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 "IGameSettings.h"
  48. VCMI_LIB_NAMESPACE_BEGIN
  49. void CPack::visit(ICPackVisitor & visitor)
  50. {
  51. visitBasic(visitor);
  52. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  53. if(visitor.callTyped())
  54. {
  55. visitTyped(visitor);
  56. }
  57. }
  58. void CPack::visitBasic(ICPackVisitor & visitor)
  59. {
  60. }
  61. void CPack::visitTyped(ICPackVisitor & visitor)
  62. {
  63. }
  64. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  65. {
  66. visitor.visitForClient(*this);
  67. }
  68. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  69. {
  70. visitor.visitForServer(*this);
  71. }
  72. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  73. {
  74. visitor.visitForLobby(*this);
  75. }
  76. bool CPackForLobby::isForServer() const
  77. {
  78. return false;
  79. }
  80. bool CLobbyPackToServer::isForServer() const
  81. {
  82. return true;
  83. }
  84. void 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 SetTownSpells::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitSetTownSpells(*this);
  143. }
  144. void SetMana::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitSetMana(*this);
  147. }
  148. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitSetMovePoints(*this);
  151. }
  152. void FoWChange::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitFoWChange(*this);
  155. }
  156. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitSetAvailableHeroes(*this);
  159. }
  160. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitGiveBonus(*this);
  163. }
  164. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitChangeObjPos(*this);
  167. }
  168. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitPlayerEndsTurn(*this);
  171. }
  172. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitPlayerEndsGame(*this);
  175. }
  176. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitPlayerReinitInterface(*this);
  179. }
  180. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitRemoveBonus(*this);
  183. }
  184. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitSetCommanderProperty(*this);
  187. }
  188. void AddQuest::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitAddQuest(*this);
  191. }
  192. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitUpdateArtHandlerLists(*this);
  195. }
  196. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitChangeFormation(*this);
  199. }
  200. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitRemoveObject(*this);
  203. }
  204. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitTryMoveHero(*this);
  207. }
  208. void NewStructures::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitNewStructures(*this);
  211. }
  212. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitRazeStructures(*this);
  215. }
  216. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitSetAvailableCreatures(*this);
  219. }
  220. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitSetHeroesInTown(*this);
  223. }
  224. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitHeroRecruited(*this);
  227. }
  228. void GiveHero::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitGiveHero(*this);
  231. }
  232. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitOpenWindow(*this);
  235. }
  236. void NewObject::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitNewObject(*this);
  239. }
  240. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitSetAvailableArtifacts(*this);
  243. }
  244. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitNewArtifact(*this);
  247. }
  248. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitChangeStackCount(*this);
  251. }
  252. void SetStackType::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitSetStackType(*this);
  255. }
  256. void EraseStack::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitEraseStack(*this);
  259. }
  260. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitSwapStacks(*this);
  263. }
  264. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitInsertNewStack(*this);
  267. }
  268. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitRebalanceStacks(*this);
  271. }
  272. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitBulkRebalanceStacks(*this);
  275. }
  276. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitBulkSmartRebalanceStacks(*this);
  279. }
  280. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitPutArtifact(*this);
  283. }
  284. void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitEraseArtifact(*this);
  287. }
  288. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitBulkMoveArtifacts(*this);
  291. }
  292. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitAssembledArtifact(*this);
  295. }
  296. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitDisassembledArtifact(*this);
  299. }
  300. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitHeroVisit(*this);
  303. }
  304. void NewTurn::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitNewTurn(*this);
  307. }
  308. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitInfoWindow(*this);
  311. }
  312. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitSetObjectProperty(*this);
  315. }
  316. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitChangeObjectVisitors(*this);
  319. }
  320. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitChangeArtifactsCostume(*this);
  323. }
  324. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitHeroLevelUp(*this);
  327. }
  328. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitCommanderLevelUp(*this);
  331. }
  332. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitBlockingDialog(*this);
  335. }
  336. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitGarrisonDialog(*this);
  339. }
  340. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitExchangeDialog(*this);
  343. }
  344. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitTeleportDialog(*this);
  347. }
  348. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitMapObjectSelectDialog(*this);
  351. }
  352. void BattleStart::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitBattleStart(*this);
  355. }
  356. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleNextRound(*this);
  359. }
  360. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitBattleSetActiveStack(*this);
  363. }
  364. void BattleResult::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitBattleResult(*this);
  367. }
  368. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleLogMessage(*this);
  371. }
  372. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitBattleStackMoved(*this);
  375. }
  376. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitBattleUnitsChanged(*this);
  379. }
  380. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitBattleAttack(*this);
  383. }
  384. void StartAction::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitStartAction(*this);
  387. }
  388. void EndAction::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitEndAction(*this);
  391. }
  392. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitBattleSpellCast(*this);
  395. }
  396. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitSetStackEffect(*this);
  399. }
  400. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitStacksInjured(*this);
  403. }
  404. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitBattleResultsApplied(*this);
  407. }
  408. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitBattleObstaclesChanged(*this);
  411. }
  412. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitBattleSetStackProperty(*this);
  415. }
