2
0

NetPacksLib.cpp 59 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487
  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "SetRewardableConfiguration.h"
  16. #include "StackLocation.h"
  17. #include "PacksForLobby.h"
  18. #include "SetStackEffect.h"
  19. #include "NetPackVisitor.h"
  20. #include "texts/CGeneralTextHandler.h"
  21. #include "CArtHandler.h"
  22. #include "CHeroHandler.h"
  23. #include "VCMI_Lib.h"
  24. #include "mapping/CMap.h"
  25. #include "spells/CSpellHandler.h"
  26. #include "CCreatureHandler.h"
  27. #include "gameState/CGameState.h"
  28. #include "gameState/TavernHeroesPool.h"
  29. #include "CStack.h"
  30. #include "battle/BattleInfo.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "entities/building/CBuilding.h"
  36. #include "mapObjects/CBank.h"
  37. #include "mapObjects/CGCreature.h"
  38. #include "mapObjects/CGMarket.h"
  39. #include "mapObjects/CGTownInstance.h"
  40. #include "mapObjects/CQuest.h"
  41. #include "mapObjects/MiscObjects.h"
  42. #include "mapObjectConstructors/AObjectTypeHandler.h"
  43. #include "mapObjectConstructors/CObjectClassesHandler.h"
  44. #include "campaign/CampaignState.h"
  45. #include "GameSettings.h"
  46. VCMI_LIB_NAMESPACE_BEGIN
  47. void CPack::visit(ICPackVisitor & visitor)
  48. {
  49. visitBasic(visitor);
  50. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  51. if(visitor.callTyped())
  52. {
  53. visitTyped(visitor);
  54. }
  55. }
  56. void CPack::visitBasic(ICPackVisitor & visitor)
  57. {
  58. }
  59. void CPack::visitTyped(ICPackVisitor & visitor)
  60. {
  61. }
  62. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  63. {
  64. visitor.visitForClient(*this);
  65. }
  66. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  67. {
  68. visitor.visitForServer(*this);
  69. }
  70. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  71. {
  72. visitor.visitForLobby(*this);
  73. }
  74. bool CPackForLobby::isForServer() const
  75. {
  76. return false;
  77. }
  78. bool CLobbyPackToServer::isForServer() const
  79. {
  80. return true;
  81. }
  82. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  83. {
  84. visitor.visitPackageApplied(*this);
  85. }
  86. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  87. {
  88. visitor.visitSystemMessage(*this);
  89. }
  90. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  91. {
  92. visitor.visitPlayerBlocked(*this);
  93. }
  94. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  95. {
  96. visitor.visitPlayerCheated(*this);
  97. }
  98. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  99. {
  100. visitor.visitPlayerStartsTurn(*this);
  101. }
  102. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  103. {
  104. visitor.visitDaysWithoutTown(*this);
  105. }
  106. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  107. {
  108. visitor.visitEntitiesChanged(*this);
  109. }
  110. void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
  111. {
  112. visitor.visitSetRewardableConfiguration(*this);
  113. }
  114. void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
  115. {
  116. visitor.visitSetBankConfiguration(*this);
  117. }
  118. void SetResources::visitTyped(ICPackVisitor & visitor)
  119. {
  120. visitor.visitSetResources(*this);
  121. }
  122. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  123. {
  124. visitor.visitSetPrimSkill(*this);
  125. }
  126. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  127. {
  128. visitor.visitSetSecSkill(*this);
  129. }
  130. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  131. {
  132. visitor.visitHeroVisitCastle(*this);
  133. }
  134. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  135. {
  136. visitor.visitChangeSpells(*this);
  137. }
  138. void SetMana::visitTyped(ICPackVisitor & visitor)
  139. {
  140. visitor.visitSetMana(*this);
  141. }
  142. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  143. {
  144. visitor.visitSetMovePoints(*this);
  145. }
  146. void FoWChange::visitTyped(ICPackVisitor & visitor)
  147. {
  148. visitor.visitFoWChange(*this);
  149. }
  150. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  151. {
  152. visitor.visitSetAvailableHeroes(*this);
  153. }
  154. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  155. {
  156. visitor.visitGiveBonus(*this);
  157. }
  158. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  159. {
  160. visitor.visitChangeObjPos(*this);
  161. }
  162. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  163. {
  164. visitor.visitPlayerEndsTurn(*this);
  165. }
  166. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  167. {
  168. visitor.visitPlayerEndsGame(*this);
  169. }
  170. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  171. {
  172. visitor.visitPlayerReinitInterface(*this);
  173. }
  174. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  175. {
  176. visitor.visitRemoveBonus(*this);
  177. }
  178. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  179. {
  180. visitor.visitSetCommanderProperty(*this);
  181. }
  182. void AddQuest::visitTyped(ICPackVisitor & visitor)
  183. {
  184. visitor.visitAddQuest(*this);
  185. }
  186. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  187. {
  188. visitor.visitUpdateArtHandlerLists(*this);
  189. }
  190. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  191. {
  192. visitor.visitUpdateMapEvents(*this);
  193. }
  194. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  195. {
  196. visitor.visitUpdateCastleEvents(*this);
  197. }
  198. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  199. {
  200. visitor.visitChangeFormation(*this);
  201. }
  202. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  203. {
  204. visitor.visitRemoveObject(*this);
  205. }
  206. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  207. {
  208. visitor.visitTryMoveHero(*this);
  209. }
  210. void NewStructures::visitTyped(ICPackVisitor & visitor)
  211. {
  212. visitor.visitNewStructures(*this);
  213. }
  214. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  215. {
  216. visitor.visitRazeStructures(*this);
  217. }
  218. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  219. {
  220. visitor.visitSetAvailableCreatures(*this);
  221. }
  222. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  223. {
  224. visitor.visitSetHeroesInTown(*this);
  225. }
  226. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  227. {
  228. visitor.visitHeroRecruited(*this);
  229. }
  230. void GiveHero::visitTyped(ICPackVisitor & visitor)
  231. {
  232. visitor.visitGiveHero(*this);
  233. }
  234. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  235. {
  236. visitor.visitOpenWindow(*this);
  237. }
  238. void NewObject::visitTyped(ICPackVisitor & visitor)
  239. {
  240. visitor.visitNewObject(*this);
  241. }
  242. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  243. {
  244. visitor.visitSetAvailableArtifacts(*this);
  245. }
  246. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  247. {
  248. visitor.visitNewArtifact(*this);
  249. }
  250. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  251. {
  252. visitor.visitChangeStackCount(*this);
  253. }
  254. void SetStackType::visitTyped(ICPackVisitor & visitor)
  255. {
  256. visitor.visitSetStackType(*this);
  257. }
  258. void EraseStack::visitTyped(ICPackVisitor & visitor)
  259. {
  260. visitor.visitEraseStack(*this);
  261. }
  262. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  263. {
  264. visitor.visitSwapStacks(*this);
  265. }
  266. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  267. {
  268. visitor.visitInsertNewStack(*this);
  269. }
  270. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  271. {
  272. visitor.visitRebalanceStacks(*this);
  273. }
  274. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  275. {
  276. visitor.visitBulkRebalanceStacks(*this);
  277. }
  278. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  279. {
  280. visitor.visitBulkSmartRebalanceStacks(*this);
  281. }
  282. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  283. {
  284. visitor.visitPutArtifact(*this);
  285. }
  286. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  287. {
  288. visitor.visitEraseArtifact(*this);
  289. }
  290. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  291. {
  292. visitor.visitBulkMoveArtifacts(*this);
  293. }
  294. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  295. {
  296. visitor.visitAssembledArtifact(*this);
  297. }
  298. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  299. {
  300. visitor.visitDisassembledArtifact(*this);
  301. }
  302. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  303. {
  304. visitor.visitHeroVisit(*this);
  305. }
  306. void NewTurn::visitTyped(ICPackVisitor & visitor)
  307. {
  308. visitor.visitNewTurn(*this);
  309. }
  310. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  311. {
  312. visitor.visitInfoWindow(*this);
  313. }
  314. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  315. {
  316. visitor.visitSetObjectProperty(*this);
  317. }
  318. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  319. {
  320. visitor.visitChangeObjectVisitors(*this);
  321. }
  322. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  323. {
  324. visitor.visitChangeArtifactsCostume(*this);
  325. }
