NetPacksLib.cpp 61 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 "StackLocation.h"
  16. #include "PacksForLobby.h"
  17. #include "NetPackVisitor.h"
  18. #include "CGeneralTextHandler.h"
  19. #include "CArtHandler.h"
  20. #include "CHeroHandler.h"
  21. #include "VCMI_Lib.h"
  22. #include "mapping/CMap.h"
  23. #include "spells/CSpellHandler.h"
  24. #include "CCreatureHandler.h"
  25. #include "gameState/CGameState.h"
  26. #include "gameState/TavernHeroesPool.h"
  27. #include "CStack.h"
  28. #include "battle/BattleInfo.h"
  29. #include "CTownHandler.h"
  30. #include "mapping/CMapInfo.h"
  31. #include "StartInfo.h"
  32. #include "CPlayerState.h"
  33. #include "TerrainHandler.h"
  34. #include "mapObjects/CGCreature.h"
  35. #include "mapObjects/CGMarket.h"
  36. #include "mapObjectConstructors/AObjectTypeHandler.h"
  37. #include "mapObjectConstructors/CObjectClassesHandler.h"
  38. #include "campaign/CampaignState.h"
  39. #include "GameSettings.h"
  40. VCMI_LIB_NAMESPACE_BEGIN
  41. void CPack::visit(ICPackVisitor & visitor)
  42. {
  43. visitBasic(visitor);
  44. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  45. if(visitor.callTyped())
  46. {
  47. visitTyped(visitor);
  48. }
  49. }
  50. void CPack::visitBasic(ICPackVisitor & visitor)
  51. {
  52. }
  53. void CPack::visitTyped(ICPackVisitor & visitor)
  54. {
  55. }
  56. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  57. {
  58. visitor.visitForClient(*this);
  59. }
  60. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  61. {
  62. visitor.visitForServer(*this);
  63. }
  64. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  65. {
  66. visitor.visitForLobby(*this);
  67. }
  68. bool CPackForLobby::isForServer() const
  69. {
  70. return false;
  71. }
  72. bool CLobbyPackToServer::isForServer() const
  73. {
  74. return true;
  75. }
  76. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  77. {
  78. visitor.visitPackageApplied(*this);
  79. }
  80. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  81. {
  82. visitor.visitSystemMessage(*this);
  83. }
  84. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  85. {
  86. visitor.visitPlayerBlocked(*this);
  87. }
  88. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  89. {
  90. visitor.visitPlayerCheated(*this);
  91. }
  92. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  93. {
  94. visitor.visitPlayerStartsTurn(*this);
  95. }
  96. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  97. {
  98. visitor.visitDaysWithoutTown(*this);
  99. }
  100. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  101. {
  102. visitor.visitEntitiesChanged(*this);
  103. }
  104. void SetResources::visitTyped(ICPackVisitor & visitor)
  105. {
  106. visitor.visitSetResources(*this);
  107. }
  108. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  109. {
  110. visitor.visitSetPrimSkill(*this);
  111. }
  112. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  113. {
  114. visitor.visitSetSecSkill(*this);
  115. }
  116. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  117. {
  118. visitor.visitHeroVisitCastle(*this);
  119. }
  120. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  121. {
  122. visitor.visitChangeSpells(*this);
  123. }
  124. void SetMana::visitTyped(ICPackVisitor & visitor)
  125. {
  126. visitor.visitSetMana(*this);
  127. }
  128. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  129. {
  130. visitor.visitSetMovePoints(*this);
  131. }
  132. void FoWChange::visitTyped(ICPackVisitor & visitor)
  133. {
  134. visitor.visitFoWChange(*this);
  135. }
  136. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  137. {
  138. visitor.visitSetAvailableHeroes(*this);
  139. }
  140. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitGiveBonus(*this);
  143. }
  144. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitChangeObjPos(*this);
  147. }
  148. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitPlayerEndsTurn(*this);
  151. }
  152. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitPlayerEndsGame(*this);
  155. }
  156. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitPlayerReinitInterface(*this);
  159. }
  160. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitRemoveBonus(*this);
  163. }
  164. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitSetCommanderProperty(*this);
  167. }
  168. void AddQuest::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitAddQuest(*this);
  171. }
  172. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitUpdateArtHandlerLists(*this);
  175. }
  176. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitUpdateMapEvents(*this);
  179. }
  180. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitUpdateCastleEvents(*this);
  183. }
  184. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitChangeFormation(*this);
  187. }
  188. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitRemoveObject(*this);
  191. }
  192. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitTryMoveHero(*this);
  195. }
  196. void NewStructures::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitNewStructures(*this);
  199. }
  200. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitRazeStructures(*this);
  203. }
  204. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitSetAvailableCreatures(*this);
  207. }
  208. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitSetHeroesInTown(*this);
  211. }
  212. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitHeroRecruited(*this);
  215. }
  216. void GiveHero::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitGiveHero(*this);
  219. }
  220. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitOpenWindow(*this);
  223. }
  224. void NewObject::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitNewObject(*this);
  227. }
  228. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitSetAvailableArtifacts(*this);
  231. }
  232. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitNewArtifact(*this);
  235. }
  236. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitChangeStackCount(*this);
  239. }
  240. void SetStackType::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitSetStackType(*this);
  243. }
  244. void EraseStack::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitEraseStack(*this);
  247. }
  248. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitSwapStacks(*this);
  251. }
  252. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitInsertNewStack(*this);
  255. }
  256. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitRebalanceStacks(*this);
  259. }
  260. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitBulkRebalanceStacks(*this);
  263. }
  264. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitBulkSmartRebalanceStacks(*this);
  267. }
  268. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitPutArtifact(*this);
  271. }
  272. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitEraseArtifact(*this);
  275. }
  276. void MoveArtifact::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitMoveArtifact(*this);
  279. }
  280. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitBulkMoveArtifacts(*this);
  283. }
  284. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitAssembledArtifact(*this);
  287. }
  288. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitDisassembledArtifact(*this);
  291. }
  292. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitHeroVisit(*this);
  295. }
  296. void NewTurn::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitNewTurn(*this);
  299. }
  300. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitInfoWindow(*this);
  303. }
  304. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitSetObjectProperty(*this);
  307. }
  308. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitChangeObjectVisitors(*this);
  311. }
  312. void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitPrepareHeroLevelUp(*this);
  315. }
  316. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitHeroLevelUp(*this);
  319. }
  320. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitCommanderLevelUp(*this);
  323. }
  324. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitBlockingDialog(*this);
  327. }
  328. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitGarrisonDialog(*this);
  331. }
  332. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitExchangeDialog(*this);
  335. }
  336. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitTeleportDialog(*this);
  339. }
  340. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitMapObjectSelectDialog(*this);