  416. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitBattleTriggerEffect(*this);
  419. }
  420. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitBattleUpdateGateState(*this);
  423. }
  424. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitAdvmapSpellCast(*this);
  427. }
  428. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitShowWorldViewEx(*this);
  431. }
  432. void EndTurn::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitEndTurn(*this);
  435. }
  436. void GamePause::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitGamePause(*this);
  439. }
  440. void DismissHero::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitDismissHero(*this);
  443. }
  444. void MoveHero::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitMoveHero(*this);
  447. }
  448. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitCastleTeleportHero(*this);
  451. }
  452. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitArrangeStacks(*this);
  455. }
  456. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitBulkMoveArmy(*this);
  459. }
  460. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitBulkSplitStack(*this);
  463. }
  464. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitBulkMergeStacks(*this);
  467. }
  468. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitBulkSmartSplitStack(*this);
  471. }
  472. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitDisbandCreature(*this);
  475. }
  476. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitBuildStructure(*this);
  479. }
  480. void VisitTownBuilding::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitVisitTownBuilding(*this);
  483. }
  484. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitRazeStructure(*this);
  487. }
  488. void SpellResearch::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitSpellResearch(*this);
  491. }
  492. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitRecruitCreatures(*this);
  495. }
  496. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitUpgradeCreature(*this);
  499. }
  500. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitGarrisonHeroSwap(*this);
  503. }
  504. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitExchangeArtifacts(*this);
  507. }
  508. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitBulkExchangeArtifacts(*this);
  511. }
  512. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitManageBackpackArtifacts(*this);
  515. }
  516. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitManageEquippedArtifacts(*this);
  519. }
  520. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitAssembleArtifacts(*this);
  523. }
  524. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitEraseArtifactByClient(*this);
  527. }
  528. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitBuyArtifact(*this);
  531. }
  532. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitTradeOnMarketplace(*this);
  535. }
  536. void SetFormation::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitSetFormation(*this);
  539. }
  540. void HireHero::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitHireHero(*this);
  543. }
  544. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitBuildBoat(*this);
  547. }
  548. void QueryReply::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitQueryReply(*this);
  551. }
  552. void MakeAction::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitMakeAction(*this);
  555. }
  556. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitDigWithHero(*this);
  559. }
  560. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitCastAdvSpell(*this);
  563. }
  564. void SaveGame::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitSaveGame(*this);
  567. }
  568. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitPlayerMessage(*this);
  571. }
  572. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitPlayerMessageClient(*this);
  575. }
  576. void CenterView::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitCenterView(*this);
  579. }
  580. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbyClientConnected(*this);
  583. }
  584. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyClientDisconnected(*this);
  587. }
  588. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbyChatMessage(*this);
  591. }
  592. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbyGuiAction(*this);
  595. }
  596. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbyLoadProgress(*this);
  599. }
  600. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbyRestartGame(*this);
  603. }
  604. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbyStartGame(*this);
  607. }
  608. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbyPrepareStartGame(*this);
  611. }
  612. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbyChangeHost(*this);
  615. }
  616. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbyUpdateState(*this);
  619. }
  620. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetMap(*this);
  623. }
  624. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbySetCampaign(*this);
  627. }
  628. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbySetCampaignMap(*this);
  631. }
  632. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbySetCampaignBonus(*this);
  635. }
  636. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  637. {
  638. visitor.visitLobbyChangePlayerOption(*this);
  639. }
  640. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  641. {
  642. visitor.visitLobbySetPlayer(*this);
  643. }
  644. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  645. {
  646. visitor.visitLobbySetPlayerName(*this);
  647. }
  648. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  649. {
  650. visitor.visitLobbySetPlayerHandicap(*this);
  651. }
  652. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  653. {
  654. visitor.visitLobbySetSimturns(*this);
  655. }
  656. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  657. {
  658. visitor.visitLobbySetTurnTime(*this);
  659. }
  660. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  661. {
  662. visitor.visitLobbySetExtraOptions(*this);
  663. }
  664. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  665. {
  666. visitor.visitLobbySetDifficulty(*this);
  667. }
  668. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  669. {
  670. visitor.visitLobbyForceSetPlayer(*this);
  671. }
  672. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  673. {
  674. visitor.visitLobbyShowMessage(*this);
  675. }
  676. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  677. {
  678. visitor.visitLobbyPvPAction(*this);
  679. }
  680. void SetResources::applyGs(CGameState *gs)
  681. {
  682. assert(player.isValidPlayer());
  683. if(abs)
  684. gs->getPlayerState(player)->resources = res;
  685. else
  686. gs->getPlayerState(player)->resources += res;
  687. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  688. //just ensure that player resources are not negative
  689. //server is responsible to check if player can afford deal
  690. //but events on server side are allowed to take more than player have
  691. gs->getPlayerState(player)->resources.positive();
  692. }
  693. void SetPrimSkill::applyGs(CGameState *gs)
  694. {
  695. CGHeroInstance * hero = gs->getHero(id);
  696. assert(hero);
  697. hero->setPrimarySkill(which, val, abs);
  698. }
  699. void SetSecSkill::applyGs(CGameState *gs)
  700. {
  701. CGHeroInstance *hero = gs->getHero(id);
  702. hero->setSecSkillLevel(which, val, abs);
  703. }
  704. void SetCommanderProperty::applyGs(CGameState *gs)
  705. {
  706. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  707. assert (commander);
  708. switch (which)
  709. {
