NetPacksLib.cpp 59 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "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 "mapObjects/CGTownInstance.h"
  38. #include "mapObjects/CQuest.h"
  39. #include "mapObjects/MiscObjects.h"
  40. #include "mapObjectConstructors/AObjectTypeHandler.h"
  41. #include "mapObjectConstructors/CObjectClassesHandler.h"
  42. #include "campaign/CampaignState.h"
  43. #include "GameSettings.h"
  44. VCMI_LIB_NAMESPACE_BEGIN
  45. void CPack::visit(ICPackVisitor & visitor)
  46. {
  47. visitBasic(visitor);
  48. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  49. if(visitor.callTyped())
  50. {
  51. visitTyped(visitor);
  52. }
  53. }
  54. void CPack::visitBasic(ICPackVisitor & visitor)
  55. {
  56. }
  57. void CPack::visitTyped(ICPackVisitor & visitor)
  58. {
  59. }
  60. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  61. {
  62. visitor.visitForClient(*this);
  63. }
  64. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  65. {
  66. visitor.visitForServer(*this);
  67. }
  68. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  69. {
  70. visitor.visitForLobby(*this);
  71. }
  72. bool CPackForLobby::isForServer() const
  73. {
  74. return false;
  75. }
  76. bool CLobbyPackToServer::isForServer() const
  77. {
  78. return true;
  79. }
  80. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  81. {
  82. visitor.visitPackageApplied(*this);
  83. }
  84. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  85. {
  86. visitor.visitSystemMessage(*this);
  87. }
  88. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  89. {
  90. visitor.visitPlayerBlocked(*this);
  91. }
  92. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  93. {
  94. visitor.visitPlayerCheated(*this);
  95. }
  96. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  97. {
  98. visitor.visitPlayerStartsTurn(*this);
  99. }
  100. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  101. {
  102. visitor.visitDaysWithoutTown(*this);
  103. }
  104. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  105. {
  106. visitor.visitEntitiesChanged(*this);
  107. }
  108. void SetResources::visitTyped(ICPackVisitor & visitor)
  109. {
  110. visitor.visitSetResources(*this);
  111. }
  112. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  113. {
  114. visitor.visitSetPrimSkill(*this);
  115. }
  116. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  117. {
  118. visitor.visitSetSecSkill(*this);
  119. }
  120. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  121. {
  122. visitor.visitHeroVisitCastle(*this);
  123. }
  124. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  125. {
  126. visitor.visitChangeSpells(*this);
  127. }
  128. void SetMana::visitTyped(ICPackVisitor & visitor)
  129. {
  130. visitor.visitSetMana(*this);
  131. }
  132. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  133. {
  134. visitor.visitSetMovePoints(*this);
  135. }
  136. void FoWChange::visitTyped(ICPackVisitor & visitor)
  137. {
  138. visitor.visitFoWChange(*this);
  139. }
  140. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitSetAvailableHeroes(*this);
  143. }
  144. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitGiveBonus(*this);
  147. }
  148. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitChangeObjPos(*this);
  151. }
  152. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitPlayerEndsTurn(*this);
  155. }
  156. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitPlayerEndsGame(*this);
  159. }
  160. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitPlayerReinitInterface(*this);
  163. }
  164. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitRemoveBonus(*this);
  167. }
  168. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitSetCommanderProperty(*this);
  171. }
  172. void AddQuest::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitAddQuest(*this);
  175. }
  176. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitUpdateArtHandlerLists(*this);
  179. }
  180. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitUpdateMapEvents(*this);
  183. }
  184. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitUpdateCastleEvents(*this);
  187. }
  188. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitChangeFormation(*this);
  191. }
  192. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitRemoveObject(*this);
  195. }
  196. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitTryMoveHero(*this);
  199. }
  200. void NewStructures::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitNewStructures(*this);
  203. }
  204. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitRazeStructures(*this);
  207. }
  208. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitSetAvailableCreatures(*this);
  211. }
  212. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitSetHeroesInTown(*this);
  215. }
  216. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitHeroRecruited(*this);
  219. }
  220. void GiveHero::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitGiveHero(*this);
  223. }
  224. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitOpenWindow(*this);
  227. }
  228. void NewObject::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitNewObject(*this);
  231. }
  232. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitSetAvailableArtifacts(*this);
  235. }
  236. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitNewArtifact(*this);
  239. }
  240. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitChangeStackCount(*this);
  243. }
  244. void SetStackType::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitSetStackType(*this);
  247. }
  248. void EraseStack::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitEraseStack(*this);
  251. }
  252. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitSwapStacks(*this);