  326. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  327. {
  328. visitor.visitHeroLevelUp(*this);
  329. }
  330. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  331. {
  332. visitor.visitCommanderLevelUp(*this);
  333. }
  334. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  335. {
  336. visitor.visitBlockingDialog(*this);
  337. }
  338. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  339. {
  340. visitor.visitGarrisonDialog(*this);
  341. }
  342. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  343. {
  344. visitor.visitExchangeDialog(*this);
  345. }
  346. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  347. {
  348. visitor.visitTeleportDialog(*this);
  349. }
  350. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  351. {
  352. visitor.visitMapObjectSelectDialog(*this);
  353. }
  354. void BattleStart::visitTyped(ICPackVisitor & visitor)
  355. {
  356. visitor.visitBattleStart(*this);
  357. }
  358. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  359. {
  360. visitor.visitBattleNextRound(*this);
  361. }
  362. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  363. {
  364. visitor.visitBattleSetActiveStack(*this);
  365. }
  366. void BattleResult::visitTyped(ICPackVisitor & visitor)
  367. {
  368. visitor.visitBattleResult(*this);
  369. }
  370. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  371. {
  372. visitor.visitBattleLogMessage(*this);
  373. }
  374. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  375. {
  376. visitor.visitBattleStackMoved(*this);
  377. }
  378. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  379. {
  380. visitor.visitBattleUnitsChanged(*this);
  381. }
  382. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  383. {
  384. visitor.visitBattleAttack(*this);
  385. }
  386. void StartAction::visitTyped(ICPackVisitor & visitor)
  387. {
  388. visitor.visitStartAction(*this);
  389. }
  390. void EndAction::visitTyped(ICPackVisitor & visitor)
  391. {
  392. visitor.visitEndAction(*this);
  393. }
  394. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  395. {
  396. visitor.visitBattleSpellCast(*this);
  397. }
  398. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  399. {
  400. visitor.visitSetStackEffect(*this);
  401. }
  402. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  403. {
  404. visitor.visitStacksInjured(*this);
  405. }
  406. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  407. {
  408. visitor.visitBattleResultsApplied(*this);
  409. }
  410. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  411. {
  412. visitor.visitBattleObstaclesChanged(*this);
  413. }
  414. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  415. {
  416. visitor.visitBattleSetStackProperty(*this);
  417. }
  418. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  419. {
  420. visitor.visitBattleTriggerEffect(*this);
  421. }
  422. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  423. {
  424. visitor.visitBattleUpdateGateState(*this);
  425. }
  426. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  427. {
  428. visitor.visitAdvmapSpellCast(*this);
  429. }
  430. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  431. {
  432. visitor.visitShowWorldViewEx(*this);
  433. }
  434. void EndTurn::visitTyped(ICPackVisitor & visitor)
  435. {
  436. visitor.visitEndTurn(*this);
  437. }
  438. void GamePause::visitTyped(ICPackVisitor & visitor)
  439. {
  440. visitor.visitGamePause(*this);
  441. }
  442. void DismissHero::visitTyped(ICPackVisitor & visitor)
  443. {
  444. visitor.visitDismissHero(*this);
  445. }
  446. void MoveHero::visitTyped(ICPackVisitor & visitor)
  447. {
  448. visitor.visitMoveHero(*this);
  449. }
  450. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  451. {
  452. visitor.visitCastleTeleportHero(*this);
  453. }
  454. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  455. {
  456. visitor.visitArrangeStacks(*this);
  457. }
  458. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  459. {
  460. visitor.visitBulkMoveArmy(*this);
  461. }
  462. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  463. {
  464. visitor.visitBulkSplitStack(*this);
  465. }
  466. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  467. {
  468. visitor.visitBulkMergeStacks(*this);
  469. }
  470. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  471. {
  472. visitor.visitBulkSmartSplitStack(*this);
  473. }
  474. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  475. {
  476. visitor.visitDisbandCreature(*this);
  477. }
  478. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  479. {
  480. visitor.visitBuildStructure(*this);
  481. }
  482. void TriggerTownSpecialBuildingAction::visitTyped(ICPackVisitor & visitor)
  483. {
  484. visitor.visitTriggerTownSpecialBuildingAction(*this);
  485. }
  486. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  487. {
  488. visitor.visitRazeStructure(*this);
  489. }
  490. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  491. {
  492. visitor.visitRecruitCreatures(*this);
  493. }
  494. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  495. {
  496. visitor.visitUpgradeCreature(*this);
  497. }
  498. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  499. {
  500. visitor.visitGarrisonHeroSwap(*this);
  501. }
  502. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  503. {
  504. visitor.visitExchangeArtifacts(*this);
  505. }
  506. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  507. {
  508. visitor.visitBulkExchangeArtifacts(*this);
  509. }
  510. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  511. {
  512. visitor.visitManageBackpackArtifacts(*this);
  513. }
  514. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  515. {
  516. visitor.visitManageEquippedArtifacts(*this);
  517. }
  518. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  519. {
  520. visitor.visitAssembleArtifacts(*this);
  521. }
  522. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  523. {
  524. visitor.visitEraseArtifactByClient(*this);
  525. }
  526. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  527. {
  528. visitor.visitBuyArtifact(*this);
  529. }
  530. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  531. {
  532. visitor.visitTradeOnMarketplace(*this);
  533. }
  534. void SetFormation::visitTyped(ICPackVisitor & visitor)
  535. {
  536. visitor.visitSetFormation(*this);
  537. }
  538. void HireHero::visitTyped(ICPackVisitor & visitor)
  539. {
  540. visitor.visitHireHero(*this);
  541. }
  542. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  543. {
  544. visitor.visitBuildBoat(*this);
  545. }
  546. void QueryReply::visitTyped(ICPackVisitor & visitor)
  547. {
  548. visitor.visitQueryReply(*this);
  549. }
  550. void MakeAction::visitTyped(ICPackVisitor & visitor)
  551. {
  552. visitor.visitMakeAction(*this);
  553. }
  554. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  555. {
  556. visitor.visitDigWithHero(*this);
  557. }
  558. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  559. {
  560. visitor.visitCastAdvSpell(*this);
  561. }
  562. void SaveGame::visitTyped(ICPackVisitor & visitor)
  563. {
  564. visitor.visitSaveGame(*this);
  565. }
  566. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  567. {
  568. visitor.visitPlayerMessage(*this);
  569. }
  570. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  571. {
  572. visitor.visitPlayerMessageClient(*this);
  573. }
  574. void CenterView::visitTyped(ICPackVisitor & visitor)
  575. {
  576. visitor.visitCenterView(*this);
  577. }
  578. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  579. {
  580. visitor.visitLobbyClientConnected(*this);
  581. }
  582. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  583. {
  584. visitor.visitLobbyClientDisconnected(*this);
  585. }
  586. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  587. {
  588. visitor.visitLobbyChatMessage(*this);
  589. }
  590. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  591. {
  592. visitor.visitLobbyGuiAction(*this);
  593. }
  594. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  595. {
  596. visitor.visitLobbyLoadProgress(*this);
  597. }
  598. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  599. {
  600. visitor.visitLobbyRestartGame(*this);
  601. }
  602. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  603. {
  604. visitor.visitLobbyStartGame(*this);
  605. }
  606. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  607. {
  608. visitor.visitLobbyPrepareStartGame(*this);
  609. }
  610. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  611. {
  612. visitor.visitLobbyChangeHost(*this);
  613. }
  614. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  615. {
  616. visitor.visitLobbyUpdateState(*this);
  617. }
  618. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  619. {
  620. visitor.visitLobbySetMap(*this);
  621. }
  622. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  623. {
  624. visitor.visitLobbySetCampaign(*this);
  625. }
  626. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  627. {
  628. visitor.visitLobbySetCampaignMap(*this);
  629. }
  630. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  631. {
  632. visitor.visitLobbySetCampaignBonus(*this);
  633. }
  634. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  635. {
  636. visitor.visitLobbyChangePlayerOption(*this);