  710. case BONUS:
  711. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  712. break;
  713. case SPECIAL_SKILL:
  714. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  715. commander->specialSkills.insert (additionalInfo);
  716. break;
  717. case SECONDARY_SKILL:
  718. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  719. break;
  720. case ALIVE:
  721. if (amount)
  722. commander->setAlive(true);
  723. else
  724. commander->setAlive(false);
  725. break;
  726. case EXPERIENCE:
  727. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  728. break;
  729. }
  730. }
  731. void AddQuest::applyGs(CGameState *gs)
  732. {
  733. assert (vstd::contains(gs->players, player));
  734. auto * vec = &gs->players[player].quests;
  735. if (!vstd::contains(*vec, quest))
  736. vec->push_back (quest);
  737. else
  738. logNetwork->warn("Warning! Attempt to add duplicated quest");
  739. }
  740. void UpdateArtHandlerLists::applyGs(CGameState *gs)
  741. {
  742. gs->allocatedArtifacts = allocatedArtifacts;
  743. }
  744. void ChangeFormation::applyGs(CGameState *gs)
  745. {
  746. gs->getHero(hid)->setFormation(formation);
  747. }
  748. void HeroVisitCastle::applyGs(CGameState *gs)
  749. {
  750. CGHeroInstance *h = gs->getHero(hid);
  751. CGTownInstance *t = gs->getTown(tid);
  752. assert(h);
  753. assert(t);
  754. if(start())
  755. t->setVisitingHero(h);
  756. else
  757. t->setVisitingHero(nullptr);
  758. }
  759. void ChangeSpells::applyGs(CGameState *gs)
  760. {
  761. CGHeroInstance *hero = gs->getHero(hid);
  762. if(learn)
  763. for(const auto & sid : spells)
  764. hero->addSpellToSpellbook(sid);
  765. else
  766. for(const auto & sid : spells)
  767. hero->removeSpellFromSpellbook(sid);
  768. }
  769. void SetTownSpells::applyGs(CGameState *gs)
  770. {
  771. CGTownInstance *town = gs->getTown(tid);
  772. town->spells[level] = spells;
  773. town->lastSpellResearchDay = gs->getDate(Date::DAY);
  774. }
  775. void SetMana::applyGs(CGameState *gs)
  776. {
  777. CGHeroInstance * hero = gs->getHero(hid);
  778. assert(hero);
  779. if(absolute)
  780. hero->mana = val;
  781. else
  782. hero->mana += val;
  783. vstd::amax(hero->mana, 0); //not less than 0
  784. }
  785. void SetMovePoints::applyGs(CGameState *gs)
  786. {
  787. CGHeroInstance *hero = gs->getHero(hid);
  788. assert(hero);
  789. if(absolute)
  790. hero->setMovementPoints(val);
  791. else
  792. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  793. }
  794. void FoWChange::applyGs(CGameState *gs)
  795. {
  796. TeamState * team = gs->getPlayerTeam(player);
  797. auto & fogOfWarMap = team->fogOfWarMap;
  798. for(const int3 & t : tiles)
  799. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  800. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  801. {
  802. std::unordered_set<int3> tilesRevealed;
  803. for (auto & elem : gs->map->objects)
  804. {
  805. const CGObjectInstance *o = elem;
  806. if (o)
  807. {
  808. switch(o->ID.toEnum())
  809. {
  810. case Obj::HERO:
  811. case Obj::MINE:
  812. case Obj::TOWN:
  813. case Obj::ABANDONED_MINE:
  814. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  815. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  816. break;
  817. }
  818. }
  819. }
  820. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  821. fogOfWarMap[t.z][t.x][t.y] = 1;
  822. }
  823. }
  824. void SetAvailableHero::applyGs(CGameState *gs)
  825. {
  826. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  827. }
  828. void GiveBonus::applyGs(CGameState *gs)
  829. {
  830. CBonusSystemNode *cbsn = nullptr;
  831. switch(who)
  832. {
  833. case ETarget::OBJECT:
  834. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  835. break;
  836. case ETarget::PLAYER:
  837. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  838. break;
  839. case ETarget::BATTLE:
  840. assert(Bonus::OneBattle(&bonus));
  841. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  842. break;
  843. }
  844. assert(cbsn);
  845. if(Bonus::OneWeek(&bonus))
  846. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  847. auto b = std::make_shared<Bonus>(bonus);
  848. cbsn->addNewBonus(b);
  849. }
  850. void ChangeObjPos::applyGs(CGameState *gs)
  851. {
  852. CGObjectInstance *obj = gs->getObjInstance(objid);
  853. if(!obj)
  854. {
  855. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  856. return;
  857. }
  858. gs->map->removeBlockVisTiles(obj);
  859. obj->pos = nPos + obj->getVisitableOffset();
  860. gs->map->addBlockVisTiles(obj);
  861. }
  862. void ChangeObjectVisitors::applyGs(CGameState *gs)
  863. {
  864. switch (mode) {
  865. case VISITOR_ADD_HERO:
  866. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  867. gs->getHero(hero)->visitedObjects.insert(object);
  868. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  869. break;
  870. case VISITOR_ADD_PLAYER:
  871. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  872. for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)
  873. gs->getPlayerState(color)->visitedObjects.insert(object);
  874. break;
  875. case VISITOR_CLEAR:
  876. // remove visit info from all heroes, including those that are not present on map
  877. for (CGHeroInstance * hero : gs->map->allHeroes)
  878. if (hero)
  879. hero->visitedObjects.erase(object);
  880. for(auto &elem : gs->players)
  881. elem.second.visitedObjects.erase(object);
  882. for(auto &elem : gs->teams)
  883. elem.second.scoutedObjects.erase(object);
  884. break;
  885. case VISITOR_SCOUTED:
  886. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  887. break;
  888. case VISITOR_GLOBAL:
  889. {
  890. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  891. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  892. break;
  893. }
  894. }
  895. }
  896. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  897. {
  898. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  899. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  900. costume->second = costumeSet;
  901. else
  902. allCostumes.try_emplace(costumeIdx, costumeSet);
  903. }
  904. void PlayerEndsGame::applyGs(CGameState *gs)
  905. {
  906. PlayerState *p = gs->getPlayerState(player);
  907. if(victoryLossCheckResult.victory())
  908. {
  909. p->status = EPlayerStatus::WINNER;
  910. // TODO: Campaign-specific code might as well go somewhere else
  911. // keep all heroes from the winning player
  912. if(p->human && gs->scenarioOps->campState)
  913. {
  914. std::vector<CGHeroInstance *> crossoverHeroes;
  915. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  916. if (hero->tempOwner == player)
  917. crossoverHeroes.push_back(hero);
  918. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  919. }
  920. }
  921. else
  922. {
  923. p->status = EPlayerStatus::LOSER;
  924. }
  925. // defeated player may be making turn right now
  926. gs->actingPlayers.erase(player);
  927. }
  928. void PlayerReinitInterface::applyGs(CGameState *gs)
  929. {
  930. if(!gs || !gs->scenarioOps)
  931. return;
  932. //TODO: what does mean if more that one player connected?
  933. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  934. {
  935. for(const auto & player : players)
  936. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  937. }
  938. }
  939. void RemoveBonus::applyGs(CGameState *gs)
  940. {
  941. CBonusSystemNode *node = nullptr;
  942. switch(who)
  943. {
  944. case GiveBonus::ETarget::OBJECT:
  945. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  946. break;
  947. case GiveBonus::ETarget::PLAYER:
  948. node = gs->getPlayerState(whoID.as<PlayerColor>());
  949. break;
  950. case GiveBonus::ETarget::BATTLE:
  951. assert(Bonus::OneBattle(&bonus));
  952. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  953. break;
  954. }
  955. BonusList &bonuses = node->getExportedBonusList();
  956. for(const auto & b : bonuses)
  957. {
  958. if(b->source == source && b->sid == id)
  959. {
  960. bonus = *b; //backup bonus (to show to interfaces later)
  961. node->removeBonus(b);
  962. break;
  963. }
  964. }
  965. }
  966. void RemoveObject::applyGs(CGameState *gs)
  967. {
  968. CGObjectInstance *obj = gs->getObjInstance(objectID);
  969. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  970. //unblock tiles
  971. gs->map->removeBlockVisTiles(obj);
  972. if (initiator.isValidPlayer())
  973. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  974. if(obj->ID == Obj::HERO) //remove beaten hero
  975. {
  976. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  977. assert(beatenHero);
  978. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  979. gs->map->heroesOnMap -= beatenHero;
  980. p->removeOwnedObject(beatenHero);
  981. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  982. // FIXME: workaround:
  983. // hero should be attached to siegeNode after battle
  984. // however this code might also be called on dismissing hero while in town
  985. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  986. beatenHero->detachFrom(*siegeNode);
  987. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  988. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  989. {
  990. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  991. });
  992. if(beatenHero->visitedTown)
  993. {
  994. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  995. beatenHero->visitedTown->garrisonHero = nullptr;
  996. else
  997. beatenHero->visitedTown->visitingHero = nullptr;
  998. beatenHero->visitedTown = nullptr;
  999. beatenHero->inTownGarrison = false;
  1000. }
  1001. //return hero to the pool, so he may reappear in tavern
  1002. gs->heroesPool->addHeroToPool(beatenHero);
  1003. gs->map->objects[objectID.getNum()] = nullptr;
  1004. //If hero on Boat is removed, the Boat disappears
  1005. if(beatenHero->boat)
  1006. {
  1007. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1008. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1009. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1010. beatenHero->boat = nullptr;
  1011. }
  1012. return;
  1013. }
  1014. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1015. if (quest)
  1016. {
  1017. gs->map->quests[quest->quest->qid] = nullptr;
  1018. for (auto &player : gs->players)
  1019. {
  1020. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1021. return q.obj == obj;
  1022. });
  1023. }
  1024. }
  1025. gs->map->instanceNames.erase(obj->instanceName);
  1026. gs->map->objects[objectID.getNum()].dellNull();
  1027. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1028. }
  1029. static int getDir(const int3 & src, const int3 & dst)
  1030. {
  1031. int ret = -1;
  1032. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1033. {
  1034. ret = 1;
  1035. }
  1036. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1037. {
  1038. ret = 2;
  1039. }
  1040. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1041. {
  1042. ret = 3;
  1043. }
  1044. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1045. {
  1046. ret = 4;
  1047. }
  1048. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1049. {
  1050. ret = 5;
  1051. }
  1052. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1053. {
  1054. ret = 6;
  1055. }
  1056. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1057. {
  1058. ret = 7;
  1059. }
  1060. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1061. {
  1062. ret = 8;
  1063. }
  1064. return ret;
  1065. }
  1066. void TryMoveHero::applyGs(CGameState *gs)
  1067. {
  1068. CGHeroInstance *h = gs->getHero(id);
  1069. if (!h)
  1070. {
  1071. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1072. return;
  1073. }
  1074. h->setMovementPoints(movePoints);
  1075. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1076. {
  1077. auto dir = getDir(start,end);
  1078. if(dir > 0 && dir <= 8)
  1079. h->moveDir = dir;
  1080. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1081. }
  1082. if(result == EMBARK) //hero enters boat at destination tile
  1083. {
  1084. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1085. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1086. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1087. assert(boat);
  1088. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1089. h->boat = boat;
  1090. h->attachTo(*boat);
  1091. boat->hero = h;
  1092. }
  1093. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1094. {
  1095. auto * b = const_cast<CGBoat *>(h->boat);
  1096. b->direction = h->moveDir;
  1097. b->pos = start;
  1098. b->hero = nullptr;
  1099. gs->map->addBlockVisTiles(b);
  1100. h->detachFrom(*b);
  1101. h->boat = nullptr;
  1102. }
  1103. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1104. {
  1105. gs->map->removeBlockVisTiles(h);
  1106. h->pos = end;
  1107. if(auto * b = const_cast<CGBoat *>(h->boat))
  1108. b->pos = end;
  1109. gs->map->addBlockVisTiles(h);
  1110. }
  1111. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1112. for(const int3 & t : fowRevealed)
  1113. fogOfWarMap[t.z][t.x][t.y] = 1;
  1114. }
  1115. void NewStructures::applyGs(CGameState *gs)
  1116. {
  1117. CGTownInstance *t = gs->getTown(tid);
  1118. for(const auto & id : bid)
  1119. {
  1120. assert(t->town->buildings.at(id) != nullptr);
  1121. t->addBuilding(id);
  1122. }
  1123. t->updateAppearance();
  1124. t->built = built;
  1125. t->recreateBuildingsBonuses();
  1126. }
  1127. void RazeStructures::applyGs(CGameState *gs)
  1128. {
  1129. CGTownInstance *t = gs->getTown(tid);
  1130. for(const auto & id : bid)
  1131. {
  1132. t->removeBuilding(id);
  1133. t->updateAppearance();
  1134. }
  1135. t->destroyed = destroyed; //yeaha
  1136. t->recreateBuildingsBonuses();
  1137. }
  1138. void SetAvailableCreatures::applyGs(CGameState *gs)
  1139. {
  1140. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1141. assert(dw);
  1142. dw->creatures = creatures;
  1143. }
  1144. void SetHeroesInTown::applyGs(CGameState *gs)
  1145. {
  1146. CGTownInstance *t = gs->getTown(tid);
  1147. CGHeroInstance * v = gs->getHero(visiting);
  1148. CGHeroInstance * g = gs->getHero(garrison);
  1149. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1150. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1151. if(newVisitorComesFromGarrison)
  1152. t->setGarrisonedHero(nullptr);
  1153. if(newGarrisonComesFromVisiting)
  1154. t->setVisitingHero(nullptr);
  1155. if(!newGarrisonComesFromVisiting || v)
  1156. t->setVisitingHero(v);
  1157. if(!newVisitorComesFromGarrison || g)
  1158. t->setGarrisonedHero(g);
  1159. if(v)
  1160. {
  1161. gs->map->addBlockVisTiles(v);
  1162. }
  1163. if(g)
  1164. {
  1165. gs->map->removeBlockVisTiles(g);
  1166. }
  1167. }
  1168. void HeroRecruited::applyGs(CGameState *gs)
  1169. {
  1170. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1171. CGTownInstance *t = gs->getTown(tid);
  1172. PlayerState *p = gs->getPlayerState(player);
  1173. if (boatId != ObjectInstanceID::NONE)
  1174. {
  1175. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1176. auto * boat = dynamic_cast<CGBoat *>(obj);
  1177. if (boat)
  1178. {
  1179. gs->map->removeBlockVisTiles(boat);
  1180. h->attachToBoat(boat);
  1181. }
  1182. }
  1183. h->setOwner(player);
  1184. h->pos = tile;
  1185. if(h->id == ObjectInstanceID())
  1186. {
  1187. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1188. gs->map->objects.emplace_back(h);