  343. }
  344. void BattleStart::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitBattleStart(*this);
  347. }
  348. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitBattleNextRound(*this);
  351. }
  352. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitBattleSetActiveStack(*this);
  355. }
  356. void BattleResult::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleResult(*this);
  359. }
  360. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitBattleLogMessage(*this);
  363. }
  364. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitBattleStackMoved(*this);
  367. }
  368. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleUnitsChanged(*this);
  371. }
  372. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitBattleAttack(*this);
  375. }
  376. void StartAction::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitStartAction(*this);
  379. }
  380. void EndAction::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitEndAction(*this);
  383. }
  384. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitBattleSpellCast(*this);
  387. }
  388. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitSetStackEffect(*this);
  391. }
  392. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitStacksInjured(*this);
  395. }
  396. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitBattleResultsApplied(*this);
  399. }
  400. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitBattleObstaclesChanged(*this);
  403. }
  404. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitBattleSetStackProperty(*this);
  407. }
  408. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitBattleTriggerEffect(*this);
  411. }
  412. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitBattleUpdateGateState(*this);
  415. }
  416. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitAdvmapSpellCast(*this);
  419. }
  420. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitShowWorldViewEx(*this);
  423. }
  424. void EndTurn::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitEndTurn(*this);
  427. }
  428. void GamePause::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitGamePause(*this);
  431. }
  432. void DismissHero::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitDismissHero(*this);
  435. }
  436. void MoveHero::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitMoveHero(*this);
  439. }
  440. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitCastleTeleportHero(*this);
  443. }
  444. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitArrangeStacks(*this);
  447. }
  448. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitBulkMoveArmy(*this);
  451. }
  452. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitBulkSplitStack(*this);
  455. }
  456. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitBulkMergeStacks(*this);
  459. }
  460. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitBulkSmartSplitStack(*this);
  463. }
  464. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitDisbandCreature(*this);
  467. }
  468. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitBuildStructure(*this);
  471. }
  472. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitRazeStructure(*this);
  475. }
  476. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitRecruitCreatures(*this);
  479. }
  480. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitUpgradeCreature(*this);
  483. }
  484. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitGarrisonHeroSwap(*this);
  487. }
  488. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitExchangeArtifacts(*this);
  491. }
  492. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitBulkExchangeArtifacts(*this);
  495. }
  496. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitAssembleArtifacts(*this);
  499. }
  500. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitEraseArtifactByClient(*this);
  503. }
  504. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitBuyArtifact(*this);
  507. }
  508. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitTradeOnMarketplace(*this);
  511. }
  512. void SetFormation::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitSetFormation(*this);
  515. }
  516. void HireHero::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitHireHero(*this);
  519. }
  520. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitBuildBoat(*this);
  523. }
  524. void QueryReply::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitQueryReply(*this);
  527. }
  528. void MakeAction::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitMakeAction(*this);
  531. }
  532. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitDigWithHero(*this);
  535. }
  536. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitCastAdvSpell(*this);
  539. }
  540. void SaveGame::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitSaveGame(*this);
  543. }
  544. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitPlayerMessage(*this);
  547. }
  548. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitPlayerMessageClient(*this);
  551. }
  552. void CenterView::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitCenterView(*this);
  555. }
  556. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitLobbyClientConnected(*this);
  559. }
  560. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitLobbyClientDisconnected(*this);
  563. }
  564. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitLobbyChatMessage(*this);
  567. }
  568. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitLobbyGuiAction(*this);
  571. }
  572. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitLobbyLoadProgress(*this);
  575. }
  576. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitLobbyEndGame(*this);
  579. }
  580. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbyStartGame(*this);
  583. }
  584. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyChangeHost(*this);
  587. }
  588. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbyUpdateState(*this);
  591. }
  592. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbySetMap(*this);
  595. }
  596. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbySetCampaign(*this);
  599. }
  600. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbySetCampaignMap(*this);
  603. }
  604. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbySetCampaignBonus(*this);
  607. }
  608. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbyChangePlayerOption(*this);
  611. }
  612. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbySetPlayer(*this);
  615. }
  616. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbySetPlayerName(*this);
  619. }
  620. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetSimturns(*this);
  623. }
  624. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbySetTurnTime(*this);
  627. }
  628. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbySetDifficulty(*this);
  631. }
  632. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbyForceSetPlayer(*this);
  635. }
  636. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  637. {
  638. visitor.visitLobbyShowMessage(*this);
  639. }
  640. void SetResources::applyGs(CGameState * gs) const
  641. {
  642. assert(player.isValidPlayer());
  643. if(abs)
  644. gs->getPlayerState(player)->resources = res;
  645. else
  646. gs->getPlayerState(player)->resources += res;
  647. //just ensure that player resources are not negative
  648. //server is responsible to check if player can afford deal
  649. //but events on server side are allowed to take more than player have
  650. gs->getPlayerState(player)->resources.positive();
  651. }
  652. void SetPrimSkill::applyGs(CGameState * gs) const
  653. {
  654. CGHeroInstance * hero = gs->getHero(id);
  655. assert(hero);
  656. hero->setPrimarySkill(which, val, abs);
  657. }
  658. void SetSecSkill::applyGs(CGameState * gs) const
  659. {
  660. CGHeroInstance *hero = gs->getHero(id);
  661. hero->setSecSkillLevel(which, val, abs);
  662. }
  663. void SetCommanderProperty::applyGs(CGameState *gs)
  664. {
  665. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  666. assert (commander);
  667. switch (which)
  668. {
  669. case BONUS:
  670. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  671. break;
  672. case SPECIAL_SKILL:
  673. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  674. commander->specialSkills.insert (additionalInfo);
  675. break;
  676. case SECONDARY_SKILL:
  677. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  678. break;
  679. case ALIVE:
  680. if (amount)
  681. commander->setAlive(true);