  637. }
  638. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  639. {
  640. visitor.visitLobbySetPlayer(*this);
  641. }
  642. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  643. {
  644. visitor.visitLobbySetPlayerName(*this);
  645. }
  646. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  647. {
  648. visitor.visitLobbySetPlayerHandicap(*this);
  649. }
  650. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  651. {
  652. visitor.visitLobbySetSimturns(*this);
  653. }
  654. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  655. {
  656. visitor.visitLobbySetTurnTime(*this);
  657. }
  658. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  659. {
  660. visitor.visitLobbySetExtraOptions(*this);
  661. }
  662. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  663. {
  664. visitor.visitLobbySetDifficulty(*this);
  665. }
  666. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  667. {
  668. visitor.visitLobbyForceSetPlayer(*this);
  669. }
  670. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  671. {
  672. visitor.visitLobbyShowMessage(*this);
  673. }
  674. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  675. {
  676. visitor.visitLobbyPvPAction(*this);
  677. }
  678. void SetResources::applyGs(CGameState * gs) const
  679. {
  680. assert(player.isValidPlayer());
  681. if(abs)
  682. gs->getPlayerState(player)->resources = res;
  683. else
  684. gs->getPlayerState(player)->resources += res;
  685. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  686. //just ensure that player resources are not negative
  687. //server is responsible to check if player can afford deal
  688. //but events on server side are allowed to take more than player have
  689. gs->getPlayerState(player)->resources.positive();
  690. }
  691. void SetPrimSkill::applyGs(CGameState * gs) const
  692. {
  693. CGHeroInstance * hero = gs->getHero(id);
  694. assert(hero);
  695. hero->setPrimarySkill(which, val, abs);
  696. }
  697. void SetSecSkill::applyGs(CGameState * gs) const
  698. {
  699. CGHeroInstance *hero = gs->getHero(id);
  700. hero->setSecSkillLevel(which, val, abs);
  701. }
  702. void SetCommanderProperty::applyGs(CGameState *gs)
  703. {
  704. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  705. assert (commander);
  706. switch (which)
  707. {
  708. case BONUS:
  709. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  710. break;
  711. case SPECIAL_SKILL:
  712. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  713. commander->specialSkills.insert (additionalInfo);
  714. break;
  715. case SECONDARY_SKILL:
  716. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  717. break;
  718. case ALIVE:
  719. if (amount)
  720. commander->setAlive(true);
  721. else
  722. commander->setAlive(false);
  723. break;
  724. case EXPERIENCE:
  725. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  726. break;
  727. }
  728. }
  729. void AddQuest::applyGs(CGameState * gs) const
  730. {
  731. assert (vstd::contains(gs->players, player));
  732. auto * vec = &gs->players[player].quests;
  733. if (!vstd::contains(*vec, quest))
  734. vec->push_back (quest);
  735. else
  736. logNetwork->warn("Warning! Attempt to add duplicated quest");
  737. }
  738. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  739. {
  740. gs->allocatedArtifacts = allocatedArtifacts;
  741. }
  742. void UpdateMapEvents::applyGs(CGameState * gs) const
  743. {
  744. gs->map->events = events;
  745. }
  746. void UpdateCastleEvents::applyGs(CGameState * gs) const
  747. {
  748. auto * t = gs->getTown(town);
  749. t->events = events;
  750. }
  751. void ChangeFormation::applyGs(CGameState * gs) const
  752. {
  753. gs->getHero(hid)->setFormation(formation);
  754. }
  755. void HeroVisitCastle::applyGs(CGameState * gs) const
  756. {
  757. CGHeroInstance *h = gs->getHero(hid);
  758. CGTownInstance *t = gs->getTown(tid);
  759. assert(h);
  760. assert(t);
  761. if(start())
  762. t->setVisitingHero(h);
  763. else
  764. t->setVisitingHero(nullptr);
  765. }
  766. void ChangeSpells::applyGs(CGameState *gs)
  767. {
  768. CGHeroInstance *hero = gs->getHero(hid);
  769. if(learn)
  770. for(const auto & sid : spells)
  771. hero->addSpellToSpellbook(sid);
  772. else
  773. for(const auto & sid : spells)
  774. hero->removeSpellFromSpellbook(sid);
  775. }
  776. void SetMana::applyGs(CGameState * gs) const
  777. {
  778. CGHeroInstance * hero = gs->getHero(hid);
  779. assert(hero);
  780. if(absolute)
  781. hero->mana = val;
  782. else
  783. hero->mana += val;
  784. vstd::amax(hero->mana, 0); //not less than 0
  785. }
  786. void SetMovePoints::applyGs(CGameState * gs) const
  787. {
  788. CGHeroInstance *hero = gs->getHero(hid);
  789. assert(hero);
  790. if(absolute)
  791. hero->setMovementPoints(val);
  792. else
  793. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  794. }
  795. void FoWChange::applyGs(CGameState *gs)
  796. {
  797. TeamState * team = gs->getPlayerTeam(player);
  798. auto & fogOfWarMap = team->fogOfWarMap;
  799. for(const int3 & t : tiles)
  800. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  801. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  802. {
  803. std::unordered_set<int3> tilesRevealed;
  804. for (auto & elem : gs->map->objects)
  805. {
  806. const CGObjectInstance *o = elem;
  807. if (o)
  808. {
  809. switch(o->ID.toEnum())
  810. {
  811. case Obj::HERO:
  812. case Obj::MINE:
  813. case Obj::TOWN:
  814. case Obj::ABANDONED_MINE:
  815. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  816. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  817. break;
  818. }
  819. }
  820. }
  821. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  822. fogOfWarMap[t.z][t.x][t.y] = 1;
  823. }
  824. }
  825. void SetAvailableHero::applyGs(CGameState *gs)
  826. {
  827. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  828. }
  829. void GiveBonus::applyGs(CGameState *gs)
  830. {
  831. CBonusSystemNode *cbsn = nullptr;
  832. switch(who)
  833. {
  834. case ETarget::OBJECT:
  835. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  836. break;
  837. case ETarget::PLAYER:
  838. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  839. break;
  840. case ETarget::BATTLE:
  841. assert(Bonus::OneBattle(&bonus));
  842. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  843. break;
  844. }
  845. assert(cbsn);
  846. if(Bonus::OneWeek(&bonus))
  847. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  848. auto b = std::make_shared<Bonus>(bonus);
  849. cbsn->addNewBonus(b);
  850. }
  851. void ChangeObjPos::applyGs(CGameState *gs)
  852. {
  853. CGObjectInstance *obj = gs->getObjInstance(objid);
  854. if(!obj)
  855. {
  856. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  857. return;
  858. }
  859. gs->map->removeBlockVisTiles(obj);
  860. obj->pos = nPos + obj->getVisitableOffset();
  861. gs->map->addBlockVisTiles(obj);
  862. }
  863. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  864. {
  865. switch (mode) {
  866. case VISITOR_ADD:
  867. gs->getHero(hero)->visitedObjects.insert(object);
  868. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  869. break;
  870. case VISITOR_ADD_TEAM:
  871. {
  872. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  873. for(const auto & color : ts->players)
  874. {
  875. gs->getPlayerState(color)->visitedObjects.insert(object);
  876. }
  877. }
  878. break;
  879. case VISITOR_CLEAR:
  880. for (CGHeroInstance * hero : gs->map->allHeroes)
  881. {
  882. if (hero)
  883. {
  884. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  885. }
  886. }
  887. for(auto &elem : gs->players)
  888. {
  889. elem.second.visitedObjects.erase(object);
  890. }
  891. break;
  892. case VISITOR_GLOBAL:
  893. {
  894. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  895. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  896. break;
  897. }
  898. case VISITOR_REMOVE:
  899. gs->getHero(hero)->visitedObjects.erase(object);
  900. break;
  901. }
  902. }
  903. void ChangeArtifactsCostume::applyGs(CGameState * gs) const
  904. {
  905. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  906. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  907. costume->second = costumeSet;
  908. else
  909. allCostumes.try_emplace(costumeIdx, costumeSet);
  910. }
  911. void PlayerEndsGame::applyGs(CGameState * gs) const
  912. {
  913. PlayerState *p = gs->getPlayerState(player);
  914. if(victoryLossCheckResult.victory())
  915. {
  916. p->status = EPlayerStatus::WINNER;
  917. // TODO: Campaign-specific code might as well go somewhere else
  918. // keep all heroes from the winning player
  919. if(p->human && gs->scenarioOps->campState)
  920. {
  921. std::vector<CGHeroInstance *> crossoverHeroes;
  922. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  923. if (hero->tempOwner == player)
  924. crossoverHeroes.push_back(hero);
  925. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  926. }
  927. }
  928. else
  929. {
  930. p->status = EPlayerStatus::LOSER;
  931. }
  932. // defeated player may be making turn right now
  933. gs->actingPlayers.erase(player);
  934. }
  935. void PlayerReinitInterface::applyGs(CGameState *gs)
  936. {
  937. if(!gs || !gs->scenarioOps)
  938. return;
  939. //TODO: what does mean if more that one player connected?