  255. }
  256. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitInsertNewStack(*this);
  259. }
  260. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitRebalanceStacks(*this);
  263. }
  264. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitBulkRebalanceStacks(*this);
  267. }
  268. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitBulkSmartRebalanceStacks(*this);
  271. }
  272. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitPutArtifact(*this);
  275. }
  276. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitEraseArtifact(*this);
  279. }
  280. void MoveArtifact::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitMoveArtifact(*this);
  283. }
  284. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitBulkMoveArtifacts(*this);
  287. }
  288. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitAssembledArtifact(*this);
  291. }
  292. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitDisassembledArtifact(*this);
  295. }
  296. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitHeroVisit(*this);
  299. }
  300. void NewTurn::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitNewTurn(*this);
  303. }
  304. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitInfoWindow(*this);
  307. }
  308. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitSetObjectProperty(*this);
  311. }
  312. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitChangeObjectVisitors(*this);
  315. }
  316. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitChangeArtifactsCostume(*this);
  319. }
  320. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitHeroLevelUp(*this);
  323. }
  324. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitCommanderLevelUp(*this);
  327. }
  328. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitBlockingDialog(*this);
  331. }
  332. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitGarrisonDialog(*this);
  335. }
  336. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitExchangeDialog(*this);
  339. }
  340. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitTeleportDialog(*this);
  343. }
  344. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitMapObjectSelectDialog(*this);
  347. }
  348. void BattleStart::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitBattleStart(*this);
  351. }
  352. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitBattleNextRound(*this);
  355. }
  356. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleSetActiveStack(*this);
  359. }
  360. void BattleResult::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitBattleResult(*this);
  363. }
  364. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitBattleLogMessage(*this);
  367. }
  368. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleStackMoved(*this);
  371. }
  372. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitBattleUnitsChanged(*this);
  375. }
  376. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitBattleAttack(*this);
  379. }
  380. void StartAction::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitStartAction(*this);
  383. }
  384. void EndAction::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitEndAction(*this);
  387. }
  388. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitBattleSpellCast(*this);
  391. }
  392. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitSetStackEffect(*this);
  395. }
  396. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitStacksInjured(*this);
  399. }
  400. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitBattleResultsApplied(*this);
  403. }
  404. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitBattleObstaclesChanged(*this);
  407. }
  408. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitBattleSetStackProperty(*this);
  411. }
  412. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitBattleTriggerEffect(*this);
  415. }
  416. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitBattleUpdateGateState(*this);
  419. }
  420. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitAdvmapSpellCast(*this);
  423. }
  424. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitShowWorldViewEx(*this);
  427. }
  428. void EndTurn::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitEndTurn(*this);
  431. }
  432. void GamePause::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitGamePause(*this);
  435. }
  436. void DismissHero::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitDismissHero(*this);
  439. }
  440. void MoveHero::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitMoveHero(*this);
  443. }
  444. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitCastleTeleportHero(*this);
  447. }
  448. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitArrangeStacks(*this);
  451. }
  452. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitBulkMoveArmy(*this);
  455. }
  456. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitBulkSplitStack(*this);
  459. }
  460. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitBulkMergeStacks(*this);
  463. }
  464. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitBulkSmartSplitStack(*this);
  467. }
  468. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitDisbandCreature(*this);
  471. }
  472. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitBuildStructure(*this);
  475. }
  476. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitRazeStructure(*this);
  479. }
  480. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitRecruitCreatures(*this);
  483. }
  484. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitUpgradeCreature(*this);
  487. }
  488. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitGarrisonHeroSwap(*this);
  491. }
  492. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitExchangeArtifacts(*this);
  495. }