  1189. }
  1190. else
  1191. gs->map->objects[h->id.getNum()] = h;
  1192. gs->map->heroesOnMap.emplace_back(h);
  1193. p->addOwnedObject(h);
  1194. h->attachTo(*p);
  1195. gs->map->addBlockVisTiles(h);
  1196. if(t)
  1197. t->setVisitingHero(h);
  1198. }
  1199. void GiveHero::applyGs(CGameState *gs)
  1200. {
  1201. CGHeroInstance *h = gs->getHero(id);
  1202. if (boatId != ObjectInstanceID::NONE)
  1203. {
  1204. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1205. auto * boat = dynamic_cast<CGBoat *>(obj);
  1206. if (boat)
  1207. {
  1208. gs->map->removeBlockVisTiles(boat);
  1209. h->attachToBoat(boat);
  1210. }
  1211. }
  1212. //bonus system
  1213. h->detachFrom(gs->globalEffects);
  1214. h->attachTo(*gs->getPlayerState(player));
  1215. auto oldVisitablePos = h->visitablePos();
  1216. gs->map->removeBlockVisTiles(h,true);
  1217. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1218. h->setOwner(player);
  1219. h->setMovementPoints(h->movementPointsLimit(true));
  1220. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1221. gs->map->heroesOnMap.emplace_back(h);
  1222. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1223. gs->map->addBlockVisTiles(h);
  1224. h->inTownGarrison = false;
  1225. }
  1226. void NewObject::applyGs(CGameState *gs)
  1227. {
  1228. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1229. gs->map->objects.emplace_back(newObject);
  1230. gs->map->addBlockVisTiles(newObject);
  1231. gs->map->calculateGuardingGreaturePositions();
  1232. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1233. }
  1234. void NewArtifact::applyGs(CGameState *gs)
  1235. {
  1236. auto art = ArtifactUtils::createArtifact(artId, spellId);
  1237. gs->map->addNewArtifactInstance(art);
  1238. PutArtifact pa(ArtifactLocation(artHolder, pos), false);
  1239. pa.art = art;
  1240. pa.applyGs(gs);
  1241. }
  1242. const CStackInstance * StackLocation::getStack()
  1243. {
  1244. if(!army->hasStackAtSlot(slot))
  1245. {
  1246. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1247. return nullptr;
  1248. }
  1249. return &army->getStack(slot);
  1250. }
  1251. struct ObjectRetriever
  1252. {
  1253. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1254. {
  1255. return h;
  1256. }
  1257. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1258. {
  1259. return s->armyObj;
  1260. }
  1261. };
  1262. template<typename T>
  1263. struct GetBase
  1264. {
  1265. template <typename TArg>
  1266. T * operator()(TArg &arg) const
  1267. {
  1268. return arg;
  1269. }
  1270. };
  1271. void ChangeStackCount::applyGs(CGameState *gs)
  1272. {
  1273. auto * srcObj = gs->getArmyInstance(army);
  1274. if(!srcObj)
  1275. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1276. if(absoluteValue)
  1277. srcObj->setStackCount(slot, count);
  1278. else
  1279. srcObj->changeStackCount(slot, count);
  1280. }
  1281. void SetStackType::applyGs(CGameState *gs)
  1282. {
  1283. auto * srcObj = gs->getArmyInstance(army);
  1284. if(!srcObj)
  1285. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1286. srcObj->setStackType(slot, type);
  1287. }
  1288. void EraseStack::applyGs(CGameState *gs)
  1289. {
  1290. auto * srcObj = gs->getArmyInstance(army);
  1291. if(!srcObj)
  1292. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1293. srcObj->eraseStack(slot);
  1294. }
  1295. void SwapStacks::applyGs(CGameState *gs)
  1296. {
  1297. auto * srcObj = gs->getArmyInstance(srcArmy);
  1298. if(!srcObj)
  1299. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1300. auto * dstObj = gs->getArmyInstance(dstArmy);
  1301. if(!dstObj)
  1302. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1303. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1304. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1305. srcObj->putStack(srcSlot, s2);
  1306. dstObj->putStack(dstSlot, s1);
  1307. }
  1308. void InsertNewStack::applyGs(CGameState *gs)
  1309. {
  1310. if(auto * obj = gs->getArmyInstance(army))
  1311. obj->putStack(slot, new CStackInstance(type, count));
  1312. else
  1313. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1314. }
  1315. void RebalanceStacks::applyGs(CGameState *gs)
  1316. {
  1317. auto * srcObj = gs->getArmyInstance(srcArmy);
  1318. if(!srcObj)
  1319. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1320. auto * dstObj = gs->getArmyInstance(dstArmy);
  1321. if(!dstObj)
  1322. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1323. StackLocation src(srcObj, srcSlot);
  1324. StackLocation dst(dstObj, dstSlot);
  1325. const CCreature * srcType = src.army->getCreature(src.slot);
  1326. TQuantity srcCount = src.army->getStackCount(src.slot);
  1327. bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1328. if(srcCount == count) //moving whole stack
  1329. {
  1330. const auto c = dst.army->getCreature(dst.slot);
  1331. if(c) //stack at dest -> merge
  1332. {
  1333. assert(c == srcType);
  1334. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1335. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1336. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1337. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1338. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1339. {
  1340. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1341. {
  1342. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1343. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1344. {
  1345. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1346. }
  1347. //else - artifact can be lost :/
  1348. else
  1349. {
  1350. BulkEraseArtifacts ea;
  1351. ea.artHolder = dstHero->id;
  1352. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1353. ea.creature = dst.slot;
  1354. ea.applyGs(gs);
  1355. logNetwork->warn("Cannot move artifact! No free slots");
  1356. }
  1357. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1358. //TODO: choose from dialog
  1359. }
  1360. else //just move to the other slot before stack gets erased
  1361. {
  1362. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1363. }
  1364. }
  1365. if (stackExp)
  1366. {
  1367. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1368. src.army->eraseStack(src.slot);
  1369. dst.army->changeStackCount(dst.slot, count);
  1370. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1371. }
  1372. else
  1373. {
  1374. src.army->eraseStack(src.slot);
  1375. dst.army->changeStackCount(dst.slot, count);
  1376. }
  1377. }
  1378. else //move stack to an empty slot, no exp change needed
  1379. {
  1380. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1381. dst.army->putStack(dst.slot, stackDetached);
  1382. }
  1383. }
  1384. else
  1385. {
  1386. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1387. if(c) //stack at dest -> rebalance
  1388. {
  1389. assert(c == srcType);
  1390. if (stackExp)
  1391. {
  1392. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1393. src.army->changeStackCount(src.slot, -count);
  1394. dst.army->changeStackCount(dst.slot, count);
  1395. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1396. }
  1397. else
  1398. {
  1399. src.army->changeStackCount(src.slot, -count);
  1400. dst.army->changeStackCount(dst.slot, count);
  1401. }
  1402. }
  1403. else //split stack to an empty slot
  1404. {
  1405. src.army->changeStackCount(src.slot, -count);
  1406. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1407. if (stackExp)
  1408. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1409. }
  1410. }
  1411. CBonusSystemNode::treeHasChanged();
  1412. }
  1413. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1414. {
  1415. for(auto & move : moves)