  682. else
  683. commander->setAlive(false);
  684. break;
  685. case EXPERIENCE:
  686. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  687. break;
  688. }
  689. }
  690. void AddQuest::applyGs(CGameState * gs) const
  691. {
  692. assert (vstd::contains(gs->players, player));
  693. auto * vec = &gs->players[player].quests;
  694. if (!vstd::contains(*vec, quest))
  695. vec->push_back (quest);
  696. else
  697. logNetwork->warn("Warning! Attempt to add duplicated quest");
  698. }
  699. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  700. {
  701. VLC->arth->allocatedArtifacts = allocatedArtifacts;
  702. }
  703. void UpdateMapEvents::applyGs(CGameState * gs) const
  704. {
  705. gs->map->events = events;
  706. }
  707. void UpdateCastleEvents::applyGs(CGameState * gs) const
  708. {
  709. auto * t = gs->getTown(town);
  710. t->events = events;
  711. }
  712. void ChangeFormation::applyGs(CGameState * gs) const
  713. {
  714. gs->getHero(hid)->setFormation(formation);
  715. }
  716. void HeroVisitCastle::applyGs(CGameState * gs) const
  717. {
  718. CGHeroInstance *h = gs->getHero(hid);
  719. CGTownInstance *t = gs->getTown(tid);
  720. assert(h);
  721. assert(t);
  722. if(start())
  723. t->setVisitingHero(h);
  724. else
  725. t->setVisitingHero(nullptr);
  726. }
  727. void ChangeSpells::applyGs(CGameState *gs)
  728. {
  729. CGHeroInstance *hero = gs->getHero(hid);
  730. if(learn)
  731. for(const auto & sid : spells)
  732. hero->addSpellToSpellbook(sid);
  733. else
  734. for(const auto & sid : spells)
  735. hero->removeSpellFromSpellbook(sid);
  736. }
  737. void SetMana::applyGs(CGameState * gs) const
  738. {
  739. CGHeroInstance * hero = gs->getHero(hid);
  740. assert(hero);
  741. if(absolute)
  742. hero->mana = val;
  743. else
  744. hero->mana += val;
  745. vstd::amax(hero->mana, 0); //not less than 0
  746. }
  747. void SetMovePoints::applyGs(CGameState * gs) const
  748. {
  749. CGHeroInstance *hero = gs->getHero(hid);
  750. assert(hero);
  751. if(absolute)
  752. hero->setMovementPoints(val);
  753. else
  754. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  755. }
  756. void FoWChange::applyGs(CGameState *gs)
  757. {
  758. TeamState * team = gs->getPlayerTeam(player);
  759. auto fogOfWarMap = team->fogOfWarMap;
  760. for(const int3 & t : tiles)
  761. (*fogOfWarMap)[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  762. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  763. {
  764. std::unordered_set<int3> tilesRevealed;
  765. for (auto & elem : gs->map->objects)
  766. {
  767. const CGObjectInstance *o = elem;
  768. if (o)
  769. {
  770. switch(o->ID)
  771. {
  772. case Obj::HERO:
  773. case Obj::MINE:
  774. case Obj::TOWN:
  775. case Obj::ABANDONED_MINE:
  776. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  777. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  778. break;
  779. }
  780. }
  781. }
  782. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  783. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  784. }
  785. }
  786. void SetAvailableHero::applyGs(CGameState *gs)
  787. {
  788. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID);
  789. }
  790. void GiveBonus::applyGs(CGameState *gs)
  791. {
  792. CBonusSystemNode *cbsn = nullptr;
  793. switch(who)
  794. {
  795. case ETarget::HERO:
  796. cbsn = gs->getHero(ObjectInstanceID(id));
  797. break;
  798. case ETarget::PLAYER:
  799. cbsn = gs->getPlayerState(PlayerColor(id));
  800. break;
  801. case ETarget::TOWN:
  802. cbsn = gs->getTown(ObjectInstanceID(id));
  803. break;
  804. case ETarget::BATTLE:
  805. assert(Bonus::OneBattle(&bonus));
  806. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(BattleID(id)));
  807. break;
  808. }
  809. assert(cbsn);
  810. if(Bonus::OneWeek(&bonus))
  811. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  812. auto b = std::make_shared<Bonus>(bonus);
  813. cbsn->addNewBonus(b);
  814. std::string &descr = b->description;
  815. if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
  816. {
  817. if (bonus.source == BonusSource::OBJECT_TYPE || bonus.source == BonusSource::OBJECT_INSTANCE)
  818. {
  819. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  820. }
  821. else if(bonus.source == BonusSource::TOWN_STRUCTURE)
  822. {
  823. descr = bonus.description;
  824. return;
  825. }
  826. else
  827. {
  828. descr = bdescr.toString();
  829. }
  830. }
  831. else
  832. {
  833. descr = bdescr.toString();
  834. }
  835. // Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
  836. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
  837. boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
  838. }
  839. void ChangeObjPos::applyGs(CGameState *gs)
  840. {
  841. CGObjectInstance *obj = gs->getObjInstance(objid);
  842. if(!obj)
  843. {
  844. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  845. return;
  846. }
  847. gs->map->removeBlockVisTiles(obj);
  848. obj->pos = nPos + obj->getVisitableOffset();
  849. gs->map->addBlockVisTiles(obj);
  850. }
  851. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  852. {
  853. switch (mode) {
  854. case VISITOR_ADD:
  855. gs->getHero(hero)->visitedObjects.insert(object);
  856. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  857. break;
  858. case VISITOR_ADD_TEAM:
  859. {
  860. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  861. for(const auto & color : ts->players)
  862. {
  863. gs->getPlayerState(color)->visitedObjects.insert(object);
  864. }
  865. }
  866. break;
  867. case VISITOR_CLEAR:
  868. for (CGHeroInstance * hero : gs->map->allHeroes)
  869. {
  870. if (hero)
  871. {
  872. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  873. }
  874. }
  875. for(auto &elem : gs->players)
  876. {
  877. elem.second.visitedObjects.erase(object);
  878. }
  879. break;
  880. case VISITOR_REMOVE:
  881. gs->getHero(hero)->visitedObjects.erase(object);
  882. break;
  883. }
  884. }
  885. void PlayerEndsGame::applyGs(CGameState * gs) const
  886. {
  887. PlayerState *p = gs->getPlayerState(player);
  888. if(victoryLossCheckResult.victory())
  889. {
  890. p->status = EPlayerStatus::WINNER;
  891. // TODO: Campaign-specific code might as well go somewhere else
  892. // keep all heroes from the winning player
  893. if(p->human && gs->scenarioOps->campState)
  894. {
  895. std::vector<CGHeroInstance *> crossoverHeroes;
  896. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  897. if (hero->tempOwner == player)
  898. crossoverHeroes.push_back(hero);
  899. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  900. }
  901. }
  902. else
  903. {
  904. p->status = EPlayerStatus::LOSER;
  905. }
  906. // defeated player may be making turn right now
  907. gs->actingPlayers.erase(player);
  908. }
  909. void PlayerReinitInterface::applyGs(CGameState *gs)
  910. {
  911. if(!gs || !gs->scenarioOps)
  912. return;
  913. //TODO: what does mean if more that one player connected?
  914. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  915. {
  916. for(const auto & player : players)
  917. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  918. }
  919. }
  920. void RemoveBonus::applyGs(CGameState *gs)
  921. {
  922. CBonusSystemNode * node = nullptr;
  923. if (who == GiveBonus::ETarget::HERO)
  924. node = gs->getHero(ObjectInstanceID(whoID));
  925. else
  926. node = gs->getPlayerState(PlayerColor(whoID));
  927. BonusList &bonuses = node->getExportedBonusList();
  928. for(const auto & b : bonuses)
  929. {
  930. if(b->source == source && b->sid == id)
  931. {
  932. bonus = *b; //backup bonus (to show to interfaces later)
  933. node->removeBonus(b);
  934. break;
  935. }
  936. }
  937. }
  938. void RemoveObject::applyGs(CGameState *gs)
  939. {
  940. CGObjectInstance *obj = gs->getObjInstance(objectID);
  941. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  942. //unblock tiles
  943. gs->map->removeBlockVisTiles(obj);
  944. if(obj->ID == Obj::HERO) //remove beaten hero
  945. {
  946. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  947. assert(beatenHero);
  948. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  949. gs->map->heroesOnMap -= beatenHero;
  950. p->heroes -= beatenHero;
  951. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  952. // FIXME: workaround:
  953. // hero should be attached to siegeNode after battle
  954. // however this code might also be called on dismissing hero while in town
  955. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  956. beatenHero->detachFrom(*siegeNode);