  496. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitBulkExchangeArtifacts(*this);
  499. }
  500. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitManageBackpackArtifacts(*this);
  503. }
  504. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitManageEquippedArtifacts(*this);
  507. }
  508. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitAssembleArtifacts(*this);
  511. }
  512. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitEraseArtifactByClient(*this);
  515. }
  516. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitBuyArtifact(*this);
  519. }
  520. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitTradeOnMarketplace(*this);
  523. }
  524. void SetFormation::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitSetFormation(*this);
  527. }
  528. void HireHero::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitHireHero(*this);
  531. }
  532. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitBuildBoat(*this);
  535. }
  536. void QueryReply::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitQueryReply(*this);
  539. }
  540. void MakeAction::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitMakeAction(*this);
  543. }
  544. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitDigWithHero(*this);
  547. }
  548. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitCastAdvSpell(*this);
  551. }
  552. void SaveGame::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitSaveGame(*this);
  555. }
  556. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitPlayerMessage(*this);
  559. }
  560. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitPlayerMessageClient(*this);
  563. }
  564. void CenterView::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitCenterView(*this);
  567. }
  568. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitLobbyClientConnected(*this);
  571. }
  572. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitLobbyClientDisconnected(*this);
  575. }
  576. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitLobbyChatMessage(*this);
  579. }
  580. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbyGuiAction(*this);
  583. }
  584. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyLoadProgress(*this);
  587. }
  588. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbyRestartGame(*this);
  591. }
  592. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbyStartGame(*this);
  595. }
  596. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbyPrepareStartGame(*this);
  599. }
  600. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbyChangeHost(*this);
  603. }
  604. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbyUpdateState(*this);
  607. }
  608. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbySetMap(*this);
  611. }
  612. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbySetCampaign(*this);
  615. }
  616. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbySetCampaignMap(*this);
  619. }
  620. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetCampaignBonus(*this);
  623. }
  624. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbyChangePlayerOption(*this);
  627. }
  628. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbySetPlayer(*this);
  631. }
  632. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbySetPlayerName(*this);
  635. }
  636. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  637. {
  638. visitor.visitLobbySetSimturns(*this);
  639. }
  640. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  641. {
  642. visitor.visitLobbySetTurnTime(*this);
  643. }
  644. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  645. {
  646. visitor.visitLobbySetExtraOptions(*this);
  647. }
  648. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  649. {
  650. visitor.visitLobbySetDifficulty(*this);
  651. }
  652. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  653. {
  654. visitor.visitLobbyForceSetPlayer(*this);
  655. }
  656. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  657. {
  658. visitor.visitLobbyShowMessage(*this);
  659. }
  660. void SetResources::applyGs(CGameState * gs) const
  661. {
  662. assert(player.isValidPlayer());
  663. if(abs)
  664. gs->getPlayerState(player)->resources = res;
  665. else
  666. gs->getPlayerState(player)->resources += res;
  667. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  668. //just ensure that player resources are not negative
  669. //server is responsible to check if player can afford deal
  670. //but events on server side are allowed to take more than player have
  671. gs->getPlayerState(player)->resources.positive();
  672. }
  673. void SetPrimSkill::applyGs(CGameState * gs) const
  674. {
  675. CGHeroInstance * hero = gs->getHero(id);
  676. assert(hero);
  677. hero->setPrimarySkill(which, val, abs);
  678. }
  679. void SetSecSkill::applyGs(CGameState * gs) const
  680. {
  681. CGHeroInstance *hero = gs->getHero(id);
  682. hero->setSecSkillLevel(which, val, abs);
  683. }
  684. void SetCommanderProperty::applyGs(CGameState *gs)
  685. {
  686. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  687. assert (commander);
  688. switch (which)
  689. {
  690. case BONUS:
  691. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  692. break;
  693. case SPECIAL_SKILL:
  694. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  695. commander->specialSkills.insert (additionalInfo);
  696. break;
  697. case SECONDARY_SKILL:
  698. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  699. break;
  700. case ALIVE:
  701. if (amount)
  702. commander->setAlive(true);
  703. else
  704. commander->setAlive(false);
  705. break;
  706. case EXPERIENCE:
  707. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  708. break;
  709. }
  710. }
  711. void AddQuest::applyGs(CGameState * gs) const
  712. {
  713. assert (vstd::contains(gs->players, player));