  1416. move.applyGs(gs);
  1417. }
  1418. void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
  1419. {
  1420. for(auto & move : moves)
  1421. move.applyGs(gs);
  1422. for(auto & change : changes)
  1423. change.applyGs(gs);
  1424. }
  1425. void PutArtifact::applyGs(CGameState *gs)
  1426. {
  1427. // Ensure that artifact has been correctly added via NewArtifact pack
  1428. assert(vstd::contains(gs->map->artInstances, art));
  1429. assert(!art->getParentNodes().empty());
  1430. auto hero = gs->getHero(al.artHolder);
  1431. assert(hero);
  1432. assert(art && art->canBePutAt(hero, al.slot));
  1433. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1434. art->putAt(*hero, al.slot);
  1435. }
  1436. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1437. {
  1438. const auto artSet = gs->getArtSet(artHolder);
  1439. assert(artSet);
  1440. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1441. {
  1442. return slot0.num > slot1.num;
  1443. });
  1444. for(const auto & slot : posPack)
  1445. {
  1446. const auto slotInfo = artSet->getSlot(slot);
  1447. if(slotInfo->locked)
  1448. {
  1449. logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->artType->getNameTranslated());
  1450. DisassembledArtifact dis;
  1451. dis.al.artHolder = artHolder;
  1452. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1453. {
  1454. auto art = slotInfoWorn.second.artifact;
  1455. if(art->isCombined() && art->isPart(slotInfo->getArt()))
  1456. {
  1457. dis.al.slot = artSet->getArtPos(art);
  1458. break;
  1459. }
  1460. }
  1461. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1462. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
  1463. dis.applyGs(gs);
  1464. }
  1465. else
  1466. {
  1467. logGlobal->debug("Erasing artifact %s", slotInfo->artifact->artType->getNameTranslated());
  1468. }
  1469. auto art = artSet->getArt(slot);
  1470. assert(art);
  1471. art->removeFrom(*artSet, slot);
  1472. }
  1473. }
  1474. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1475. {
  1476. const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1477. {
  1478. std::vector<ArtifactPosition> packToRemove;
  1479. for(const auto & slotsPair : artsPack)
  1480. packToRemove.push_back(slotsPair.srcPos);
  1481. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1482. {
  1483. return slot0.num > slot1.num;
  1484. });
  1485. for(const auto & slot : packToRemove)
  1486. {
  1487. auto * art = artSet.getArt(slot);
  1488. assert(art);
  1489. art->removeFrom(artSet, slot);
  1490. }
  1491. };
  1492. const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1493. {
  1494. for(const auto & slotsPair : artsPack)
  1495. {
  1496. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1497. assert(art);
  1498. art->putAt(dstArtSet, slotsPair.dstPos);
  1499. }
  1500. };
  1501. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1502. assert(leftSet);
  1503. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1504. assert(rightSet);
  1505. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1506. bulkArtsRemove(artsPack0, *leftSet);
  1507. if(!artsPack1.empty())
  1508. {
  1509. CArtifactFittingSet artInitialSetRight(*rightSet);
  1510. bulkArtsRemove(artsPack1, *rightSet);
  1511. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1512. }
  1513. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1514. }
  1515. void AssembledArtifact::applyGs(CGameState *gs)
  1516. {
  1517. auto hero = gs->getHero(al.artHolder);
  1518. assert(hero);
  1519. const auto transformedArt = hero->getArt(al.slot);
  1520. assert(transformedArt);
  1521. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1522. {
  1523. return art->getId() == builtArt->getId();
  1524. }));
  1525. const auto transformedArtSlot = hero->getArtPos(transformedArt);
  1526. auto * combinedArt = new CArtifactInstance(builtArt);
  1527. gs->map->addNewArtifactInstance(combinedArt);
  1528. // Find slots for all involved artifacts
  1529. std::vector<ArtifactPosition> slotsInvolved;
  1530. for(const auto constituent : builtArt->getConstituents())
  1531. {
  1532. ArtifactPosition slot;
  1533. if(transformedArt->getTypeId() == constituent->getId())
  1534. slot = transformedArtSlot;
  1535. else
  1536. slot = hero->getArtPos(constituent->getId(), false, false);
  1537. assert(slot != ArtifactPosition::PRE_FIRST);
  1538. slotsInvolved.emplace_back(slot);
  1539. }
  1540. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1541. // Find a slot for combined artifact
  1542. al.slot = transformedArtSlot;
  1543. for(const auto slot : slotsInvolved)
  1544. {
  1545. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1546. {
  1547. if(ArtifactUtils::isSlotBackpack(slot))
  1548. {
  1549. al.slot = ArtifactPosition::BACKPACK_START;
  1550. break;
  1551. }
  1552. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1553. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1554. al.slot = slot;
  1555. }
  1556. else
  1557. {
  1558. if(ArtifactUtils::isSlotBackpack(slot))
  1559. al.slot = std::min(al.slot, slot);
  1560. }
  1561. }
  1562. // Delete parts from hero
  1563. for(const auto slot : slotsInvolved)
  1564. {
  1565. const auto constituentInstance = hero->getArt(slot);
  1566. constituentInstance->removeFrom(*hero, slot);
  1567. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1568. combinedArt->addPart(constituentInstance, slot);
  1569. else
  1570. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1571. }
  1572. // Put new combined artifacts
  1573. combinedArt->putAt(*hero, al.slot);
  1574. }
  1575. void DisassembledArtifact::applyGs(CGameState *gs)
  1576. {
  1577. auto hero = gs->getHero(al.artHolder);
  1578. assert(hero);
  1579. auto disassembledArt = hero->getArt(al.slot);
  1580. assert(disassembledArt);
  1581. auto parts = disassembledArt->getPartsInfo();
  1582. disassembledArt->removeFrom(*hero, al.slot);
  1583. for(auto & part : parts)
  1584. {
  1585. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1586. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1587. disassembledArt->detachFrom(*part.art);
  1588. part.art->putAt(*hero, slot);
  1589. }
  1590. gs->map->eraseArtifactInstance(disassembledArt);
  1591. }
  1592. void HeroVisit::applyGs(CGameState *gs)
  1593. {
  1594. }
  1595. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1596. {
  1597. if(id != ObjectInstanceID::NONE)
  1598. {
  1599. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1600. {
  1601. bm->artifacts = arts;
  1602. }
  1603. else
  1604. {
  1605. logNetwork->error("Wrong black market id!");
  1606. }
  1607. }
  1608. else
  1609. {
  1610. gs->map->townMerchantArtifacts = arts;
  1611. }
  1612. }
  1613. void NewTurn::applyGs(CGameState *gs)
  1614. {
  1615. gs->day = day;
  1616. // Update bonuses before doing anything else so hero don't get more MP than needed
  1617. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1618. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1619. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1620. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1621. for(auto & manaPack : heroesMana)
  1622. manaPack.applyGs(gs);
  1623. for(auto & movePack : heroesMovement)
  1624. movePack.applyGs(gs);
  1625. gs->heroesPool->onNewDay();
  1626. for(auto & entry : playerIncome)
  1627. {
  1628. gs->getPlayerState(entry.first)->resources += entry.second;
  1629. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1630. }
  1631. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1632. creatureSet.applyGs(gs);
  1633. for(CGTownInstance* t : gs->map->towns)
  1634. t->built = 0;
  1635. if(newRumor)
  1636. gs->currentRumor = *newRumor;