  957. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  958. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  959. {
  960. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  961. });
  962. if(beatenHero->visitedTown)
  963. {
  964. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  965. beatenHero->visitedTown->garrisonHero = nullptr;
  966. else
  967. beatenHero->visitedTown->visitingHero = nullptr;
  968. beatenHero->visitedTown = nullptr;
  969. beatenHero->inTownGarrison = false;
  970. }
  971. //return hero to the pool, so he may reappear in tavern
  972. gs->heroesPool->addHeroToPool(beatenHero);
  973. gs->map->objects[objectID.getNum()] = nullptr;
  974. //If hero on Boat is removed, the Boat disappears
  975. if(beatenHero->boat)
  976. {
  977. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  978. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  979. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  980. beatenHero->boat = nullptr;
  981. }
  982. return;
  983. }
  984. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  985. if (quest)
  986. {
  987. gs->map->quests[quest->quest->qid] = nullptr;
  988. for (auto &player : gs->players)
  989. {
  990. for (auto &q : player.second.quests)
  991. {
  992. if (q.obj == obj)
  993. {
  994. q.obj = nullptr;
  995. }
  996. }
  997. }
  998. }
  999. for (TriggeredEvent & event : gs->map->triggeredEvents)
  1000. {
  1001. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  1002. {
  1003. if (cond.object == obj)
  1004. {
  1005. if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
  1006. {
  1007. cond.condition = EventCondition::CONST_VALUE;
  1008. cond.value = 1; // destroyed object, from now on always fulfilled
  1009. }
  1010. else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
  1011. {
  1012. cond.condition = EventCondition::CONST_VALUE;
  1013. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1014. }
  1015. }
  1016. return cond;
  1017. };
  1018. event.trigger = event.trigger.morph(patcher);
  1019. }
  1020. gs->map->instanceNames.erase(obj->instanceName);
  1021. gs->map->objects[objectID.getNum()].dellNull();
  1022. gs->map->calculateGuardingGreaturePositions();
  1023. }
  1024. static int getDir(const int3 & src, const int3 & dst)
  1025. {
  1026. int ret = -1;
  1027. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1028. {
  1029. ret = 1;
  1030. }
  1031. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1032. {
  1033. ret = 2;
  1034. }
  1035. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1036. {
  1037. ret = 3;
  1038. }
  1039. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1040. {
  1041. ret = 4;
  1042. }
  1043. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1044. {
  1045. ret = 5;
  1046. }
  1047. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1048. {
  1049. ret = 6;
  1050. }
  1051. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1052. {
  1053. ret = 7;
  1054. }
  1055. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1056. {
  1057. ret = 8;
  1058. }
  1059. return ret;
  1060. }
  1061. void TryMoveHero::applyGs(CGameState *gs)
  1062. {
  1063. CGHeroInstance *h = gs->getHero(id);
  1064. if (!h)
  1065. {
  1066. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1067. return;
  1068. }
  1069. h->setMovementPoints(movePoints);
  1070. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1071. {
  1072. auto dir = getDir(start,end);
  1073. if(dir > 0 && dir <= 8)
  1074. h->moveDir = dir;
  1075. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1076. }
  1077. if(result == EMBARK) //hero enters boat at destination tile
  1078. {
  1079. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1080. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1081. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1082. assert(boat);
  1083. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1084. h->boat = boat;
  1085. h->attachTo(*boat);
  1086. boat->hero = h;
  1087. }
  1088. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1089. {
  1090. auto * b = const_cast<CGBoat *>(h->boat);
  1091. b->direction = h->moveDir;
  1092. b->pos = start;
  1093. b->hero = nullptr;
  1094. gs->map->addBlockVisTiles(b);
  1095. h->detachFrom(*b);
  1096. h->boat = nullptr;
  1097. }
  1098. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1099. {
  1100. gs->map->removeBlockVisTiles(h);
  1101. h->pos = end;
  1102. if(auto * b = const_cast<CGBoat *>(h->boat))
  1103. b->pos = end;
  1104. gs->map->addBlockVisTiles(h);
  1105. }
  1106. auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1107. for(const int3 & t : fowRevealed)
  1108. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1109. }
  1110. void NewStructures::applyGs(CGameState *gs)
  1111. {
  1112. CGTownInstance *t = gs->getTown(tid);
  1113. for(const auto & id : bid)
  1114. {
  1115. assert(t->town->buildings.at(id) != nullptr);
  1116. t->builtBuildings.insert(id);
  1117. t->updateAppearance();
  1118. auto currentBuilding = t->town->buildings.at(id);
  1119. if(currentBuilding->overrideBids.empty())
  1120. continue;
  1121. for(const auto & overrideBid : currentBuilding->overrideBids)
  1122. {
  1123. t->overriddenBuildings.insert(overrideBid);
  1124. t->deleteTownBonus(overrideBid);
  1125. }
  1126. }
  1127. t->builded = builded;
  1128. t->recreateBuildingsBonuses();
  1129. }
  1130. void RazeStructures::applyGs(CGameState *gs)
  1131. {
  1132. CGTownInstance *t = gs->getTown(tid);
  1133. for(const auto & id : bid)
  1134. {
  1135. t->builtBuildings.erase(id);
  1136. t->updateAppearance();
  1137. }
  1138. t->destroyed = destroyed; //yeaha
  1139. t->recreateBuildingsBonuses();
  1140. }
  1141. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1142. {
  1143. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1144. assert(dw);
  1145. dw->creatures = creatures;
  1146. }
  1147. void SetHeroesInTown::applyGs(CGameState * gs) const
  1148. {
  1149. CGTownInstance *t = gs->getTown(tid);
  1150. CGHeroInstance * v = gs->getHero(visiting);
  1151. CGHeroInstance * g = gs->getHero(garrison);
  1152. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1153. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1154. if(newVisitorComesFromGarrison)
  1155. t->setGarrisonedHero(nullptr);
  1156. if(newGarrisonComesFromVisiting)
  1157. t->setVisitingHero(nullptr);
  1158. if(!newGarrisonComesFromVisiting || v)
  1159. t->setVisitingHero(v);
  1160. if(!newVisitorComesFromGarrison || g)
  1161. t->setGarrisonedHero(g);
  1162. if(v)
  1163. {
  1164. gs->map->addBlockVisTiles(v);
  1165. }
  1166. if(g)
  1167. {
  1168. gs->map->removeBlockVisTiles(g);
  1169. }
  1170. }
  1171. void HeroRecruited::applyGs(CGameState * gs) const
  1172. {
  1173. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1174. CGTownInstance *t = gs->getTown(tid);
  1175. PlayerState *p = gs->getPlayerState(player);
  1176. if (boatId != ObjectInstanceID::NONE)
  1177. {
  1178. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1179. auto * boat = dynamic_cast<CGBoat *>(obj);
  1180. if (boat)
  1181. {
  1182. gs->map->removeBlockVisTiles(boat);
  1183. h->attachToBoat(boat);
  1184. }
  1185. }
  1186. h->setOwner(player);
  1187. h->pos = tile;
  1188. h->initObj(gs->getRandomGenerator());
  1189. if(h->id == ObjectInstanceID())
  1190. {
  1191. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1192. gs->map->objects.emplace_back(h);
  1193. }
  1194. else
  1195. gs->map->objects[h->id.getNum()] = h;
  1196. gs->map->heroesOnMap.emplace_back(h);
  1197. p->heroes.emplace_back(h);
  1198. h->attachTo(*p);
  1199. gs->map->addBlockVisTiles(h);
  1200. if(t)
  1201. t->setVisitingHero(h);
  1202. }
  1203. void GiveHero::applyGs(CGameState * gs) const
  1204. {
  1205. CGHeroInstance *h = gs->getHero(id);
  1206. if (boatId != ObjectInstanceID::NONE)
  1207. {
  1208. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1209. auto * boat = dynamic_cast<CGBoat *>(obj);
  1210. if (boat)
  1211. {
  1212. gs->map->removeBlockVisTiles(boat);
  1213. h->attachToBoat(boat);
  1214. }
  1215. }
  1216. //bonus system
  1217. h->detachFrom(gs->globalEffects);
  1218. h->attachTo(*gs->getPlayerState(player));
  1219. auto oldVisitablePos = h->visitablePos();
  1220. gs->map->removeBlockVisTiles(h,true);
  1221. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1222. h->setOwner(player);
  1223. h->setMovementPoints(h->movementPointsLimit(true));
  1224. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1225. gs->map->heroesOnMap.emplace_back(h);