  714. auto * vec = &gs->players[player].quests;
  715. if (!vstd::contains(*vec, quest))
  716. vec->push_back (quest);
  717. else
  718. logNetwork->warn("Warning! Attempt to add duplicated quest");
  719. }
  720. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  721. {
  722. gs->allocatedArtifacts = allocatedArtifacts;
  723. }
  724. void UpdateMapEvents::applyGs(CGameState * gs) const
  725. {
  726. gs->map->events = events;
  727. }
  728. void UpdateCastleEvents::applyGs(CGameState * gs) const
  729. {
  730. auto * t = gs->getTown(town);
  731. t->events = events;
  732. }
  733. void ChangeFormation::applyGs(CGameState * gs) const
  734. {
  735. gs->getHero(hid)->setFormation(formation);
  736. }
  737. void HeroVisitCastle::applyGs(CGameState * gs) const
  738. {
  739. CGHeroInstance *h = gs->getHero(hid);
  740. CGTownInstance *t = gs->getTown(tid);
  741. assert(h);
  742. assert(t);
  743. if(start())
  744. t->setVisitingHero(h);
  745. else
  746. t->setVisitingHero(nullptr);
  747. }
  748. void ChangeSpells::applyGs(CGameState *gs)
  749. {
  750. CGHeroInstance *hero = gs->getHero(hid);
  751. if(learn)
  752. for(const auto & sid : spells)
  753. hero->addSpellToSpellbook(sid);
  754. else
  755. for(const auto & sid : spells)
  756. hero->removeSpellFromSpellbook(sid);
  757. }
  758. void SetMana::applyGs(CGameState * gs) const
  759. {
  760. CGHeroInstance * hero = gs->getHero(hid);
  761. assert(hero);
  762. if(absolute)
  763. hero->mana = val;
  764. else
  765. hero->mana += val;
  766. vstd::amax(hero->mana, 0); //not less than 0
  767. }
  768. void SetMovePoints::applyGs(CGameState * gs) const
  769. {
  770. CGHeroInstance *hero = gs->getHero(hid);
  771. assert(hero);
  772. if(absolute)
  773. hero->setMovementPoints(val);
  774. else
  775. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  776. }
  777. void FoWChange::applyGs(CGameState *gs)
  778. {
  779. TeamState * team = gs->getPlayerTeam(player);
  780. auto & fogOfWarMap = team->fogOfWarMap;
  781. for(const int3 & t : tiles)
  782. (*fogOfWarMap)[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  783. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  784. {
  785. std::unordered_set<int3> tilesRevealed;
  786. for (auto & elem : gs->map->objects)
  787. {
  788. const CGObjectInstance *o = elem;
  789. if (o)
  790. {
  791. switch(o->ID.toEnum())
  792. {
  793. case Obj::HERO:
  794. case Obj::MINE:
  795. case Obj::TOWN:
  796. case Obj::ABANDONED_MINE:
  797. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  798. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  799. break;
  800. }
  801. }
  802. }
  803. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  804. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  805. }
  806. }
  807. void SetAvailableHero::applyGs(CGameState *gs)
  808. {
  809. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  810. }
  811. void GiveBonus::applyGs(CGameState *gs)
  812. {
  813. CBonusSystemNode *cbsn = nullptr;
  814. switch(who)
  815. {
  816. case ETarget::OBJECT:
  817. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  818. break;
  819. case ETarget::PLAYER:
  820. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  821. break;
  822. case ETarget::BATTLE:
  823. assert(Bonus::OneBattle(&bonus));
  824. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  825. break;
  826. }
  827. assert(cbsn);
  828. if(Bonus::OneWeek(&bonus))
  829. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  830. auto b = std::make_shared<Bonus>(bonus);
  831. cbsn->addNewBonus(b);
  832. }
  833. void ChangeObjPos::applyGs(CGameState *gs)
  834. {
  835. CGObjectInstance *obj = gs->getObjInstance(objid);
  836. if(!obj)
  837. {
  838. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  839. return;
  840. }
  841. gs->map->removeBlockVisTiles(obj);
  842. obj->pos = nPos + obj->getVisitableOffset();
  843. gs->map->addBlockVisTiles(obj);
  844. }
  845. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  846. {
  847. switch (mode) {
  848. case VISITOR_ADD:
  849. gs->getHero(hero)->visitedObjects.insert(object);
  850. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  851. break;
  852. case VISITOR_ADD_TEAM:
  853. {
  854. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  855. for(const auto & color : ts->players)
  856. {
  857. gs->getPlayerState(color)->visitedObjects.insert(object);
  858. }
  859. }
  860. break;
  861. case VISITOR_CLEAR:
  862. for (CGHeroInstance * hero : gs->map->allHeroes)
  863. {
  864. if (hero)
  865. {
  866. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  867. }
  868. }
  869. for(auto &elem : gs->players)
  870. {
  871. elem.second.visitedObjects.erase(object);
  872. }
  873. break;
  874. case VISITOR_GLOBAL:
  875. {
  876. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  877. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  878. break;
  879. }
  880. case VISITOR_REMOVE:
  881. gs->getHero(hero)->visitedObjects.erase(object);
  882. break;
  883. }
  884. }
  885. void ChangeArtifactsCostume::applyGs(CGameState * gs) const
  886. {
  887. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  888. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  889. costume->second = costumeSet;
  890. else
  891. allCostumes.try_emplace(costumeIdx, costumeSet);
  892. }
  893. void PlayerEndsGame::applyGs(CGameState * gs) const
  894. {
  895. PlayerState *p = gs->getPlayerState(player);
  896. if(victoryLossCheckResult.victory())
  897. {
  898. p->status = EPlayerStatus::WINNER;
  899. // TODO: Campaign-specific code might as well go somewhere else
  900. // keep all heroes from the winning player
  901. if(p->human && gs->scenarioOps->campState)
  902. {
  903. std::vector<CGHeroInstance *> crossoverHeroes;