  940. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  941. {
  942. for(const auto & player : players)
  943. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  944. }
  945. }
  946. void RemoveBonus::applyGs(CGameState *gs)
  947. {
  948. CBonusSystemNode *node = nullptr;
  949. switch(who)
  950. {
  951. case GiveBonus::ETarget::OBJECT:
  952. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  953. break;
  954. case GiveBonus::ETarget::PLAYER:
  955. node = gs->getPlayerState(whoID.as<PlayerColor>());
  956. break;
  957. case GiveBonus::ETarget::BATTLE:
  958. assert(Bonus::OneBattle(&bonus));
  959. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  960. break;
  961. }
  962. BonusList &bonuses = node->getExportedBonusList();
  963. for(const auto & b : bonuses)
  964. {
  965. if(b->source == source && b->sid == id)
  966. {
  967. bonus = *b; //backup bonus (to show to interfaces later)
  968. node->removeBonus(b);
  969. break;
  970. }
  971. }
  972. }
  973. void RemoveObject::applyGs(CGameState *gs)
  974. {
  975. CGObjectInstance *obj = gs->getObjInstance(objectID);
  976. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  977. //unblock tiles
  978. gs->map->removeBlockVisTiles(obj);
  979. if (initiator.isValidPlayer())
  980. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  981. if(obj->ID == Obj::HERO) //remove beaten hero
  982. {
  983. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  984. assert(beatenHero);
  985. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  986. gs->map->heroesOnMap -= beatenHero;
  987. p->heroes -= beatenHero;
  988. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  989. // FIXME: workaround:
  990. // hero should be attached to siegeNode after battle
  991. // however this code might also be called on dismissing hero while in town
  992. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  993. beatenHero->detachFrom(*siegeNode);
  994. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  995. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  996. {
  997. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  998. });
  999. if(beatenHero->visitedTown)
  1000. {
  1001. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  1002. beatenHero->visitedTown->garrisonHero = nullptr;
  1003. else
  1004. beatenHero->visitedTown->visitingHero = nullptr;
  1005. beatenHero->visitedTown = nullptr;
  1006. beatenHero->inTownGarrison = false;
  1007. }
  1008. //return hero to the pool, so he may reappear in tavern
  1009. gs->heroesPool->addHeroToPool(beatenHero);
  1010. gs->map->objects[objectID.getNum()] = nullptr;
  1011. //If hero on Boat is removed, the Boat disappears
  1012. if(beatenHero->boat)
  1013. {
  1014. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1015. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1016. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1017. beatenHero->boat = nullptr;
  1018. }
  1019. return;
  1020. }
  1021. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1022. if (quest)
  1023. {
  1024. gs->map->quests[quest->quest->qid] = nullptr;
  1025. for (auto &player : gs->players)
  1026. {
  1027. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1028. return q.obj == obj;
  1029. });
  1030. }
  1031. }
  1032. gs->map->instanceNames.erase(obj->instanceName);
  1033. gs->map->objects[objectID.getNum()].dellNull();
  1034. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1035. }
  1036. static int getDir(const int3 & src, const int3 & dst)
  1037. {
  1038. int ret = -1;
  1039. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1040. {
  1041. ret = 1;
  1042. }
  1043. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1044. {
  1045. ret = 2;
  1046. }
  1047. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1048. {
  1049. ret = 3;
  1050. }
  1051. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1052. {
  1053. ret = 4;
  1054. }
  1055. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1056. {
  1057. ret = 5;
  1058. }
  1059. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1060. {
  1061. ret = 6;
  1062. }
  1063. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1064. {
  1065. ret = 7;
  1066. }
  1067. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1068. {
  1069. ret = 8;
  1070. }
  1071. return ret;
  1072. }
  1073. void TryMoveHero::applyGs(CGameState *gs)
  1074. {
  1075. CGHeroInstance *h = gs->getHero(id);
  1076. if (!h)
  1077. {
  1078. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1079. return;
  1080. }
  1081. h->setMovementPoints(movePoints);
  1082. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1083. {
  1084. auto dir = getDir(start,end);
  1085. if(dir > 0 && dir <= 8)
  1086. h->moveDir = dir;
  1087. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1088. }
  1089. if(result == EMBARK) //hero enters boat at destination tile
  1090. {
  1091. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1092. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1093. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1094. assert(boat);
  1095. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1096. h->boat = boat;
  1097. h->attachTo(*boat);
  1098. boat->hero = h;
  1099. }
  1100. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1101. {
  1102. auto * b = const_cast<CGBoat *>(h->boat);
  1103. b->direction = h->moveDir;
  1104. b->pos = start;
  1105. b->hero = nullptr;
  1106. gs->map->addBlockVisTiles(b);
  1107. h->detachFrom(*b);
  1108. h->boat = nullptr;
  1109. }
  1110. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1111. {
  1112. gs->map->removeBlockVisTiles(h);
  1113. h->pos = end;
  1114. if(auto * b = const_cast<CGBoat *>(h->boat))
  1115. b->pos = end;
  1116. gs->map->addBlockVisTiles(h);
  1117. }
  1118. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1119. for(const int3 & t : fowRevealed)
  1120. fogOfWarMap[t.z][t.x][t.y] = 1;
  1121. }
  1122. void NewStructures::applyGs(CGameState *gs)
  1123. {
  1124. CGTownInstance *t = gs->getTown(tid);
  1125. for(const auto & id : bid)
  1126. {
  1127. assert(t->town->buildings.at(id) != nullptr);
  1128. t->builtBuildings.insert(id);
  1129. t->updateAppearance();
  1130. auto currentBuilding = t->town->buildings.at(id);
  1131. if(currentBuilding->overrideBids.empty())
  1132. continue;
  1133. for(const auto & overrideBid : currentBuilding->overrideBids)
  1134. {
  1135. t->overriddenBuildings.insert(overrideBid);
  1136. t->deleteTownBonus(overrideBid);
  1137. }
  1138. }
  1139. t->built = built;
  1140. t->recreateBuildingsBonuses();
  1141. }
  1142. void RazeStructures::applyGs(CGameState *gs)
  1143. {
  1144. CGTownInstance *t = gs->getTown(tid);
  1145. for(const auto & id : bid)
  1146. {
  1147. t->builtBuildings.erase(id);
  1148. t->updateAppearance();
  1149. }
  1150. t->destroyed = destroyed; //yeaha
  1151. t->recreateBuildingsBonuses();
  1152. }
  1153. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1154. {
  1155. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1156. assert(dw);
  1157. dw->creatures = creatures;
  1158. }
  1159. void SetHeroesInTown::applyGs(CGameState * gs) const
  1160. {
  1161. CGTownInstance *t = gs->getTown(tid);
  1162. CGHeroInstance * v = gs->getHero(visiting);
  1163. CGHeroInstance * g = gs->getHero(garrison);
  1164. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1165. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1166. if(newVisitorComesFromGarrison)
  1167. t->setGarrisonedHero(nullptr);
  1168. if(newGarrisonComesFromVisiting)
  1169. t->setVisitingHero(nullptr);
  1170. if(!newGarrisonComesFromVisiting || v)
  1171. t->setVisitingHero(v);
  1172. if(!newVisitorComesFromGarrison || g)
  1173. t->setGarrisonedHero(g);
  1174. if(v)
  1175. {
  1176. gs->map->addBlockVisTiles(v);
