0;
  1660. }
  1661. if(identifier.as<PlayerColor>().isValidPlayer())
  1662. {
  1663. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1664. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1665. if(p->daysWithoutCastle)
  1666. p->daysWithoutCastle = std::nullopt;
  1667. }
  1668. }
  1669. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1670. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1671. obj->setProperty(what, identifier);
  1672. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1673. }
  1674. else //not an armed instance
  1675. {
  1676. obj->setProperty(what, identifier);
  1677. }
  1678. }
  1679. void HeroLevelUp::applyGs(CGameState *gs)
  1680. {
  1681. auto * hero = gs->getHero(heroId);
  1682. assert(hero);
  1683. hero->levelUp(skills);
  1684. }
  1685. void CommanderLevelUp::applyGs(CGameState *gs)
  1686. {
  1687. auto * hero = gs->getHero(heroId);
  1688. assert(hero);
  1689. auto commander = hero->commander;
  1690. assert(commander);
  1691. commander->levelUp();
  1692. }
  1693. void BattleStart::applyGs(CGameState *gs)
  1694. {
  1695. assert(battleID == gs->nextBattleID);
  1696. gs->currentBattles.emplace_back(info);
  1697. info->battleID = gs->nextBattleID;
  1698. info->localInit();
  1699. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1700. }
  1701. void BattleNextRound::applyGs(CGameState *gs)
  1702. {
  1703. gs->getBattle(battleID)->nextRound();
  1704. }
  1705. void BattleSetActiveStack::applyGs(CGameState *gs)
  1706. {
  1707. gs->getBattle(battleID)->nextTurn(stack);
  1708. }
  1709. void BattleTriggerEffect::applyGs(CGameState *gs)
  1710. {
  1711. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1712. assert(st);
  1713. switch(static_cast<BonusType>(effect))
  1714. {
  1715. case BonusType::HP_REGENERATION:
  1716. {
  1717. int64_t toHeal = val;
  1718. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1719. break;
  1720. }
  1721. case BonusType::MANA_DRAIN:
  1722. {
  1723. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1724. st->drainedMana = true;
  1725. h->mana -= val;
  1726. vstd::amax(h->mana, 0);
  1727. break;
  1728. }
  1729. case BonusType::POISON:
  1730. {
  1731. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1732. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1733. if (b)
  1734. b->val = val;
  1735. break;
  1736. }
  1737. case BonusType::ENCHANTER:
  1738. case BonusType::MORALE:
  1739. break;
  1740. case BonusType::FEAR:
  1741. st->fear = true;
  1742. break;
  1743. default:
  1744. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1745. }
  1746. }
  1747. void BattleUpdateGateState::applyGs(CGameState *gs)
  1748. {
  1749. if(gs->getBattle(battleID))
  1750. gs->getBattle(battleID)->si.gateState = state;
  1751. }
  1752. void BattleCancelled::applyGs(CGameState *gs)
  1753. {
  1754. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1755. {
  1756. return battle->battleID == battleID;
  1757. });
  1758. assert(currentBattle != gs->currentBattles.end());
  1759. gs->currentBattles.erase(currentBattle);
  1760. }
  1761. void BattleResultAccepted::applyGs(CGameState *gs)
  1762. {
  1763. // Remove any "until next battle" bonuses
  1764. for(auto & res : heroResult)
  1765. {
  1766. if(res.hero)
  1767. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1768. }
  1769. if(winnerSide != BattleSide::NONE)
  1770. {
  1771. // Grow up growing artifacts
  1772. const auto hero = heroResult[winnerSide].hero;
  1773. if (hero)
  1774. {
  1775. if(hero->commander && hero->commander->alive)
  1776. {
  1777. for(auto & art : hero->commander->artifactsWorn)
  1778. art.second.artifact->growingUp();
  1779. }
  1780. for(auto & art : hero->artifactsWorn)
  1781. {
  1782. art.second.artifact->growingUp();
  1783. }
  1784. }
  1785. }
  1786. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1787. {
  1788. if(heroResult[BattleSide::ATTACKER].army)
  1789. heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1790. if(heroResult[BattleSide::DEFENDER].army)
  1791. heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1792. CBonusSystemNode::treeHasChanged();
  1793. }
  1794. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1795. {
  1796. return battle->battleID == battleID;
  1797. });
  1798. assert(currentBattle != gs->currentBattles.end());
  1799. gs->currentBattles.erase(currentBattle);
  1800. }
  1801. void BattleLogMessage::applyGs(CGameState *gs)
  1802. {
  1803. //nothing
  1804. }
  1805. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1806. {
