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