  904. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  905. if (hero->tempOwner == player)
  906. crossoverHeroes.push_back(hero);
  907. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  908. }
  909. }
  910. else
  911. {
  912. p->status = EPlayerStatus::LOSER;
  913. }
  914. // defeated player may be making turn right now
  915. gs->actingPlayers.erase(player);
  916. }
  917. void PlayerReinitInterface::applyGs(CGameState *gs)
  918. {
  919. if(!gs || !gs->scenarioOps)
  920. return;
  921. //TODO: what does mean if more that one player connected?
  922. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  923. {
  924. for(const auto & player : players)
  925. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  926. }
  927. }
  928. void RemoveBonus::applyGs(CGameState *gs)
  929. {
  930. CBonusSystemNode *node = nullptr;
  931. switch(who)
  932. {
  933. case GiveBonus::ETarget::OBJECT:
  934. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  935. break;
  936. case GiveBonus::ETarget::PLAYER:
  937. node = gs->getPlayerState(whoID.as<PlayerColor>());
  938. break;
  939. case GiveBonus::ETarget::BATTLE:
  940. assert(Bonus::OneBattle(&bonus));
  941. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  942. break;
  943. }
  944. BonusList &bonuses = node->getExportedBonusList();
  945. for(const auto & b : bonuses)
  946. {
  947. if(b->source == source && b->sid == id)
  948. {
  949. bonus = *b; //backup bonus (to show to interfaces later)
  950. node->removeBonus(b);
  951. break;
  952. }
  953. }
  954. }
  955. void RemoveObject::applyGs(CGameState *gs)
  956. {
  957. CGObjectInstance *obj = gs->getObjInstance(objectID);
  958. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  959. //unblock tiles
  960. gs->map->removeBlockVisTiles(obj);
  961. if (initiator.isValidPlayer())
  962. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  963. if(obj->ID == Obj::HERO) //remove beaten hero
  964. {
  965. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  966. assert(beatenHero);
  967. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  968. gs->map->heroesOnMap -= beatenHero;
  969. p->heroes -= beatenHero;
  970. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  971. // FIXME: workaround:
  972. // hero should be attached to siegeNode after battle
  973. // however this code might also be called on dismissing hero while in town
  974. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  975. beatenHero->detachFrom(*siegeNode);
  976. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  977. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  978. {
  979. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  980. });
  981. if(beatenHero->visitedTown)
  982. {
  983. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  984. beatenHero->visitedTown->garrisonHero = nullptr;
  985. else
  986. beatenHero->visitedTown->visitingHero = nullptr;
  987. beatenHero->visitedTown = nullptr;
  988. beatenHero->inTownGarrison = false;
  989. }
  990. //return hero to the pool, so he may reappear in tavern
  991. gs->heroesPool->addHeroToPool(beatenHero);
  992. gs->map->objects[objectID.getNum()] = nullptr;
  993. //If hero on Boat is removed, the Boat disappears
  994. if(beatenHero->boat)
  995. {
  996. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  997. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  998. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  999. beatenHero->boat = nullptr;
  1000. }
  1001. return;
  1002. }
  1003. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1004. if (quest)
  1005. {
  1006. gs->map->quests[quest->quest->qid] = nullptr;
  1007. for (auto &player : gs->players)
  1008. {
  1009. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1010. return q.obj == obj;
  1011. });
  1012. }
  1013. }
  1014. gs->map->instanceNames.erase(obj->instanceName);
  1015. gs->map->objects[objectID.getNum()].dellNull();
  1016. gs->map->calculateGuardingGreaturePositions();
  1017. }
  1018. static int getDir(const int3 & src, const int3 & dst)
  1019. {
  1020. int ret = -1;
  1021. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1022. {
  1023. ret = 1;
  1024. }
  1025. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1026. {
  1027. ret = 2;
  1028. }
  1029. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1030. {
  1031. ret = 3;
  1032. }
  1033. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1034. {
  1035. ret = 4;
  1036. }
  1037. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1038. {
  1039. ret = 5;
  1040. }
  1041. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1042. {
  1043. ret = 6;
  1044. }
  1045. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1046. {
  1047. ret = 7;
  1048. }
  1049. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1050. {
  1051. ret = 8;
  1052. }
  1053. return ret;
  1054. }
  1055. void TryMoveHero::applyGs(CGameState *gs)
  1056. {
  1057. CGHeroInstance *h = gs->getHero(id);
  1058. if (!h)
  1059. {
  1060. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1061. return;
  1062. }
  1063. h->setMovementPoints(movePoints);
  1064. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1065. {
  1066. auto dir = getDir(start,end);
  1067. if(dir > 0 && dir <= 8)
  1068. h->moveDir = dir;
  1069. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1070. }
  1071. if(result == EMBARK) //hero enters boat at destination tile
  1072. {
  1073. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1074. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1075. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1076. assert(boat);
  1077. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1078. h->boat = boat;
  1079. h->attachTo(*boat);
  1080. boat->hero = h;
  1081. }
  1082. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1083. {