  1226. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1227. gs->map->addBlockVisTiles(h);
  1228. h->inTownGarrison = false;
  1229. }
  1230. void NewObject::applyGs(CGameState *gs)
  1231. {
  1232. TerrainId terrainType = ETerrainId::NONE;
  1233. if (!gs->isInTheMap(targetPos))
  1234. {
  1235. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1236. return;
  1237. }
  1238. const TerrainTile & t = gs->map->getTile(targetPos);
  1239. terrainType = t.terType->getId();
  1240. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1241. CGObjectInstance * o = handler->create();
  1242. handler->configureObject(o, gs->getRandomGenerator());
  1243. if (ID == Obj::MONSTER) //probably more options will be needed
  1244. {
  1245. //CStackInstance hlp;
  1246. auto * cre = dynamic_cast<CGCreature *>(o);
  1247. //cre->slots[0] = hlp;
  1248. assert(cre);
  1249. cre->notGrowingTeam = cre->neverFlees = false;
  1250. cre->character = 2;
  1251. cre->gainedArtifact = ArtifactID::NONE;
  1252. cre->identifier = -1;
  1253. cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
  1254. }
  1255. assert(!handler->getTemplates(terrainType).empty());
  1256. if (handler->getTemplates().empty())
  1257. {
  1258. logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID);
  1259. return;
  1260. }
  1261. if (!handler->getTemplates(terrainType).empty())
  1262. o->appearance = handler->getTemplates(terrainType).front();
  1263. else
  1264. o->appearance = handler->getTemplates().front();
  1265. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1266. o->ID = ID;
  1267. o->subID = subID;
  1268. o->pos = targetPos + o->getVisitableOffset();
  1269. gs->map->objects.emplace_back(o);
  1270. gs->map->addBlockVisTiles(o);
  1271. o->initObj(gs->getRandomGenerator());
  1272. gs->map->calculateGuardingGreaturePositions();
  1273. createdObjectID = o->id;
  1274. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1275. }
  1276. void NewArtifact::applyGs(CGameState *gs)
  1277. {
  1278. assert(!vstd::contains(gs->map->artInstances, art));
  1279. assert(!art->getParentNodes().size());
  1280. assert(art->artType);
  1281. art->setType(art->artType);
  1282. if(art->isCombined())
  1283. {
  1284. for(const auto & part : art->artType->getConstituents())
  1285. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1286. }
  1287. gs->map->addNewArtifactInstance(art);
  1288. }
  1289. const CStackInstance * StackLocation::getStack()
  1290. {
  1291. if(!army->hasStackAtSlot(slot))
  1292. {
  1293. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1294. return nullptr;
  1295. }
  1296. return &army->getStack(slot);
  1297. }
  1298. struct ObjectRetriever
  1299. {
  1300. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1301. {
  1302. return h;
  1303. }
  1304. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1305. {
  1306. return s->armyObj;
  1307. }
  1308. };
  1309. template<typename T>
  1310. struct GetBase
  1311. {
  1312. template <typename TArg>
  1313. T * operator()(TArg &arg) const
  1314. {
  1315. return arg;
  1316. }
  1317. };
  1318. void ArtifactLocation::removeArtifact()
  1319. {
  1320. CArtifactInstance *a = getArt();
  1321. assert(a);
  1322. a->removeFrom(*this);
  1323. }
  1324. const CArmedInstance * ArtifactLocation::relatedObj() const
  1325. {
  1326. return std::visit(ObjectRetriever(), artHolder);
  1327. }
  1328. PlayerColor ArtifactLocation::owningPlayer() const
  1329. {
  1330. const auto * obj = relatedObj();
  1331. return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
  1332. }
  1333. CArtifactSet *ArtifactLocation::getHolderArtSet()
  1334. {
  1335. return std::visit(GetBase<CArtifactSet>(), artHolder);
  1336. }
  1337. CBonusSystemNode *ArtifactLocation::getHolderNode()
  1338. {
  1339. return std::visit(GetBase<CBonusSystemNode>(), artHolder);
  1340. }
  1341. const CArtifactInstance *ArtifactLocation::getArt() const
  1342. {
  1343. const auto * s = getSlot();
  1344. if(s)
  1345. return s->getArt();
  1346. else
  1347. return nullptr;
  1348. }
  1349. CArtifactSet * ArtifactLocation::getHolderArtSet() const
  1350. {
  1351. auto * t = const_cast<ArtifactLocation *>(this);
  1352. return t->getHolderArtSet();
  1353. }
  1354. const CBonusSystemNode * ArtifactLocation::getHolderNode() const
  1355. {
  1356. auto * t = const_cast<ArtifactLocation *>(this);
  1357. return t->getHolderNode();
  1358. }
  1359. CArtifactInstance *ArtifactLocation::getArt()
  1360. {
  1361. const ArtifactLocation *t = this;
  1362. return const_cast<CArtifactInstance*>(t->getArt());
  1363. }
  1364. const ArtSlotInfo *ArtifactLocation::getSlot() const
  1365. {
  1366. return getHolderArtSet()->getSlot(slot);
  1367. }
  1368. void ChangeStackCount::applyGs(CGameState * gs)
  1369. {
  1370. auto * srcObj = gs->getArmyInstance(army);
  1371. if(!srcObj)
  1372. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1373. if(absoluteValue)
  1374. srcObj->setStackCount(slot, count);
  1375. else
  1376. srcObj->changeStackCount(slot, count);
  1377. }
  1378. void SetStackType::applyGs(CGameState * gs)
  1379. {
  1380. auto * srcObj = gs->getArmyInstance(army);
  1381. if(!srcObj)
  1382. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1383. srcObj->setStackType(slot, type);
  1384. }
  1385. void EraseStack::applyGs(CGameState * gs)
  1386. {
  1387. auto * srcObj = gs->getArmyInstance(army);
  1388. if(!srcObj)
  1389. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1390. srcObj->eraseStack(slot);
  1391. }
  1392. void SwapStacks::applyGs(CGameState * gs)
  1393. {
  1394. auto * srcObj = gs->getArmyInstance(srcArmy);
  1395. if(!srcObj)
  1396. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1397. auto * dstObj = gs->getArmyInstance(dstArmy);
  1398. if(!dstObj)
  1399. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1400. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1401. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1402. srcObj->putStack(srcSlot, s2);
  1403. dstObj->putStack(dstSlot, s1);
  1404. }
  1405. void InsertNewStack::applyGs(CGameState *gs)
  1406. {
  1407. if(auto * obj = gs->getArmyInstance(army))
  1408. obj->putStack(slot, new CStackInstance(type, count));
  1409. else
  1410. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1411. }
  1412. void RebalanceStacks::applyGs(CGameState * gs)
  1413. {
  1414. auto * srcObj = gs->getArmyInstance(srcArmy);
  1415. if(!srcObj)
  1416. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1417. auto * dstObj = gs->getArmyInstance(dstArmy);
  1418. if(!dstObj)
  1419. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1420. StackLocation src(srcObj, srcSlot);
  1421. StackLocation dst(dstObj, dstSlot);
  1422. const CCreature * srcType = src.army->getCreature(src.slot);
  1423. TQuantity srcCount = src.army->getStackCount(src.slot);
  1424. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1425. if(srcCount == count) //moving whole stack
  1426. {
  1427. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1428. if(c) //stack at dest -> merge
  1429. {
  1430. assert(c == srcType);
  1431. auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
  1432. auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
  1433. auto * artHere = alHere.getArt();
  1434. auto * artDest = alDest.getArt();
  1435. if (artHere)
  1436. {
  1437. if (alDest.getArt())
  1438. {
  1439. auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
  1440. auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
  1441. if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
  1442. {
  1443. artDest->move (alDest, ArtifactLocation (hero, dstSlot));
  1444. }
  1445. //else - artifact cna be lost :/
  1446. else
  1447. {
  1448. EraseArtifact ea;
  1449. ea.al = alDest;
  1450. ea.applyGs(gs);
  1451. logNetwork->warn("Cannot move artifact! No free slots");
  1452. }
  1453. artHere->move (alHere, alDest);
  1454. //TODO: choose from dialog
  1455. }
  1456. else //just move to the other slot before stack gets erased
  1457. {
  1458. artHere->move (alHere, alDest);
  1459. }
  1460. }
  1461. if (stackExp)
  1462. {
  1463. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1464. src.army->eraseStack(src.slot);
  1465. dst.army->changeStackCount(dst.slot, count);
  1466. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1467. }
  1468. else
  1469. {
  1470. src.army->eraseStack(src.slot);
  1471. dst.army->changeStackCount(dst.slot, count);
  1472. }
  1473. }
  1474. else //move stack to an empty slot, no exp change needed
  1475. {