  1637. }
  1638. void SetObjectProperty::applyGs(CGameState *gs)
  1639. {
  1640. CGObjectInstance *obj = gs->getObjInstance(id);
  1641. if(!obj)
  1642. {
  1643. logNetwork->error("Wrong object ID - property cannot be set!");
  1644. return;
  1645. }
  1646. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1647. if(what == ObjProperty::OWNER && obj->asOwnable())
  1648. {
  1649. PlayerColor oldOwner = obj->getOwner();
  1650. PlayerColor newOwner = identifier.as<PlayerColor>();
  1651. if(oldOwner.isValidPlayer())
  1652. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
  1653. if(newOwner.isValidPlayer())
  1654. gs->getPlayerState(newOwner)->addOwnedObject(obj);;
  1655. }
  1656. if(what == ObjProperty::OWNER && cai)
  1657. {
  1658. if(obj->ID == Obj::TOWN)
  1659. {
  1660. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1661. assert(t);
  1662. PlayerColor oldOwner = t->tempOwner;
  1663. if(oldOwner.isValidPlayer())
  1664. {
  1665. auto * state = gs->getPlayerState(oldOwner);
  1666. if(state->getTowns().empty())
  1667. state->daysWithoutCastle = 0;
  1668. }
  1669. if(identifier.as<PlayerColor>().isValidPlayer())
  1670. {
  1671. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1672. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1673. if(p->daysWithoutCastle)
  1674. p->daysWithoutCastle = std::nullopt;
  1675. }
  1676. }
  1677. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1678. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1679. obj->setProperty(what, identifier);
  1680. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1681. }
  1682. else //not an armed instance
  1683. {
  1684. obj->setProperty(what, identifier);
  1685. }
  1686. }
  1687. void HeroLevelUp::applyGs(CGameState *gs)
  1688. {
  1689. auto * hero = gs->getHero(heroId);
  1690. assert(hero);
  1691. hero->levelUp(skills);
  1692. }
  1693. void CommanderLevelUp::applyGs(CGameState *gs)
  1694. {
  1695. auto * hero = gs->getHero(heroId);
  1696. assert(hero);
  1697. auto commander = hero->commander;
  1698. assert(commander);
  1699. commander->levelUp();
  1700. }
  1701. void BattleStart::applyGs(CGameState *gs)
  1702. {
  1703. assert(battleID == gs->nextBattleID);
  1704. gs->currentBattles.emplace_back(info);
  1705. info->battleID = gs->nextBattleID;
  1706. info->localInit();
  1707. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1708. }
  1709. void BattleNextRound::applyGs(CGameState *gs)
  1710. {
  1711. gs->getBattle(battleID)->nextRound();
  1712. }
  1713. void BattleSetActiveStack::applyGs(CGameState *gs)
  1714. {
  1715. gs->getBattle(battleID)->nextTurn(stack);
  1716. }
  1717. void BattleTriggerEffect::applyGs(CGameState *gs)
  1718. {
  1719. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1720. assert(st);
  1721. switch(static_cast<BonusType>(effect))
  1722. {
  1723. case BonusType::HP_REGENERATION:
  1724. {
  1725. int64_t toHeal = val;
  1726. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1727. break;
  1728. }
  1729. case BonusType::MANA_DRAIN:
  1730. {
  1731. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1732. st->drainedMana = true;
  1733. h->mana -= val;
  1734. vstd::amax(h->mana, 0);
  1735. break;
  1736. }
  1737. case BonusType::POISON:
  1738. {
  1739. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1740. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1741. if (b)
  1742. b->val = val;
  1743. break;
  1744. }
  1745. case BonusType::ENCHANTER:
  1746. case BonusType::MORALE:
  1747. break;
  1748. case BonusType::FEAR:
  1749. st->fear = true;
  1750. break;
  1751. default:
  1752. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1753. }
  1754. }
  1755. void BattleUpdateGateState::applyGs(CGameState *gs)
  1756. {
  1757. if(gs->getBattle(battleID))
  1758. gs->getBattle(battleID)->si.gateState = state;
  1759. }
  1760. void BattleCancelled::applyGs(CGameState *gs)
  1761. {
  1762. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1763. {
  1764. return battle->battleID == battleID;
  1765. });
  1766. assert(currentBattle != gs->currentBattles.end());
  1767. gs->currentBattles.erase(currentBattle);
  1768. }
  1769. void BattleResultAccepted::applyGs(CGameState *gs)
  1770. {
  1771. // Remove any "until next battle" bonuses
  1772. for(auto & res : heroResult)
  1773. {
  1774. if(res.hero)
  1775. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1776. }
  1777. if(winnerSide != BattleSide::NONE)
  1778. {
  1779. // Grow up growing artifacts
  1780. const auto hero = heroResult[winnerSide].hero;
  1781. if (hero)
  1782. {
  1783. if(hero->commander && hero->commander->alive)
  1784. {
  1785. for(auto & art : hero->commander->artifactsWorn)
  1786. art.second.artifact->growingUp();
  1787. }
  1788. for(auto & art : hero->artifactsWorn)
  1789. {
  1790. art.second.artifact->growingUp();
  1791. }
  1792. }
  1793. }
  1794. if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1795. {
  1796. if(heroResult[BattleSide::ATTACKER].army)
  1797. heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1798. if(heroResult[BattleSide::DEFENDER].army)
  1799. heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1800. CBonusSystemNode::treeHasChanged();
  1801. }
  1802. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1803. {
  1804. return battle->battleID == battleID;
  1805. });
  1806. assert(currentBattle != gs->currentBattles.end());
  1807. gs->currentBattles.erase(currentBattle);
  1808. }
  1809. void BattleLogMessage::applyGs(CGameState *gs)
  1810. {
  1811. //nothing
  1812. }
  1813. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1814. {
  1815. //nothing
  1816. }
  1817. void BattleStackMoved::applyGs(CGameState *gs)
  1818. {
  1819. applyBattle(gs->getBattle(battleID));
  1820. }
  1821. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1822. {
  1823. battleState->moveUnit(stack, tilesToMove.back());
  1824. }
  1825. void BattleStackAttacked::applyGs(CGameState *gs)
  1826. {
  1827. applyBattle(gs->getBattle(battleID));
  1828. }
  1829. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1830. {
  1831. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1832. }
  1833. void BattleAttack::applyGs(CGameState *gs)
  1834. {
  1835. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1836. assert(attacker);
  1837. attackerChanges.applyGs(gs);
  1838. for(BattleStackAttacked & stackAttacked : bsa)
  1839. stackAttacked.applyGs(gs);
  1840. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1841. if(!this->counter())
  1842. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1843. }
  1844. void StartAction::applyGs(CGameState *gs)
  1845. {
  1846. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1847. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1848. {
  1849. gs->getBattle(battleID)->tacticDistance = 0;
  1850. return;
  1851. }
  1852. if(gs->getBattle(battleID)->tacticDistance)
  1853. {
  1854. // moves in tactics phase do not affect creature status
  1855. // (tactics stack queue is managed by client)
  1856. return;
  1857. }
  1858. if (ba.isUnitAction())
  1859. {
  1860. assert(st); // stack must exists for all non-hero actions
  1861. switch(ba.actionType)
  1862. {
  1863. case EActionType::DEFEND:
  1864. st->waiting = false;
  1865. st->defending = true;
  1866. st->defendingAnim = true;
  1867. break;
  1868. case EActionType::WAIT:
  1869. st->defendingAnim = false;
  1870. st->waiting = true;
  1871. st->waitedThisTurn = true;
  1872. break;
  1873. case EActionType::HERO_SPELL: //no change in current stack state
  1874. break;
  1875. default: //any active stack action - attack, catapult, heal, spell...