  1084. auto * b = const_cast<CGBoat *>(h->boat);
  1085. b->direction = h->moveDir;
  1086. b->pos = start;
  1087. b->hero = nullptr;
  1088. gs->map->addBlockVisTiles(b);
  1089. h->detachFrom(*b);
  1090. h->boat = nullptr;
  1091. }
  1092. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1093. {
  1094. gs->map->removeBlockVisTiles(h);
  1095. h->pos = end;
  1096. if(auto * b = const_cast<CGBoat *>(h->boat))
  1097. b->pos = end;
  1098. gs->map->addBlockVisTiles(h);
  1099. }
  1100. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1101. for(const int3 & t : fowRevealed)
  1102. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1103. }
  1104. void NewStructures::applyGs(CGameState *gs)
  1105. {
  1106. CGTownInstance *t = gs->getTown(tid);
  1107. for(const auto & id : bid)
  1108. {
  1109. assert(t->town->buildings.at(id) != nullptr);
  1110. t->builtBuildings.insert(id);
  1111. t->updateAppearance();
  1112. auto currentBuilding = t->town->buildings.at(id);
  1113. if(currentBuilding->overrideBids.empty())
  1114. continue;
  1115. for(const auto & overrideBid : currentBuilding->overrideBids)
  1116. {
  1117. t->overriddenBuildings.insert(overrideBid);
  1118. t->deleteTownBonus(overrideBid);
  1119. }
  1120. }
  1121. t->builded = builded;
  1122. t->recreateBuildingsBonuses();
  1123. }
  1124. void RazeStructures::applyGs(CGameState *gs)
  1125. {
  1126. CGTownInstance *t = gs->getTown(tid);
  1127. for(const auto & id : bid)
  1128. {
  1129. t->builtBuildings.erase(id);
  1130. t->updateAppearance();
  1131. }
  1132. t->destroyed = destroyed; //yeaha
  1133. t->recreateBuildingsBonuses();
  1134. }
  1135. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1136. {
  1137. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1138. assert(dw);
  1139. dw->creatures = creatures;
  1140. }
  1141. void SetHeroesInTown::applyGs(CGameState * gs) const
  1142. {
  1143. CGTownInstance *t = gs->getTown(tid);
  1144. CGHeroInstance * v = gs->getHero(visiting);
  1145. CGHeroInstance * g = gs->getHero(garrison);
  1146. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1147. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1148. if(newVisitorComesFromGarrison)
  1149. t->setGarrisonedHero(nullptr);
  1150. if(newGarrisonComesFromVisiting)
  1151. t->setVisitingHero(nullptr);
  1152. if(!newGarrisonComesFromVisiting || v)
  1153. t->setVisitingHero(v);
  1154. if(!newVisitorComesFromGarrison || g)
  1155. t->setGarrisonedHero(g);
  1156. if(v)
  1157. {
  1158. gs->map->addBlockVisTiles(v);
  1159. }
  1160. if(g)
  1161. {
  1162. gs->map->removeBlockVisTiles(g);
  1163. }
  1164. }
  1165. void HeroRecruited::applyGs(CGameState * gs) const
  1166. {
  1167. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1168. CGTownInstance *t = gs->getTown(tid);
  1169. PlayerState *p = gs->getPlayerState(player);
  1170. if (boatId != ObjectInstanceID::NONE)
  1171. {
  1172. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1173. auto * boat = dynamic_cast<CGBoat *>(obj);
  1174. if (boat)
  1175. {
  1176. gs->map->removeBlockVisTiles(boat);
  1177. h->attachToBoat(boat);
  1178. }
  1179. }
  1180. h->setOwner(player);
  1181. h->pos = tile;
  1182. h->initObj(gs->getRandomGenerator());
  1183. if(h->id == ObjectInstanceID())
  1184. {
  1185. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1186. gs->map->objects.emplace_back(h);
  1187. }
  1188. else
  1189. gs->map->objects[h->id.getNum()] = h;
  1190. gs->map->heroesOnMap.emplace_back(h);
  1191. p->heroes.emplace_back(h);
  1192. h->attachTo(*p);
  1193. gs->map->addBlockVisTiles(h);
  1194. if(t)
  1195. t->setVisitingHero(h);
  1196. }
  1197. void GiveHero::applyGs(CGameState * gs) const
  1198. {
  1199. CGHeroInstance *h = gs->getHero(id);
  1200. if (boatId != ObjectInstanceID::NONE)
  1201. {
  1202. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1203. auto * boat = dynamic_cast<CGBoat *>(obj);
  1204. if (boat)
  1205. {
  1206. gs->map->removeBlockVisTiles(boat);
  1207. h->attachToBoat(boat);
  1208. }
  1209. }
  1210. //bonus system
  1211. h->detachFrom(gs->globalEffects);
  1212. h->attachTo(*gs->getPlayerState(player));
  1213. auto oldVisitablePos = h->visitablePos();
  1214. gs->map->removeBlockVisTiles(h,true);
  1215. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1216. h->setOwner(player);
  1217. h->setMovementPoints(h->movementPointsLimit(true));
  1218. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1219. gs->map->heroesOnMap.emplace_back(h);
  1220. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1221. gs->map->addBlockVisTiles(h);
  1222. h->inTownGarrison = false;
  1223. }
  1224. void NewObject::applyGs(CGameState *gs)
  1225. {
  1226. TerrainId terrainType = ETerrainId::NONE;
  1227. if (!gs->isInTheMap(targetPos))
  1228. {
  1229. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1230. return;
  1231. }
  1232. const TerrainTile & t = gs->map->getTile(targetPos);
  1233. terrainType = t.terType->getId();
  1234. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1235. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  1236. handler->configureObject(o, gs->getRandomGenerator());
  1237. assert(o->ID == this->ID);
  1238. if (ID == Obj::MONSTER) //probably more options will be needed
  1239. {
  1240. //CStackInstance hlp;
  1241. auto * cre = dynamic_cast<CGCreature *>(o);
  1242. //cre->slots[0] = hlp;
  1243. assert(cre);
  1244. cre->notGrowingTeam = cre->neverFlees = false;
  1245. cre->character = 2;
  1246. cre->gainedArtifact = ArtifactID::NONE;
  1247. cre->identifier = -1;
  1248. cre->addToSlot(SlotID(0), new CStackInstance(subID.getNum(), -1)); //add placeholder stack
  1249. }
  1250. assert(!handler->getTemplates(terrainType).empty());
  1251. if (handler->getTemplates().empty())
  1252. {