  1177. }
  1178. if(g)
  1179. {
  1180. gs->map->removeBlockVisTiles(g);
  1181. }
  1182. }
  1183. void HeroRecruited::applyGs(CGameState * gs) const
  1184. {
  1185. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1186. CGTownInstance *t = gs->getTown(tid);
  1187. PlayerState *p = gs->getPlayerState(player);
  1188. if (boatId != ObjectInstanceID::NONE)
  1189. {
  1190. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1191. auto * boat = dynamic_cast<CGBoat *>(obj);
  1192. if (boat)
  1193. {
  1194. gs->map->removeBlockVisTiles(boat);
  1195. h->attachToBoat(boat);
  1196. }
  1197. }
  1198. h->setOwner(player);
  1199. h->pos = tile;
  1200. if(h->id == ObjectInstanceID())
  1201. {
  1202. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1203. gs->map->objects.emplace_back(h);
  1204. }
  1205. else
  1206. gs->map->objects[h->id.getNum()] = h;
  1207. gs->map->heroesOnMap.emplace_back(h);
  1208. p->heroes.emplace_back(h);
  1209. h->attachTo(*p);
  1210. gs->map->addBlockVisTiles(h);
  1211. if(t)
  1212. t->setVisitingHero(h);
  1213. }
  1214. void GiveHero::applyGs(CGameState * gs) const
  1215. {
  1216. CGHeroInstance *h = gs->getHero(id);
  1217. if (boatId != ObjectInstanceID::NONE)
  1218. {
  1219. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1220. auto * boat = dynamic_cast<CGBoat *>(obj);
  1221. if (boat)
  1222. {
  1223. gs->map->removeBlockVisTiles(boat);
  1224. h->attachToBoat(boat);
  1225. }
  1226. }
  1227. //bonus system
  1228. h->detachFrom(gs->globalEffects);
  1229. h->attachTo(*gs->getPlayerState(player));
  1230. auto oldVisitablePos = h->visitablePos();
  1231. gs->map->removeBlockVisTiles(h,true);
  1232. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1233. h->setOwner(player);
  1234. h->setMovementPoints(h->movementPointsLimit(true));
  1235. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1236. gs->map->heroesOnMap.emplace_back(h);
  1237. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1238. gs->map->addBlockVisTiles(h);
  1239. h->inTownGarrison = false;
  1240. }
  1241. void NewObject::applyGs(CGameState *gs)
  1242. {
  1243. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1244. gs->map->objects.emplace_back(newObject);
  1245. gs->map->addBlockVisTiles(newObject);
  1246. gs->map->calculateGuardingGreaturePositions();
  1247. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1248. }
  1249. void NewArtifact::applyGs(CGameState *gs)
  1250. {
  1251. assert(!vstd::contains(gs->map->artInstances, art));
  1252. assert(!art->getParentNodes().size());
  1253. assert(art->artType);
  1254. art->setType(art->artType);
  1255. if(art->isCombined())
  1256. {
  1257. for(const auto & part : art->artType->getConstituents())
  1258. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1259. }
  1260. gs->map->addNewArtifactInstance(art);
  1261. }
  1262. const CStackInstance * StackLocation::getStack()
  1263. {
  1264. if(!army->hasStackAtSlot(slot))
  1265. {
  1266. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1267. return nullptr;
  1268. }
  1269. return &army->getStack(slot);
  1270. }
  1271. struct ObjectRetriever
  1272. {
  1273. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1274. {
  1275. return h;
  1276. }
  1277. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1278. {
  1279. return s->armyObj;
  1280. }
  1281. };
  1282. template<typename T>
  1283. struct GetBase
  1284. {
  1285. template <typename TArg>
  1286. T * operator()(TArg &arg) const
  1287. {
  1288. return arg;
  1289. }
  1290. };
  1291. void ChangeStackCount::applyGs(CGameState * gs)
  1292. {
  1293. auto * srcObj = gs->getArmyInstance(army);
  1294. if(!srcObj)
  1295. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1296. if(absoluteValue)
  1297. srcObj->setStackCount(slot, count);
  1298. else
  1299. srcObj->changeStackCount(slot, count);
  1300. }
  1301. void SetStackType::applyGs(CGameState * gs)
  1302. {
  1303. auto * srcObj = gs->getArmyInstance(army);
  1304. if(!srcObj)
  1305. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1306. srcObj->setStackType(slot, type);
  1307. }
  1308. void EraseStack::applyGs(CGameState * gs)
  1309. {
  1310. auto * srcObj = gs->getArmyInstance(army);
  1311. if(!srcObj)
  1312. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1313. srcObj->eraseStack(slot);
  1314. }
  1315. void SwapStacks::applyGs(CGameState * gs)
  1316. {
  1317. auto * srcObj = gs->getArmyInstance(srcArmy);
  1318. if(!srcObj)
  1319. throw std::runtime_error("SwapStacks: 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("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1323. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1324. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1325. srcObj->putStack(srcSlot, s2);
  1326. dstObj->putStack(dstSlot, s1);
  1327. }
  1328. void InsertNewStack::applyGs(CGameState *gs)
  1329. {
  1330. if(auto * obj = gs->getArmyInstance(army))
  1331. obj->putStack(slot, new CStackInstance(type, count));
  1332. else
  1333. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1334. }
  1335. void RebalanceStacks::applyGs(CGameState * gs)
  1336. {
  1337. auto * srcObj = gs->getArmyInstance(srcArmy);
  1338. if(!srcObj)
  1339. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1340. auto * dstObj = gs->getArmyInstance(dstArmy);
  1341. if(!dstObj)
  1342. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1343. StackLocation src(srcObj, srcSlot);
  1344. StackLocation dst(dstObj, dstSlot);
  1345. const CCreature * srcType = src.army->getCreature(src.slot);
  1346. TQuantity srcCount = src.army->getStackCount(src.slot);
  1347. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1348. if(srcCount == count) //moving whole stack
  1349. {
  1350. const auto c = dst.army->getCreature(dst.slot);
  1351. if(c) //stack at dest -> merge
  1352. {
  1353. assert(c == srcType);
  1354. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1355. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1356. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1357. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1358. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1359. {
  1360. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1361. {
  1362. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1363. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1364. {
  1365. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1366. }
  1367. //else - artifact can be lost :/
  1368. else
  1369. {
  1370. EraseArtifact ea;
  1371. ea.al = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
  1372. ea.al.creature = dst.slot;
  1373. ea.applyGs(gs);
  1374. logNetwork->warn("Cannot move artifact! No free slots");
  1375. }
  1376. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1377. //TODO: choose from dialog
  1378. }
  1379. else //just move to the other slot before stack gets erased
  1380. {
  1381. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1382. }
  1383. }
  1384. if (stackExp)
  1385. {
  1386. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1387. src.army->eraseStack(src.slot);
  1388. dst.army->changeStackCount(dst.slot, count);
  1389. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1390. }
  1391. else
  1392. {
  1393. src.army->eraseStack(src.slot);
  1394. dst.army->changeStackCount(dst.slot, count);
  1395. }
  1396. }
  1397. else //move stack to an empty slot, no exp change needed
  1398. {
  1399. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1400. dst.army->putStack(dst.slot, stackDetached);
  1401. }
  1402. }
  1403. else
  1404. {
  1405. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1406. if(c) //stack at dest -> rebalance
  1407. {
  1408. assert(c == srcType);
  1409. if (stackExp)
  1410. {