  1476. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1477. dst.army->putStack(dst.slot, stackDetached);
  1478. }
  1479. }
  1480. else
  1481. {
  1482. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1483. if(c) //stack at dest -> rebalance
  1484. {
  1485. assert(c == srcType);
  1486. if (stackExp)
  1487. {
  1488. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1489. src.army->changeStackCount(src.slot, -count);
  1490. dst.army->changeStackCount(dst.slot, count);
  1491. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1492. }
  1493. else
  1494. {
  1495. src.army->changeStackCount(src.slot, -count);
  1496. dst.army->changeStackCount(dst.slot, count);
  1497. }
  1498. }
  1499. else //split stack to an empty slot
  1500. {
  1501. src.army->changeStackCount(src.slot, -count);
  1502. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1503. if (stackExp)
  1504. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1505. }
  1506. }
  1507. CBonusSystemNode::treeHasChanged();
  1508. }
  1509. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1510. {
  1511. for(auto & move : moves)
  1512. move.applyGs(gs);
  1513. }
  1514. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1515. {
  1516. for(auto & move : moves)
  1517. move.applyGs(gs);
  1518. for(auto & change : changes)
  1519. change.applyGs(gs);
  1520. }
  1521. void PutArtifact::applyGs(CGameState *gs)
  1522. {
  1523. assert(art->canBePutAt(al));
  1524. // Ensure that artifact has been correctly added via NewArtifact pack
  1525. assert(vstd::contains(gs->map->artInstances, art));
  1526. assert(!art->getParentNodes().empty());
  1527. art->putAt(al);
  1528. }
  1529. void EraseArtifact::applyGs(CGameState *gs)
  1530. {
  1531. const auto * slot = al.getSlot();
  1532. if(slot->locked)
  1533. {
  1534. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1535. DisassembledArtifact dis;
  1536. dis.al.artHolder = al.artHolder;
  1537. auto * aset = al.getHolderArtSet();
  1538. #ifndef NDEBUG
  1539. bool found = false;
  1540. #endif
  1541. for(auto& p : aset->artifactsWorn)
  1542. {
  1543. auto art = p.second.artifact;
  1544. if(art->isCombined() && art->isPart(slot->artifact))
  1545. {
  1546. dis.al.slot = aset->getArtPos(art);
  1547. #ifndef NDEBUG
  1548. found = true;
  1549. #endif
  1550. break;
  1551. }
  1552. }
  1553. assert(found && "Failed to determine the assembly this locked artifact belongs to");
  1554. logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
  1555. dis.applyGs(gs);
  1556. }
  1557. else
  1558. {
  1559. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1560. }
  1561. al.removeArtifact();
  1562. }
  1563. void MoveArtifact::applyGs(CGameState * gs)
  1564. {
  1565. CArtifactInstance * art = src.getArt();
  1566. assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
  1567. art->move(src, dst);
  1568. }
  1569. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1570. {
  1571. enum class EBulkArtsOp
  1572. {
  1573. BULK_MOVE,
  1574. BULK_REMOVE,
  1575. BULK_PUT
  1576. };
  1577. auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
  1578. CArtifactSet * artSet, EBulkArtsOp operation) -> void
  1579. {
  1580. int numBackpackArtifactsMoved = 0;
  1581. for(auto & slot : artsPack)
  1582. {
  1583. // When an object gets removed from the backpack, the backpack shrinks
  1584. // so all the following indices will be affected. Thus, we need to update
  1585. // the subsequent artifact slots to account for that
  1586. auto srcPos = slot.srcPos;
  1587. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1588. {
  1589. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1590. }
  1591. const auto * slotInfo = artSet->getSlot(srcPos);
  1592. assert(slotInfo);
  1593. auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
  1594. assert(art);
  1595. switch(operation)
  1596. {
  1597. case EBulkArtsOp::BULK_MOVE:
  1598. const_cast<CArtifactInstance*>(art)->move(
  1599. ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
  1600. break;
  1601. case EBulkArtsOp::BULK_REMOVE:
  1602. art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
  1603. break;
  1604. case EBulkArtsOp::BULK_PUT:
  1605. art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
  1606. break;
  1607. default:
  1608. break;
  1609. }
  1610. if(srcPos >= ArtifactPosition::BACKPACK_START)
  1611. {
  1612. numBackpackArtifactsMoved++;
  1613. }
  1614. }
  1615. };
  1616. if(swap)
  1617. {
  1618. // Swap
  1619. auto * leftSet = getSrcHolderArtSet();
  1620. auto * rightSet = getDstHolderArtSet();
  1621. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1622. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1623. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1624. bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
  1625. bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
  1626. bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
  1627. }
  1628. else
  1629. {
  1630. bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
  1631. }
  1632. }
  1633. void AssembledArtifact::applyGs(CGameState *gs)
  1634. {
  1635. CArtifactSet * artSet = al.getHolderArtSet();
  1636. const CArtifactInstance * transformedArt = al.getArt();
  1637. assert(transformedArt);
  1638. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1639. {
  1640. return art->getId() == builtArt->getId();
  1641. }));
  1642. const auto transformedArtSlot = artSet->getSlotByInstance(transformedArt);
  1643. auto * combinedArt = new CArtifactInstance(builtArt);
  1644. gs->map->addNewArtifactInstance(combinedArt);
  1645. // Find slots for all involved artifacts
  1646. std::vector<ArtifactPosition> slotsInvolved;
  1647. for(const auto constituent : builtArt->getConstituents())
  1648. {
  1649. ArtifactPosition slot;
  1650. if(transformedArt->getTypeId() == constituent->getId())
  1651. slot = transformedArtSlot;
  1652. else
  1653. slot = artSet->getArtPos(constituent->getId(), false, false);
  1654. assert(slot != ArtifactPosition::PRE_FIRST);
  1655. slotsInvolved.emplace_back(slot);
  1656. }
  1657. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1658. // Find a slot for combined artifact
  1659. al.slot = transformedArtSlot;
  1660. for(const auto slot : slotsInvolved)
  1661. {
  1662. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1663. {
  1664. if(ArtifactUtils::isSlotBackpack(slot))
  1665. {
  1666. al.slot = ArtifactPosition::BACKPACK_START;
  1667. break;
  1668. }
  1669. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1670. && vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), slot))
  1671. al.slot = slot;
  1672. }
  1673. else
  1674. {
  1675. if(ArtifactUtils::isSlotBackpack(slot))
  1676. al.slot = std::min(al.slot, slot);
  1677. }
  1678. }
  1679. // Delete parts from hero
  1680. for(const auto slot : slotsInvolved)
  1681. {
  1682. const auto constituentInstance = artSet->getArt(slot);
  1683. constituentInstance->removeFrom(ArtifactLocation(al.artHolder, slot));
  1684. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1685. combinedArt->addPart(constituentInstance, slot);
  1686. else
  1687. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1688. }
  1689. // Put new combined artifacts
  1690. combinedArt->putAt(al);
  1691. }
  1692. void DisassembledArtifact::applyGs(CGameState *gs)
  1693. {
  1694. auto * disassembled = al.getArt();
  1695. assert(disassembled);
  1696. auto parts = disassembled->getPartsInfo();
  1697. disassembled->removeFrom(al);
  1698. for(auto & part : parts)
  1699. {
  1700. ArtifactLocation partLoc = al;
  1701. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1702. partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1703. disassembled->detachFrom(*part.art);
  1704. part.art->putAt(partLoc);
  1705. }
  1706. gs->map->eraseArtifactInstance(disassembled);
  1707. }
  1708. void HeroVisit::applyGs(CGameState *gs)
  1709. {
  1710. }
  1711. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1712. {
  1713. if(id >= 0)
  1714. {
  1715. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
  1716. {
  1717. bm->artifacts = arts;
  1718. }
  1719. else
  1720. {
  1721. logNetwork->error("Wrong black market id!");
  1722. }
  1723. }
  1724. else
  1725. {
  1726. CGTownInstance::merchantArtifacts = arts;
  1727. }
  1728. }
  1729. void NewTurn::applyGs(CGameState *gs)
  1730. {
  1731. gs->day = day;
  1732. // Update bonuses before doing anything else so hero don't get more MP than needed