  1253. logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID.getNum());
  1254. return;
  1255. }
  1256. if (!handler->getTemplates(terrainType).empty())
  1257. o->appearance = handler->getTemplates(terrainType).front();
  1258. else
  1259. o->appearance = handler->getTemplates().front();
  1260. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1261. o->pos = targetPos + o->getVisitableOffset();
  1262. gs->map->objects.emplace_back(o);
  1263. gs->map->addBlockVisTiles(o);
  1264. o->initObj(gs->getRandomGenerator());
  1265. gs->map->calculateGuardingGreaturePositions();
  1266. createdObjectID = o->id;
  1267. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1268. }
  1269. void NewArtifact::applyGs(CGameState *gs)
  1270. {
  1271. assert(!vstd::contains(gs->map->artInstances, art));
  1272. assert(!art->getParentNodes().size());
  1273. assert(art->artType);
  1274. art->setType(art->artType);
  1275. if(art->isCombined())
  1276. {
  1277. for(const auto & part : art->artType->getConstituents())
  1278. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1279. }
  1280. gs->map->addNewArtifactInstance(art);
  1281. }
  1282. const CStackInstance * StackLocation::getStack()
  1283. {
  1284. if(!army->hasStackAtSlot(slot))
  1285. {
  1286. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1287. return nullptr;
  1288. }
  1289. return &army->getStack(slot);
  1290. }
  1291. struct ObjectRetriever
  1292. {
  1293. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1294. {
  1295. return h;
  1296. }
  1297. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1298. {
  1299. return s->armyObj;
  1300. }
  1301. };
  1302. template<typename T>
  1303. struct GetBase
  1304. {
  1305. template <typename TArg>
  1306. T * operator()(TArg &arg) const
  1307. {
  1308. return arg;
  1309. }
  1310. };
  1311. void ChangeStackCount::applyGs(CGameState * gs)
  1312. {
  1313. auto * srcObj = gs->getArmyInstance(army);
  1314. if(!srcObj)
  1315. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1316. if(absoluteValue)
  1317. srcObj->setStackCount(slot, count);
  1318. else
  1319. srcObj->changeStackCount(slot, count);
  1320. }
  1321. void SetStackType::applyGs(CGameState * gs)
  1322. {
  1323. auto * srcObj = gs->getArmyInstance(army);
  1324. if(!srcObj)
  1325. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1326. srcObj->setStackType(slot, type);
  1327. }
  1328. void EraseStack::applyGs(CGameState * gs)
  1329. {
  1330. auto * srcObj = gs->getArmyInstance(army);
  1331. if(!srcObj)
  1332. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1333. srcObj->eraseStack(slot);
  1334. }
  1335. void SwapStacks::applyGs(CGameState * gs)
  1336. {
  1337. auto * srcObj = gs->getArmyInstance(srcArmy);
  1338. if(!srcObj)
  1339. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1340. auto * dstObj = gs->getArmyInstance(dstArmy);
  1341. if(!dstObj)
  1342. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1343. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1344. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1345. srcObj->putStack(srcSlot, s2);
  1346. dstObj->putStack(dstSlot, s1);
  1347. }
  1348. void InsertNewStack::applyGs(CGameState *gs)
  1349. {
  1350. if(auto * obj = gs->getArmyInstance(army))
  1351. obj->putStack(slot, new CStackInstance(type, count));
  1352. else
  1353. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1354. }
  1355. void RebalanceStacks::applyGs(CGameState * gs)
  1356. {
  1357. auto * srcObj = gs->getArmyInstance(srcArmy);
  1358. if(!srcObj)
  1359. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1360. auto * dstObj = gs->getArmyInstance(dstArmy);
  1361. if(!dstObj)
  1362. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1363. StackLocation src(srcObj, srcSlot);
  1364. StackLocation dst(dstObj, dstSlot);
  1365. const CCreature * srcType = src.army->getCreature(src.slot);
  1366. TQuantity srcCount = src.army->getStackCount(src.slot);
  1367. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1368. if(srcCount == count) //moving whole stack
  1369. {
  1370. const auto c = dst.army->getCreature(dst.slot);
  1371. if(c) //stack at dest -> merge
  1372. {
  1373. assert(c == srcType);
  1374. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1375. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1376. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1377. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1378. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1379. {
  1380. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1381. {
  1382. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1383. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1384. {
  1385. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1386. }
  1387. //else - artifact cna be lost :/
  1388. else
  1389. {
  1390. EraseArtifact ea;
  1391. ea.al = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
  1392. ea.al.creature = dst.slot;
  1393. ea.applyGs(gs);
  1394. logNetwork->warn("Cannot move artifact! No free slots");
  1395. }
  1396. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1397. //TODO: choose from dialog
  1398. }
  1399. else //just move to the other slot before stack gets erased
  1400. {
  1401. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1402. }
  1403. }
  1404. if (stackExp)
  1405. {
  1406. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1407. src.army->eraseStack(src.slot);
  1408. dst.army->changeStackCount(dst.slot, count);
  1409. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1410. }
  1411. else
  1412. {
  1413. src.army->eraseStack(src.slot);
  1414. dst.army->changeStackCount(dst.slot, count);
  1415. }
  1416. }
  1417. else //move stack to an empty slot, no exp change needed
  1418. {