  1807. //nothing
  1808. }
  1809. void BattleStackMoved::applyGs(CGameState *gs)
  1810. {
  1811. applyBattle(gs->getBattle(battleID));
  1812. }
  1813. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1814. {
  1815. battleState->moveUnit(stack, tilesToMove.back());
  1816. }
  1817. void BattleStackAttacked::applyGs(CGameState *gs)
  1818. {
  1819. applyBattle(gs->getBattle(battleID));
  1820. }
  1821. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1822. {
  1823. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1824. }
  1825. void BattleAttack::applyGs(CGameState *gs)
  1826. {
  1827. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1828. assert(attacker);
  1829. attackerChanges.applyGs(gs);
  1830. for(BattleStackAttacked & stackAttacked : bsa)
  1831. stackAttacked.applyGs(gs);
  1832. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1833. if(!this->counter())
  1834. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1835. }
  1836. void StartAction::applyGs(CGameState *gs)
  1837. {
  1838. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1839. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1840. {
  1841. gs->getBattle(battleID)->tacticDistance = 0;
  1842. return;
  1843. }
  1844. if(gs->getBattle(battleID)->tacticDistance)
  1845. {
  1846. // moves in tactics phase do not affect creature status
  1847. // (tactics stack queue is managed by client)
  1848. return;
  1849. }
  1850. if (ba.isUnitAction())
  1851. {
  1852. assert(st); // stack must exists for all non-hero actions
  1853. switch(ba.actionType)
  1854. {
  1855. case EActionType::DEFEND:
  1856. st->waiting = false;
  1857. st->defending = true;
  1858. st->defendingAnim = true;
  1859. break;
  1860. case EActionType::WAIT:
  1861. st->defendingAnim = false;
  1862. st->waiting = true;
  1863. st->waitedThisTurn = true;
  1864. break;
  1865. case EActionType::HERO_SPELL: //no change in current stack state
  1866. break;
  1867. default: //any active stack action - attack, catapult, heal, spell...
  1868. st->waiting = false;
  1869. st->defendingAnim = false;
  1870. st->movedThisRound = true;
  1871. break;
  1872. }
  1873. }
  1874. else
  1875. {
  1876. if(ba.actionType == EActionType::HERO_SPELL)
  1877. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1878. }
  1879. }
  1880. void BattleSpellCast::applyGs(CGameState *gs)
  1881. {
  1882. if(castByHero && side != BattleSide::NONE)
  1883. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1884. }
  1885. void SetStackEffect::applyGs(CGameState *gs)
  1886. {
  1887. applyBattle(gs->getBattle(battleID));
  1888. }
  1889. void SetStackEffect::applyBattle(IBattleState * battleState)
  1890. {
  1891. for(const auto & stackData : toRemove)
  1892. battleState->removeUnitBonus(stackData.first, stackData.second);
  1893. for(const auto & stackData : toUpdate)
  1894. battleState->updateUnitBonus(stackData.first, stackData.second);
  1895. for(const auto & stackData : toAdd)
  1896. battleState->addUnitBonus(stackData.first, stackData.second);
  1897. }
  1898. void StacksInjured::applyGs(CGameState *gs)
  1899. {
  1900. applyBattle(gs->getBattle(battleID));
  1901. }
  1902. void StacksInjured::applyBattle(IBattleState * battleState)
  1903. {
  1904. for(BattleStackAttacked stackAttacked : stacks)
  1905. stackAttacked.applyBattle(battleState);
  1906. }
  1907. void BattleUnitsChanged::applyGs(CGameState *gs)
  1908. {
  1909. applyBattle(gs->getBattle(battleID));
  1910. }
  1911. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1912. {
  1913. for(auto & elem : changedStacks)
  1914. {
  1915. switch(elem.operation)
  1916. {
  1917. case BattleChanges::EOperation::RESET_STATE:
  1918. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1919. break;
  1920. case BattleChanges::EOperation::REMOVE:
  1921. battleState->removeUnit(elem.id);
  1922. break;
  1923. case BattleChanges::EOperation::ADD:
  1924. battleState->addUnit(elem.id, elem.data);
  1925. break;
  1926. case BattleChanges::EOperation::UPDATE:
  1927. battleState->updateUnit(elem.id, elem.data);
  1928. break;
  1929. default:
  1930. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1931. break;
  1932. }
  1933. }
  1934. }
  1935. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1936. {
  1937. applyBattle(gs->getBattle(battleID));
  1938. }
  1939. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1940. {
  1941. for(const auto & change : changes)
  1942. {
  1943. switch(change.operation)
  1944. {
  1945. case BattleChanges::EOperation::REMOVE:
  1946. battleState->removeObstacle(change.id);
  1947. break;
  1948. case BattleChanges::EOperation::ADD:
  1949. battleState->addObstacle(change);
  1950. break;
  1951. case BattleChanges::EOperation::UPDATE:
  1952. battleState->updateObstacle(change);
  1953. break;
  1954. default:
  1955. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1956. break;
  1957. }
  1958. }
  1959. }
  1960. CatapultAttack::CatapultAttack() = default;
  1961. CatapultAttack::~CatapultAttack() = default;
  1962. void CatapultAttack::applyGs(CGameState *gs)
  1963. {
  1964. applyBattle(gs->getBattle(battleID));
  1965. }
  1966. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1967. {
  1968. visitor.visitCatapultAttack(*this);
  1969. }
  1970. void CatapultAttack::applyBattle(IBattleState * battleState)
  1971. {
  1972. const auto * town = battleState->getDefendedTown();
  1973. if(!town)
  1974. return;
  1975. if(town->fortificationsLevel().wallsHealth == 0)
  1976. return;
  1977. for(const auto & part : attackedParts)
  1978. {
  1979. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  1980. battleState->setWallState(part.attackedPart, newWallState);
  1981. }
  1982. }
  1983. void BattleSetStackProperty::applyGs(CGameState *gs)
  1984. {
  1985. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  1986. switch(which)
  1987. {
  1988. case CASTS:
  1989. {
  1990. if(absolute)
  1991. logNetwork->error("Can not change casts in absolute mode");
  1992. else
  1993. stack->casts.use(-val);
  1994. break;
  1995. }
  1996. case ENCHANTER_COUNTER:
  1997. {
  1998. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1999. if(absolute)
  2000. counter = val;
  2001. else
  2002. counter += val;
  2003. vstd::amax(counter, 0);
  2004. break;
  2005. }
  2006. case UNBIND:
  2007. {
  2008. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2009. break;
  2010. }
  2011. case CLONED:
  2012. {
  2013. stack->cloned = true;
  2014. break;
  2015. }
  2016. case HAS_CLONE:
  2017. {
  2018. stack->cloneID = val;
  2019. break;
  2020. }
  2021. }
  2022. }
  2023. void PlayerCheated::applyGs(CGameState *gs)
  2024. {
  2025. if(!player.isValidPlayer())
  2026. return;
  2027. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2028. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2029. gs->getPlayerState(player)->cheated = true;
  2030. }
  2031. void PlayerStartsTurn::applyGs(CGameState *gs)
  2032. {
  2033. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2034. gs->actingPlayers.insert(player);
  2035. }
  2036. void PlayerEndsTurn::applyGs(CGameState *gs)
  2037. {
  2038. assert(gs->actingPlayers.count(player) == 1);
  2039. gs->actingPlayers.erase(player);
  2040. }
  2041. void DaysWithoutTown::applyGs(CGameState *gs)
  2042. {
  2043. auto & playerState = gs->players[player];
  2044. playerState.daysWithoutCastle = daysWithoutCastle;
  2045. }
  2046. void TurnTimeUpdate::applyGs(CGameState *gs)
  2047. {
  2048. auto & playerState = gs->players[player];
  2049. playerState.turnTimer = turnTimer;
  2050. }
  2051. void EntitiesChanged::applyGs(CGameState *gs)
  2052. {
  2053. for(const auto & change : changes)
  2054. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2055. }
  2056. void SetRewardableConfiguration::applyGs(CGameState *gs)
  2057. {
  2058. auto * objectPtr = gs->getObjInstance(objectID);
  2059. if (!buildingID.hasValue())
  2060. {
  2061. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2062. assert(rewardablePtr);
  2063. rewardablePtr->configuration = configuration;
  2064. }
  2065. else
  2066. {
  2067. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2068. TownBuildingInstance * buildingPtr = nullptr;
  2069. for (auto & building : townPtr->rewardableBuildings)
  2070. if (building.second->getBuildingType() == buildingID)
  2071. buildingPtr = building.second;
  2072. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2073. assert(rewardablePtr);
  2074. rewardablePtr->configuration = configuration;
  2075. }
  2076. }
  2077. void SetBankConfiguration::applyGs(CGameState *gs)
  2078. {
  2079. auto * objectPtr = gs->getObjInstance(objectID);
  2080. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2081. assert(bankPtr);
  2082. bankPtr->setConfig(configuration);
  2083. }
  2084. const CArtifactInstance * ArtSlotInfo::getArt() const
  2085. {
  2086. if(locked)
  2087. {
  2088. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2089. return nullptr;
  2090. }
  2091. return artifact;
  2092. }
  2093. VCMI_LIB_NAMESPACE_END