  1733. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1734. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1735. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1736. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1737. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1738. {
  1739. CGHeroInstance *hero = gs->getHero(h.id);
  1740. if(!hero)
  1741. {
  1742. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1743. continue;
  1744. }
  1745. hero->setMovementPoints(h.move);
  1746. hero->mana = h.mana;
  1747. }
  1748. gs->heroesPool->onNewDay();
  1749. for(const auto & re : res)
  1750. {
  1751. assert(re.first.isValidPlayer());
  1752. gs->getPlayerState(re.first)->resources = re.second;
  1753. }
  1754. for(const auto & creatureSet : cres) //set available creatures in towns
  1755. creatureSet.second.applyGs(gs);
  1756. for(CGTownInstance* t : gs->map->towns)
  1757. t->builded = 0;
  1758. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1759. gs->updateRumor();
  1760. }
  1761. void SetObjectProperty::applyGs(CGameState * gs) const
  1762. {
  1763. CGObjectInstance *obj = gs->getObjInstance(id);
  1764. if(!obj)
  1765. {
  1766. logNetwork->error("Wrong object ID - property cannot be set!");
  1767. return;
  1768. }
  1769. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1770. if(what == ObjProperty::OWNER && cai)
  1771. {
  1772. if(obj->ID == Obj::TOWN)
  1773. {
  1774. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1775. assert(t);
  1776. PlayerColor oldOwner = t->tempOwner;
  1777. if(oldOwner.isValidPlayer())
  1778. {
  1779. auto * state = gs->getPlayerState(oldOwner);
  1780. state->towns -= t;
  1781. if(state->towns.empty())
  1782. *state->daysWithoutCastle = 0;
  1783. }
  1784. if(PlayerColor(val).isValidPlayer())
  1785. {
  1786. PlayerState * p = gs->getPlayerState(PlayerColor(val));
  1787. p->towns.emplace_back(t);
  1788. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1789. if(p->daysWithoutCastle)
  1790. p->daysWithoutCastle = std::nullopt;
  1791. }
  1792. }
  1793. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1794. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1795. obj->setProperty(what,val);
  1796. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1797. }
  1798. else //not an armed instance
  1799. {
  1800. obj->setProperty(what,val);
  1801. }
  1802. }
  1803. void PrepareHeroLevelUp::applyGs(CGameState * gs)
  1804. {
  1805. auto * hero = gs->getHero(heroId);
  1806. assert(hero);
  1807. auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
  1808. if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  1809. {
  1810. skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
  1811. }
  1812. else
  1813. {
  1814. skills = proposedSkills;
  1815. }
  1816. }
  1817. void HeroLevelUp::applyGs(CGameState * gs) const
  1818. {
  1819. auto * hero = gs->getHero(heroId);
  1820. assert(hero);
  1821. hero->levelUp(skills);
  1822. }
  1823. void CommanderLevelUp::applyGs(CGameState * gs) const
  1824. {
  1825. auto * hero = gs->getHero(heroId);
  1826. assert(hero);
  1827. auto commander = hero->commander;
  1828. assert(commander);
  1829. commander->levelUp();
  1830. }
  1831. void BattleStart::applyGs(CGameState * gs) const
  1832. {
  1833. assert(battleID == gs->nextBattleID);
  1834. gs->currentBattles.emplace_back(info);
  1835. info->battleID = gs->nextBattleID;
  1836. info->localInit();
  1837. gs->nextBattleID = vstd::next(gs->nextBattleID, 1);
  1838. }
  1839. void BattleNextRound::applyGs(CGameState * gs) const
  1840. {
  1841. gs->getBattle(battleID)->nextRound();
  1842. }
  1843. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1844. {
  1845. gs->getBattle(battleID)->nextTurn(stack);
  1846. }
  1847. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1848. {
  1849. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1850. assert(st);
  1851. switch(static_cast<BonusType>(effect))
  1852. {
  1853. case BonusType::HP_REGENERATION:
  1854. {
  1855. int64_t toHeal = val;
  1856. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1857. break;
  1858. }
  1859. case BonusType::MANA_DRAIN:
  1860. {
  1861. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1862. st->drainedMana = true;
  1863. h->mana -= val;
  1864. vstd::amax(h->mana, 0);
  1865. break;
  1866. }
  1867. case BonusType::POISON:
  1868. {
  1869. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1870. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1871. if (b)
  1872. b->val = val;
  1873. break;
  1874. }
  1875. case BonusType::ENCHANTER:
  1876. case BonusType::MORALE:
  1877. break;
  1878. case BonusType::FEAR:
  1879. st->fear = true;
  1880. break;
  1881. default:
  1882. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1883. }
  1884. }
  1885. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1886. {
  1887. if(gs->getBattle(battleID))
  1888. gs->getBattle(battleID)->si.gateState = state;
  1889. }
  1890. void BattleCancelled::applyGs(CGameState * gs) const
  1891. {
  1892. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1893. {
  1894. return battle->battleID == battleID;
  1895. });
  1896. assert(currentBattle != gs->currentBattles.end());
  1897. gs->currentBattles.erase(currentBattle);
  1898. }
  1899. void BattleResultAccepted::applyGs(CGameState * gs) const
  1900. {
  1901. // Remove any "until next battle" bonuses
  1902. for(auto & res : heroResult)
  1903. {
  1904. if(res.hero)
  1905. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1906. }
  1907. if(winnerSide != 2)
  1908. {
  1909. // Grow up growing artifacts
  1910. const auto hero = heroResult[winnerSide].hero;
  1911. if (hero)
  1912. {
  1913. if(hero->commander && hero->commander->alive)
  1914. {
  1915. for(auto & art : hero->commander->artifactsWorn)
  1916. art.second.artifact->growingUp();
  1917. }
  1918. for(auto & art : hero->artifactsWorn)
  1919. {
  1920. art.second.artifact->growingUp();
  1921. }
  1922. }
  1923. }
  1924. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1925. {
  1926. if(heroResult[0].army)
  1927. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1928. if(heroResult[1].army)
  1929. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1930. CBonusSystemNode::treeHasChanged();
  1931. }
  1932. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1933. {
  1934. return battle->battleID == battleID;
  1935. });
  1936. assert(currentBattle != gs->currentBattles.end());
  1937. gs->currentBattles.erase(currentBattle);
  1938. }
  1939. void BattleLogMessage::applyGs(CGameState *gs)
  1940. {
  1941. //nothing
  1942. }
  1943. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1944. {
  1945. //nothing
  1946. }
  1947. void BattleStackMoved::applyGs(CGameState *gs)
  1948. {
  1949. applyBattle(gs->getBattle(battleID));
  1950. }
  1951. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1952. {
  1953. battleState->moveUnit(stack, tilesToMove.back());
  1954. }
  1955. void BattleStackAttacked::applyGs(CGameState * gs)
  1956. {
  1957. applyBattle(gs->getBattle(battleID));
  1958. }
  1959. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1960. {
  1961. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1962. }
  1963. void BattleAttack::applyGs(CGameState * gs)
  1964. {
  1965. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1966. assert(attacker);
  1967. attackerChanges.applyGs(gs);
  1968. for(BattleStackAttacked & stackAttacked : bsa)
  1969. stackAttacked.applyGs(gs);
  1970. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1971. }
  1972. void StartAction::applyGs(CGameState *gs)
  1973. {
  1974. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1975. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1976. {
  1977. gs->getBattle(battleID)->tacticDistance = 0;
  1978. return;
  1979. }
  1980. if(gs->getBattle(battleID)->tacticDistance)
  1981. {
  1982. // moves in tactics phase do not affect creature status
  1983. // (tactics stack queue is managed by client)
  1984. return;
  1985. }
  1986. if (ba.isUnitAction())
  1987. {
  1988. assert(st); // stack must exists for all non-hero actions
  1989. switch(ba.actionType)
  1990. {
  1991. case EActionType::DEFEND:
  1992. st->waiting = false;
  1993. st->defending = true;
  1994. st->defendingAnim = true;
  1995. break;
  1996. case EActionType::WAIT:
  1997. st->defendingAnim = false;
  1998. st->waiting = true;
  1999. st->waitedThisTurn = true;
  2000. break;
  2001. case EActionType::HERO_SPELL: //no change in current stack state
  2002. break;
  2003. default: //any active stack action - attack, catapult, heal, spell...