  1411. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1412. src.army->changeStackCount(src.slot, -count);
  1413. dst.army->changeStackCount(dst.slot, count);
  1414. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1415. }
  1416. else
  1417. {
  1418. src.army->changeStackCount(src.slot, -count);
  1419. dst.army->changeStackCount(dst.slot, count);
  1420. }
  1421. }
  1422. else //split stack to an empty slot
  1423. {
  1424. src.army->changeStackCount(src.slot, -count);
  1425. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1426. if (stackExp)
  1427. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1428. }
  1429. }
  1430. CBonusSystemNode::treeHasChanged();
  1431. }
  1432. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1433. {
  1434. for(auto & move : moves)
  1435. move.applyGs(gs);
  1436. }
  1437. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1438. {
  1439. for(auto & move : moves)
  1440. move.applyGs(gs);
  1441. for(auto & change : changes)
  1442. change.applyGs(gs);
  1443. }
  1444. void PutArtifact::applyGs(CGameState *gs)
  1445. {
  1446. // Ensure that artifact has been correctly added via NewArtifact pack
  1447. assert(vstd::contains(gs->map->artInstances, art));
  1448. assert(!art->getParentNodes().empty());
  1449. auto hero = gs->getHero(al.artHolder);
  1450. assert(hero);
  1451. assert(art && art->canBePutAt(hero, al.slot));
  1452. art->putAt(*hero, al.slot);
  1453. }
  1454. void EraseArtifact::applyGs(CGameState *gs)
  1455. {
  1456. const auto artSet = gs->getArtSet(al.artHolder);
  1457. assert(artSet);
  1458. const auto slot = artSet->getSlot(al.slot);
  1459. if(slot->locked)
  1460. {
  1461. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1462. DisassembledArtifact dis;
  1463. dis.al.artHolder = al.artHolder;
  1464. for(auto & slotInfo : artSet->artifactsWorn)
  1465. {
  1466. auto art = slotInfo.second.artifact;
  1467. if(art->isCombined() && art->isPart(slot->artifact))
  1468. {
  1469. dis.al.slot = artSet->getArtPos(art);
  1470. break;
  1471. }
  1472. }
  1473. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1474. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
  1475. dis.applyGs(gs);
  1476. }
  1477. else
  1478. {
  1479. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1480. }
  1481. auto art = artSet->getArt(al.slot);
  1482. assert(art);
  1483. art->removeFrom(*artSet, al.slot);
  1484. }
  1485. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1486. {
  1487. const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1488. {
  1489. std::vector<ArtifactPosition> packToRemove;
  1490. for(const auto & slotsPair : artsPack)
  1491. packToRemove.push_back(slotsPair.srcPos);
  1492. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1493. {
  1494. return slot0.num > slot1.num;
  1495. });
  1496. for(const auto & slot : packToRemove)
  1497. {
  1498. auto * art = artSet.getArt(slot);
  1499. assert(art);
  1500. art->removeFrom(artSet, slot);
  1501. }
  1502. };
  1503. const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1504. {
  1505. for(const auto & slotsPair : artsPack)
  1506. {
  1507. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1508. assert(art);
  1509. art->putAt(dstArtSet, slotsPair.dstPos);
  1510. }
  1511. };
  1512. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1513. assert(leftSet);
  1514. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1515. assert(rightSet);
  1516. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1517. bulkArtsRemove(artsPack0, *leftSet);
  1518. if(!artsPack1.empty())
  1519. {
  1520. CArtifactFittingSet artInitialSetRight(*rightSet);
  1521. bulkArtsRemove(artsPack1, *rightSet);
  1522. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1523. }
  1524. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1525. }
  1526. void AssembledArtifact::applyGs(CGameState *gs)
  1527. {
  1528. auto hero = gs->getHero(al.artHolder);
  1529. assert(hero);
  1530. const auto transformedArt = hero->getArt(al.slot);
  1531. assert(transformedArt);
  1532. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1533. {
  1534. return art->getId() == builtArt->getId();
  1535. }));
  1536. const auto transformedArtSlot = hero->getArtPos(transformedArt);
  1537. auto * combinedArt = new CArtifactInstance(builtArt);
  1538. gs->map->addNewArtifactInstance(combinedArt);
  1539. // Find slots for all involved artifacts
  1540. std::vector<ArtifactPosition> slotsInvolved;
  1541. for(const auto constituent : builtArt->getConstituents())
  1542. {
  1543. ArtifactPosition slot;
  1544. if(transformedArt->getTypeId() == constituent->getId())
  1545. slot = transformedArtSlot;
  1546. else
  1547. slot = hero->getArtPos(constituent->getId(), false, false);
  1548. assert(slot != ArtifactPosition::PRE_FIRST);
  1549. slotsInvolved.emplace_back(slot);
  1550. }
  1551. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1552. // Find a slot for combined artifact
  1553. al.slot = transformedArtSlot;
  1554. for(const auto slot : slotsInvolved)
  1555. {
  1556. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1557. {
  1558. if(ArtifactUtils::isSlotBackpack(slot))
  1559. {
  1560. al.slot = ArtifactPosition::BACKPACK_START;
  1561. break;
  1562. }
  1563. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1564. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1565. al.slot = slot;
  1566. }
  1567. else
  1568. {
  1569. if(ArtifactUtils::isSlotBackpack(slot))
  1570. al.slot = std::min(al.slot, slot);
  1571. }
  1572. }
  1573. // Delete parts from hero
  1574. for(const auto slot : slotsInvolved)
  1575. {
  1576. const auto constituentInstance = hero->getArt(slot);
  1577. constituentInstance->removeFrom(*hero, slot);
  1578. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1579. combinedArt->addPart(constituentInstance, slot);
  1580. else
  1581. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1582. }
  1583. // Put new combined artifacts
  1584. combinedArt->putAt(*hero, al.slot);
  1585. }
  1586. void DisassembledArtifact::applyGs(CGameState *gs)
  1587. {
  1588. auto hero = gs->getHero(al.artHolder);
  1589. assert(hero);
  1590. auto disassembledArt = hero->getArt(al.slot);
  1591. assert(disassembledArt);
  1592. auto parts = disassembledArt->getPartsInfo();
  1593. disassembledArt->removeFrom(*hero, al.slot);
  1594. for(auto & part : parts)
  1595. {
  1596. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1597. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1598. disassembledArt->detachFrom(*part.art);
  1599. part.art->putAt(*hero, slot);
  1600. }
  1601. gs->map->eraseArtifactInstance(disassembledArt);
  1602. }
  1603. void HeroVisit::applyGs(CGameState *gs)
  1604. {
  1605. }
  1606. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1607. {
  1608. if(id != ObjectInstanceID::NONE)
  1609. {
  1610. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1611. {
  1612. bm->artifacts = arts;
  1613. }
  1614. else
  1615. {
  1616. logNetwork->error("Wrong black market id!");
  1617. }
  1618. }
  1619. else
  1620. {
  1621. gs->map->townMerchantArtifacts = arts;
  1622. }
  1623. }
  1624. void NewTurn::applyGs(CGameState *gs)
  1625. {
  1626. gs->day = day;
  1627. // Update bonuses before doing anything else so hero don't get more MP than needed
  1628. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1629. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1630. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1631. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1632. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1633. {
  1634. CGHeroInstance *hero = gs->getHero(h.id);
  1635. if(!hero)
  1636. {
  1637. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1638. continue;
  1639. }
  1640. hero->setMovementPoints(h.move);
  1641. hero->mana = h.mana;
  1642. }