  1876. st->waiting = false;
  1877. st->defendingAnim = false;
  1878. st->movedThisRound = true;
  1879. st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
  1880. break;
  1881. }
  1882. }
  1883. else
  1884. {
  1885. if(ba.actionType == EActionType::HERO_SPELL)
  1886. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1887. }
  1888. }
  1889. void BattleSpellCast::applyGs(CGameState *gs)
  1890. {
  1891. if(castByHero && side != BattleSide::NONE)
  1892. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1893. }
  1894. void SetStackEffect::applyGs(CGameState *gs)
  1895. {
  1896. applyBattle(gs->getBattle(battleID));
  1897. }
  1898. void SetStackEffect::applyBattle(IBattleState * battleState)
  1899. {
  1900. for(const auto & stackData : toRemove)
  1901. battleState->removeUnitBonus(stackData.first, stackData.second);
  1902. for(const auto & stackData : toUpdate)
  1903. battleState->updateUnitBonus(stackData.first, stackData.second);
  1904. for(const auto & stackData : toAdd)
  1905. battleState->addUnitBonus(stackData.first, stackData.second);
  1906. }
  1907. void StacksInjured::applyGs(CGameState *gs)
  1908. {
  1909. applyBattle(gs->getBattle(battleID));
  1910. }
  1911. void StacksInjured::applyBattle(IBattleState * battleState)
  1912. {
  1913. for(BattleStackAttacked stackAttacked : stacks)
  1914. stackAttacked.applyBattle(battleState);
  1915. }
  1916. void BattleUnitsChanged::applyGs(CGameState *gs)
  1917. {
  1918. applyBattle(gs->getBattle(battleID));
  1919. }
  1920. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1921. {
  1922. for(auto & elem : changedStacks)
  1923. {
  1924. switch(elem.operation)
  1925. {
  1926. case BattleChanges::EOperation::RESET_STATE:
  1927. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1928. break;
  1929. case BattleChanges::EOperation::REMOVE:
  1930. battleState->removeUnit(elem.id);
  1931. break;
  1932. case BattleChanges::EOperation::ADD:
  1933. battleState->addUnit(elem.id, elem.data);
  1934. break;
  1935. case BattleChanges::EOperation::UPDATE:
  1936. battleState->updateUnit(elem.id, elem.data);
  1937. break;
  1938. default:
  1939. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1940. break;
  1941. }
  1942. }
  1943. }
  1944. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1945. {
  1946. applyBattle(gs->getBattle(battleID));
  1947. }
  1948. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1949. {
  1950. for(const auto & change : changes)
  1951. {
  1952. switch(change.operation)
  1953. {
  1954. case BattleChanges::EOperation::REMOVE:
  1955. battleState->removeObstacle(change.id);
  1956. break;
  1957. case BattleChanges::EOperation::ADD:
  1958. battleState->addObstacle(change);
  1959. break;
  1960. case BattleChanges::EOperation::UPDATE:
  1961. battleState->updateObstacle(change);
  1962. break;
  1963. default:
  1964. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1965. break;
  1966. }
  1967. }
  1968. }
  1969. CatapultAttack::CatapultAttack() = default;
  1970. CatapultAttack::~CatapultAttack() = default;
  1971. void CatapultAttack::applyGs(CGameState *gs)
  1972. {
  1973. applyBattle(gs->getBattle(battleID));
  1974. }
  1975. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1976. {
  1977. visitor.visitCatapultAttack(*this);
  1978. }
  1979. void CatapultAttack::applyBattle(IBattleState * battleState)
  1980. {
  1981. const auto * town = battleState->getDefendedTown();
  1982. if(!town)
  1983. return;
  1984. if(town->fortificationsLevel().wallsHealth == 0)
  1985. return;
  1986. for(const auto & part : attackedParts)
  1987. {
  1988. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  1989. battleState->setWallState(part.attackedPart, newWallState);
  1990. }
  1991. }
  1992. void BattleSetStackProperty::applyGs(CGameState *gs)
  1993. {
  1994. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  1995. switch(which)
  1996. {
  1997. case CASTS:
  1998. {
  1999. if(absolute)
  2000. logNetwork->error("Can not change casts in absolute mode");
  2001. else
  2002. stack->casts.use(-val);
  2003. break;
  2004. }
  2005. case ENCHANTER_COUNTER:
  2006. {
  2007. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  2008. if(absolute)
  2009. counter = val;
  2010. else
  2011. counter += val;
  2012. vstd::amax(counter, 0);
  2013. break;
  2014. }
  2015. case UNBIND:
  2016. {
  2017. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2018. break;
  2019. }
  2020. case CLONED:
  2021. {
  2022. stack->cloned = true;
  2023. break;
  2024. }
  2025. case HAS_CLONE:
  2026. {
  2027. stack->cloneID = val;
  2028. break;
  2029. }
  2030. }
  2031. }
  2032. void PlayerCheated::applyGs(CGameState *gs)
  2033. {
  2034. if(!player.isValidPlayer())
  2035. return;
  2036. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2037. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2038. gs->getPlayerState(player)->cheated = true;
  2039. }
  2040. void PlayerStartsTurn::applyGs(CGameState *gs)
  2041. {
  2042. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2043. gs->actingPlayers.insert(player);
  2044. }
  2045. void PlayerEndsTurn::applyGs(CGameState *gs)
  2046. {
  2047. assert(gs->actingPlayers.count(player) == 1);
  2048. gs->actingPlayers.erase(player);
  2049. }
  2050. void DaysWithoutTown::applyGs(CGameState *gs)
  2051. {
  2052. auto & playerState = gs->players[player];
  2053. playerState.daysWithoutCastle = daysWithoutCastle;
  2054. }
  2055. void TurnTimeUpdate::applyGs(CGameState *gs)
  2056. {
  2057. auto & playerState = gs->players[player];
  2058. playerState.turnTimer = turnTimer;
  2059. }
  2060. void EntitiesChanged::applyGs(CGameState *gs)
  2061. {
  2062. for(const auto & change : changes)
  2063. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2064. }
  2065. void SetRewardableConfiguration::applyGs(CGameState *gs)
  2066. {
  2067. auto * objectPtr = gs->getObjInstance(objectID);
  2068. if (!buildingID.hasValue())
  2069. {
  2070. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2071. assert(rewardablePtr);
  2072. rewardablePtr->configuration = configuration;
  2073. rewardablePtr->initializeGuards();
  2074. }
  2075. else
  2076. {
  2077. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2078. TownBuildingInstance * buildingPtr = nullptr;
  2079. for (auto & building : townPtr->rewardableBuildings)
  2080. if (building.second->getBuildingType() == buildingID)
  2081. buildingPtr = building.second;
  2082. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2083. assert(rewardablePtr);
  2084. rewardablePtr->configuration = configuration;
  2085. }
  2086. }
  2087. void SetBankConfiguration::applyGs(CGameState *gs)
  2088. {
  2089. auto * objectPtr = gs->getObjInstance(objectID);
  2090. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2091. assert(bankPtr);
  2092. bankPtr->setConfig(configuration);
  2093. }
  2094. const CArtifactInstance * ArtSlotInfo::getArt() const
  2095. {
  2096. if(locked)
  2097. {
  2098. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2099. return nullptr;
  2100. }
  2101. return artifact;
  2102. }
  2103. VCMI_LIB_NAMESPACE_END