  2004. st->waiting = false;
  2005. st->defendingAnim = false;
  2006. st->movedThisRound = true;
  2007. break;
  2008. }
  2009. }
  2010. else
  2011. {
  2012. if(ba.actionType == EActionType::HERO_SPELL)
  2013. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  2014. }
  2015. }
  2016. void BattleSpellCast::applyGs(CGameState * gs) const
  2017. {
  2018. if(castByHero)
  2019. {
  2020. if(side < 2)
  2021. {
  2022. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  2023. }
  2024. }
  2025. }
  2026. void SetStackEffect::applyGs(CGameState *gs)
  2027. {
  2028. applyBattle(gs->getBattle(battleID));
  2029. }
  2030. void SetStackEffect::applyBattle(IBattleState * battleState)
  2031. {
  2032. for(const auto & stackData : toRemove)
  2033. battleState->removeUnitBonus(stackData.first, stackData.second);
  2034. for(const auto & stackData : toUpdate)
  2035. battleState->updateUnitBonus(stackData.first, stackData.second);
  2036. for(const auto & stackData : toAdd)
  2037. battleState->addUnitBonus(stackData.first, stackData.second);
  2038. }
  2039. void StacksInjured::applyGs(CGameState *gs)
  2040. {
  2041. applyBattle(gs->getBattle(battleID));
  2042. }
  2043. void StacksInjured::applyBattle(IBattleState * battleState)
  2044. {
  2045. for(BattleStackAttacked stackAttacked : stacks)
  2046. stackAttacked.applyBattle(battleState);
  2047. }
  2048. void BattleUnitsChanged::applyGs(CGameState *gs)
  2049. {
  2050. applyBattle(gs->getBattle(battleID));
  2051. }
  2052. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2053. {
  2054. for(auto & elem : changedStacks)
  2055. {
  2056. switch(elem.operation)
  2057. {
  2058. case BattleChanges::EOperation::RESET_STATE:
  2059. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2060. break;
  2061. case BattleChanges::EOperation::REMOVE:
  2062. battleState->removeUnit(elem.id);
  2063. break;
  2064. case BattleChanges::EOperation::ADD:
  2065. battleState->addUnit(elem.id, elem.data);
  2066. break;
  2067. case BattleChanges::EOperation::UPDATE:
  2068. battleState->updateUnit(elem.id, elem.data);
  2069. break;
  2070. default:
  2071. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2072. break;
  2073. }
  2074. }
  2075. }
  2076. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2077. {
  2078. applyBattle(gs->getBattle(battleID));
  2079. }
  2080. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2081. {
  2082. for(const auto & change : changes)
  2083. {
  2084. switch(change.operation)
  2085. {
  2086. case BattleChanges::EOperation::REMOVE:
  2087. battleState->removeObstacle(change.id);
  2088. break;
  2089. case BattleChanges::EOperation::ADD:
  2090. battleState->addObstacle(change);
  2091. break;
  2092. case BattleChanges::EOperation::UPDATE:
  2093. battleState->updateObstacle(change);
  2094. break;
  2095. default:
  2096. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2097. break;
  2098. }
  2099. }
  2100. }
  2101. CatapultAttack::CatapultAttack() = default;
  2102. CatapultAttack::~CatapultAttack() = default;
  2103. void CatapultAttack::applyGs(CGameState * gs)
  2104. {
  2105. applyBattle(gs->getBattle(battleID));
  2106. }
  2107. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2108. {
  2109. visitor.visitCatapultAttack(*this);
  2110. }
  2111. void CatapultAttack::applyBattle(IBattleState * battleState)
  2112. {
  2113. const auto * town = battleState->getDefendedTown();
  2114. if(!town)
  2115. return;
  2116. if(town->fortLevel() == CGTownInstance::NONE)
  2117. return;
  2118. for(const auto & part : attackedParts)
  2119. {
  2120. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2121. battleState->setWallState(part.attackedPart, newWallState);
  2122. }
  2123. }
  2124. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2125. {
  2126. CStack * stack = gs->getBattle(battleID)->getStack(stackID);
  2127. switch(which)
  2128. {
  2129. case CASTS:
  2130. {
  2131. if(absolute)
  2132. logNetwork->error("Can not change casts in absolute mode");
  2133. else
  2134. stack->casts.use(-val);
  2135. break;
  2136. }
  2137. case ENCHANTER_COUNTER:
  2138. {
  2139. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2140. if(absolute)
  2141. counter = val;
  2142. else
  2143. counter += val;
  2144. vstd::amax(counter, 0);
  2145. break;
  2146. }
  2147. case UNBIND:
  2148. {
  2149. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2150. break;
  2151. }
  2152. case CLONED:
  2153. {
  2154. stack->cloned = true;
  2155. break;
  2156. }
  2157. case HAS_CLONE:
  2158. {
  2159. stack->cloneID = val;
  2160. break;
  2161. }
  2162. }
  2163. }
  2164. void PlayerCheated::applyGs(CGameState * gs) const
  2165. {
  2166. if(!player.isValidPlayer())
  2167. return;
  2168. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2169. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2170. gs->getPlayerState(player)->cheated = true;
  2171. }
  2172. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2173. {
  2174. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2175. gs->actingPlayers.insert(player);
  2176. }
  2177. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2178. {
  2179. assert(gs->actingPlayers.count(player) == 1);
  2180. gs->actingPlayers.erase(player);
  2181. }
  2182. void DaysWithoutTown::applyGs(CGameState * gs) const
  2183. {
  2184. auto & playerState = gs->players[player];
  2185. playerState.daysWithoutCastle = daysWithoutCastle;
  2186. }
  2187. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2188. {
  2189. auto & playerState = gs->players[player];
  2190. playerState.turnTimer = turnTimer;
  2191. }
  2192. Component::Component(const CStackBasicDescriptor & stack)
  2193. : id(EComponentType::CREATURE)
  2194. , subtype(stack.type->getId())
  2195. , val(stack.count)
  2196. {
  2197. }
  2198. void EntitiesChanged::applyGs(CGameState * gs)
  2199. {
  2200. for(const auto & change : changes)
  2201. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2202. }
  2203. const CArtifactInstance * ArtSlotInfo::getArt() const
  2204. {
  2205. if(locked)
  2206. {
  2207. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2208. return nullptr;
  2209. }
  2210. return artifact;
  2211. }
  2212. CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
  2213. {
  2214. return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
  2215. }
  2216. CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
  2217. {
  2218. return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
  2219. }
  2220. VCMI_LIB_NAMESPACE_END