  1643. gs->heroesPool->onNewDay();
  1644. for(const auto & re : res)
  1645. {
  1646. assert(re.first.isValidPlayer());
  1647. gs->getPlayerState(re.first)->resources = re.second;
  1648. gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1649. }
  1650. for(const auto & creatureSet : cres) //set available creatures in towns
  1651. creatureSet.second.applyGs(gs);
  1652. for(CGTownInstance* t : gs->map->towns)
  1653. t->built = 0;
  1654. if(newRumor)
  1655. gs->currentRumor = *newRumor;
  1656. }
  1657. void SetObjectProperty::applyGs(CGameState * gs) const
  1658. {
  1659. CGObjectInstance *obj = gs->getObjInstance(id);
  1660. if(!obj)
  1661. {
  1662. logNetwork->error("Wrong object ID - property cannot be set!");
  1663. return;
  1664. }
  1665. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1666. if(what == ObjProperty::OWNER && cai)
  1667. {
  1668. if(obj->ID == Obj::TOWN)
  1669. {
  1670. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1671. assert(t);
  1672. PlayerColor oldOwner = t->tempOwner;
  1673. if(oldOwner.isValidPlayer())
  1674. {
  1675. auto * state = gs->getPlayerState(oldOwner);
  1676. state->towns -= t;
  1677. if(state->towns.empty())
  1678. state->daysWithoutCastle = 0;
  1679. }
  1680. if(identifier.as<PlayerColor>().isValidPlayer())
  1681. {
  1682. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1683. p->towns.emplace_back(t);
  1684. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1685. if(p->daysWithoutCastle)
  1686. p->daysWithoutCastle = std::nullopt;
  1687. }
  1688. }
  1689. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1690. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1691. obj->setProperty(what, identifier);
  1692. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1693. }
  1694. else //not an armed instance
  1695. {
  1696. obj->setProperty(what, identifier);
  1697. }
  1698. }
  1699. void HeroLevelUp::applyGs(CGameState * gs) const
  1700. {
  1701. auto * hero = gs->getHero(heroId);
  1702. assert(hero);
  1703. hero->levelUp(skills);
  1704. }
  1705. void CommanderLevelUp::applyGs(CGameState * gs) const
  1706. {
  1707. auto * hero = gs->getHero(heroId);
  1708. assert(hero);
  1709. auto commander = hero->commander;
  1710. assert(commander);
  1711. commander->levelUp();
  1712. }
  1713. void BattleStart::applyGs(CGameState * gs) const
  1714. {
  1715. assert(battleID == gs->nextBattleID);
  1716. gs->currentBattles.emplace_back(info);
  1717. info->battleID = gs->nextBattleID;
  1718. info->localInit();
  1719. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1720. }
  1721. void BattleNextRound::applyGs(CGameState * gs) const
  1722. {
  1723. gs->getBattle(battleID)->nextRound();
  1724. }
  1725. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1726. {
  1727. gs->getBattle(battleID)->nextTurn(stack);
  1728. }
  1729. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1730. {
  1731. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1732. assert(st);
  1733. switch(static_cast<BonusType>(effect))
  1734. {
  1735. case BonusType::HP_REGENERATION:
  1736. {
  1737. int64_t toHeal = val;
  1738. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1739. break;
  1740. }
  1741. case BonusType::MANA_DRAIN:
  1742. {
  1743. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1744. st->drainedMana = true;
  1745. h->mana -= val;
  1746. vstd::amax(h->mana, 0);
  1747. break;
  1748. }
  1749. case BonusType::POISON:
  1750. {
  1751. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1752. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1753. if (b)
  1754. b->val = val;
  1755. break;
  1756. }
  1757. case BonusType::ENCHANTER:
  1758. case BonusType::MORALE:
  1759. break;
  1760. case BonusType::FEAR:
  1761. st->fear = true;
  1762. break;
  1763. default:
  1764. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1765. }
  1766. }
  1767. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1768. {
  1769. if(gs->getBattle(battleID))
  1770. gs->getBattle(battleID)->si.gateState = state;
  1771. }
  1772. void BattleCancelled::applyGs(CGameState * gs) const
  1773. {
  1774. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1775. {
  1776. return battle->battleID == battleID;
  1777. });
  1778. assert(currentBattle != gs->currentBattles.end());
  1779. gs->currentBattles.erase(currentBattle);
  1780. }
  1781. void BattleResultAccepted::applyGs(CGameState * gs) const
  1782. {
  1783. // Remove any "until next battle" bonuses
  1784. for(auto & res : heroResult)
  1785. {
  1786. if(res.hero)
  1787. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1788. }
  1789. if(winnerSide != 2)
  1790. {
  1791. // Grow up growing artifacts
  1792. const auto hero = heroResult[winnerSide].hero;
  1793. if (hero)
  1794. {
  1795. if(hero->commander && hero->commander->alive)
  1796. {
  1797. for(auto & art : hero->commander->artifactsWorn)
  1798. art.second.artifact->growingUp();
  1799. }
  1800. for(auto & art : hero->artifactsWorn)
  1801. {
  1802. art.second.artifact->growingUp();
  1803. }
  1804. }
  1805. }
  1806. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1807. {
  1808. if(heroResult[0].army)
  1809. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1810. if(heroResult[1].army)
  1811. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1812. CBonusSystemNode::treeHasChanged();
  1813. }
  1814. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1815. {
  1816. return battle->battleID == battleID;
  1817. });
  1818. assert(currentBattle != gs->currentBattles.end());
  1819. gs->currentBattles.erase(currentBattle);
  1820. }
  1821. void BattleLogMessage::applyGs(CGameState *gs)
  1822. {
  1823. //nothing
  1824. }
  1825. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1826. {
  1827. //nothing
  1828. }
  1829. void BattleStackMoved::applyGs(CGameState *gs)
  1830. {
  1831. applyBattle(gs->getBattle(battleID));
  1832. }
  1833. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1834. {
  1835. battleState->moveUnit(stack, tilesToMove.back());
  1836. }
  1837. void BattleStackAttacked::applyGs(CGameState * gs)
  1838. {
  1839. applyBattle(gs->getBattle(battleID));
  1840. }
  1841. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1842. {
  1843. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1844. }
  1845. void BattleAttack::applyGs(CGameState * gs)
  1846. {
  1847. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1848. assert(attacker);
  1849. attackerChanges.applyGs(gs);
  1850. for(BattleStackAttacked & stackAttacked : bsa)
  1851. stackAttacked.applyGs(gs);
  1852. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1853. if(!this->counter())
  1854. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1855. }
  1856. void StartAction::applyGs(CGameState *gs)
  1857. {
  1858. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1859. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1860. {
  1861. gs->getBattle(battleID)->tacticDistance = 0;
  1862. return;
  1863. }
  1864. if(gs->getBattle(battleID)->tacticDistance)
  1865. {
  1866. // moves in tactics phase do not affect creature status
  1867. // (tactics stack queue is managed by client)
  1868. return;
  1869. }
  1870. if (ba.isUnitAction())
  1871. {
  1872. assert(st); // stack must exists for all non-hero actions
  1873. switch(ba.actionType)
  1874. {
  1875. case EActionType::DEFEND:
  1876. st->waiting = false;
  1877. st->defending = true;
  1878. st->defendingAnim = true;
  1879. break;
  1880. case EActionType::WAIT:
  1881. st->defendingAnim = false;
  1882. st->waiting = true;
  1883. st->waitedThisTurn = true;
  1884. break;
  1885. case EActionType::HERO_SPELL: //no change in current stack state
  1886. break;
  1887. default: //any active stack action - attack, catapult, heal, spell...
  1888. st->waiting = false;
  1889. st->defendingAnim = false;
  1890. st->movedThisRound = true;
  1891. break;
  1892. }
  1893. }
  1894. else
  1895. {
  1896. if(ba.actionType == EActionType::HERO_SPELL)
  1897. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  1898. }
  1899. }
  1900. void BattleSpellCast::applyGs(CGameState * gs) const
  1901. {
  1902. if(castByHero)
  1903. {
  1904. if(side < 2)
  1905. {
  1906. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  1907. }
  1908. }
  1909. }
  1910. void SetStackEffect::applyGs(CGameState *gs)
  1911. {
  1912. applyBattle(gs->getBattle(battleID));
  1913. }
  1914. void SetStackEffect::applyBattle(IBattleState * battleState)
  1915. {
  1916. for(const auto & stackData : toRemove)
  1917. battleState->removeUnitBonus(stackData.first, stackData.second);
  1918. for(const auto & stackData : toUpdate)
  1919. battleState->updateUnitBonus(stackData.first, stackData.second);
  1920. for(const auto & stackData : toAdd)
  1921. battleState->addUnitBonus(stackData.first, stackData.second);
  1922. }
  1923. void StacksInjured::applyGs(CGameState *gs)
  1924. {
  1925. applyBattle(gs->getBattle(battleID));
  1926. }
  1927. void StacksInjured::applyBattle(IBattleState * battleState)
  1928. {
  1929. for(BattleStackAttacked stackAttacked : stacks)
  1930. stackAttacked.applyBattle(battleState);
  1931. }
  1932. void BattleUnitsChanged::applyGs(CGameState *gs)
  1933. {
  1934. applyBattle(gs->getBattle(battleID));
  1935. }
  1936. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1937. {
  1938. for(auto & elem : changedStacks)
  1939. {
  1940. switch(elem.operation)
  1941. {
  1942. case BattleChanges::EOperation::RESET_STATE:
  1943. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1944. break;
  1945. case BattleChanges::EOperation::REMOVE:
  1946. battleState->removeUnit(elem.id);
  1947. break;
  1948. case BattleChanges::EOperation::ADD:
  1949. battleState->addUnit(elem.id, elem.data);
  1950. break;
  1951. case BattleChanges::EOperation::UPDATE:
  1952. battleState->updateUnit(elem.id, elem.data);
  1953. break;
  1954. default:
  1955. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1956. break;
  1957. }
  1958. }
  1959. }
  1960. void BattleObstaclesChanged::applyGs(CGameState * gs)
  1961. {
  1962. applyBattle(gs->getBattle(battleID));
  1963. }
  1964. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1965. {
  1966. for(const auto & change : changes)
  1967. {
  1968. switch(change.operation)
  1969. {
  1970. case BattleChanges::EOperation::REMOVE:
  1971. battleState->removeObstacle(change.id);
  1972. break;
  1973. case BattleChanges::EOperation::ADD:
  1974. battleState->addObstacle(change);
  1975. break;
  1976. case BattleChanges::EOperation::UPDATE:
  1977. battleState->updateObstacle(change);
  1978. break;
  1979. default:
  1980. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1981. break;
  1982. }
  1983. }
  1984. }
  1985. CatapultAttack::CatapultAttack() = default;
  1986. CatapultAttack::~CatapultAttack() = default;
  1987. void CatapultAttack::applyGs(CGameState * gs)
  1988. {
  1989. applyBattle(gs->getBattle(battleID));
  1990. }
  1991. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1992. {
  1993. visitor.visitCatapultAttack(*this);
  1994. }
  1995. void CatapultAttack::applyBattle(IBattleState * battleState)
  1996. {
  1997. const auto * town = battleState->getDefendedTown();
  1998. if(!town)
  1999. return;
  2000. if(town->fortLevel() == CGTownInstance::NONE)
  2001. return;
  2002. for(const auto & part : attackedParts)
  2003. {
  2004. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2005. battleState->setWallState(part.attackedPart, newWallState);
  2006. }
  2007. }
  2008. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2009. {
  2010. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  2011. switch(which)
  2012. {
  2013. case CASTS:
  2014. {
  2015. if(absolute)
  2016. logNetwork->error("Can not change casts in absolute mode");
  2017. else
  2018. stack->casts.use(-val);
  2019. break;
  2020. }
  2021. case ENCHANTER_COUNTER:
  2022. {
  2023. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2024. if(absolute)
  2025. counter = val;
  2026. else
  2027. counter += val;
  2028. vstd::amax(counter, 0);
  2029. break;
  2030. }
  2031. case UNBIND:
  2032. {
  2033. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2034. break;
  2035. }
  2036. case CLONED:
  2037. {
  2038. stack->cloned = true;
  2039. break;
  2040. }
  2041. case HAS_CLONE:
  2042. {
  2043. stack->cloneID = val;
  2044. break;
  2045. }
  2046. }
  2047. }
  2048. void PlayerCheated::applyGs(CGameState * gs) const
  2049. {
  2050. if(!player.isValidPlayer())
  2051. return;
  2052. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2053. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2054. gs->getPlayerState(player)->cheated = true;
  2055. }
  2056. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2057. {
  2058. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2059. gs->actingPlayers.insert(player);
  2060. }
  2061. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2062. {
  2063. assert(gs->actingPlayers.count(player) == 1);
  2064. gs->actingPlayers.erase(player);
  2065. }
  2066. void DaysWithoutTown::applyGs(CGameState * gs) const
  2067. {
  2068. auto & playerState = gs->players[player];
  2069. playerState.daysWithoutCastle = daysWithoutCastle;
  2070. }
  2071. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2072. {
  2073. auto & playerState = gs->players[player];
  2074. playerState.turnTimer = turnTimer;
  2075. }
  2076. void EntitiesChanged::applyGs(CGameState * gs)
  2077. {
  2078. for(const auto & change : changes)
  2079. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2080. }
  2081. void SetRewardableConfiguration::applyGs(CGameState * gs)
  2082. {
  2083. auto * objectPtr = gs->getObjInstance(objectID);
  2084. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2085. assert(rewardablePtr);
  2086. rewardablePtr->configuration = configuration;
  2087. }
  2088. void SetBankConfiguration::applyGs(CGameState * gs)
  2089. {
  2090. auto * objectPtr = gs->getObjInstance(objectID);
  2091. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2092. assert(bankPtr);
  2093. bankPtr->setConfig(configuration);
  2094. }
  2095. const CArtifactInstance * ArtSlotInfo::getArt() const
  2096. {
  2097. if(locked)
  2098. {
  2099. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2100. return nullptr;
  2101. }
  2102. return artifact;
  2103. }
  2104. VCMI_LIB_NAMESPACE_END