  1419. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1420. dst.army->putStack(dst.slot, stackDetached);
  1421. }
  1422. }
  1423. else
  1424. {
  1425. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1426. if(c) //stack at dest -> rebalance
  1427. {
  1428. assert(c == srcType);
  1429. if (stackExp)
  1430. {
  1431. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1432. src.army->changeStackCount(src.slot, -count);
  1433. dst.army->changeStackCount(dst.slot, count);
  1434. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1435. }
  1436. else
  1437. {
  1438. src.army->changeStackCount(src.slot, -count);
  1439. dst.army->changeStackCount(dst.slot, count);
  1440. }
  1441. }
  1442. else //split stack to an empty slot
  1443. {
  1444. src.army->changeStackCount(src.slot, -count);
  1445. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1446. if (stackExp)
  1447. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1448. }
  1449. }
  1450. CBonusSystemNode::treeHasChanged();
  1451. }
  1452. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1453. {
  1454. for(auto & move : moves)
  1455. move.applyGs(gs);
  1456. }
  1457. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1458. {
  1459. for(auto & move : moves)
  1460. move.applyGs(gs);
  1461. for(auto & change : changes)
  1462. change.applyGs(gs);
  1463. }
  1464. void PutArtifact::applyGs(CGameState *gs)
  1465. {
  1466. // Ensure that artifact has been correctly added via NewArtifact pack
  1467. assert(vstd::contains(gs->map->artInstances, art));
  1468. assert(!art->getParentNodes().empty());
  1469. auto hero = gs->getHero(al.artHolder);
  1470. assert(hero);
  1471. assert(art && art->canBePutAt(hero, al.slot));
  1472. art->putAt(*hero, al.slot);
  1473. }
  1474. void EraseArtifact::applyGs(CGameState *gs)
  1475. {
  1476. const auto artSet = gs->getArtSet(al.artHolder);
  1477. assert(artSet);
  1478. const auto slot = artSet->getSlot(al.slot);
  1479. if(slot->locked)
  1480. {
  1481. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1482. DisassembledArtifact dis;
  1483. dis.al.artHolder = al.artHolder;
  1484. for(auto & slotInfo : artSet->artifactsWorn)
  1485. {
  1486. auto art = slotInfo.second.artifact;
  1487. if(art->isCombined() && art->isPart(slot->artifact))
  1488. {
  1489. dis.al.slot = artSet->getArtPos(art);
  1490. break;
  1491. }
  1492. }
  1493. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1494. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
  1495. dis.applyGs(gs);
  1496. }
  1497. else
  1498. {
  1499. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1500. }
  1501. auto art = artSet->getArt(al.slot);
  1502. assert(art);
  1503. art->removeFrom(*artSet, al.slot);
  1504. }
  1505. void MoveArtifact::applyGs(CGameState * gs)
  1506. {
  1507. auto srcHero = gs->getArtSet(src);
  1508. auto dstHero = gs->getArtSet(dst);
  1509. assert(srcHero);
  1510. assert(dstHero);
  1511. auto art = srcHero->getArt(src.slot);
  1512. assert(art && art->canBePutAt(dstHero, dst.slot));
  1513. art->move(*srcHero, src.slot, *dstHero, dst.slot);
  1514. }
  1515. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1516. {
  1517. const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1518. {
  1519. std::vector<ArtifactPosition> packToRemove;
  1520. for(const auto & slotsPair : artsPack)
  1521. packToRemove.push_back(slotsPair.srcPos);
  1522. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1523. {
  1524. return slot0.num > slot1.num;
  1525. });
  1526. for(const auto & slot : packToRemove)
  1527. {
  1528. auto * art = artSet.getArt(slot);
  1529. assert(art);
  1530. art->removeFrom(artSet, slot);
  1531. }
  1532. };
  1533. const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1534. {
  1535. for(const auto & slotsPair : artsPack)
  1536. {
  1537. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1538. assert(art);
  1539. art->putAt(dstArtSet, slotsPair.dstPos);
  1540. }
  1541. };
  1542. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1543. assert(leftSet);
  1544. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1545. assert(rightSet);
  1546. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1547. bulkArtsRemove(artsPack0, *leftSet);
  1548. if(!artsPack1.empty())
  1549. {
  1550. CArtifactFittingSet artInitialSetRight(*rightSet);
  1551. bulkArtsRemove(artsPack1, *rightSet);
  1552. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1553. }
  1554. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1555. }
  1556. void AssembledArtifact::applyGs(CGameState *gs)
  1557. {
  1558. auto hero = gs->getHero(al.artHolder);
  1559. assert(hero);
  1560. const auto transformedArt = hero->getArt(al.slot);
  1561. assert(transformedArt);
  1562. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1563. {
  1564. return art->getId() == builtArt->getId();
  1565. }));
  1566. const auto transformedArtSlot = hero->getSlotByInstance(transformedArt);
  1567. auto * combinedArt = new CArtifactInstance(builtArt);
  1568. gs->map->addNewArtifactInstance(combinedArt);
  1569. // Find slots for all involved artifacts
  1570. std::vector<ArtifactPosition> slotsInvolved;
  1571. for(const auto constituent : builtArt->getConstituents())
  1572. {
  1573. ArtifactPosition slot;
  1574. if(transformedArt->getTypeId() == constituent->getId())
  1575. slot = transformedArtSlot;
  1576. else
  1577. slot = hero->getArtPos(constituent->getId(), false, false);
  1578. assert(slot != ArtifactPosition::PRE_FIRST);
  1579. slotsInvolved.emplace_back(slot);
  1580. }
  1581. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1582. // Find a slot for combined artifact
  1583. al.slot = transformedArtSlot;
  1584. for(const auto slot : slotsInvolved)
  1585. {
  1586. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1587. {
  1588. if(ArtifactUtils::isSlotBackpack(slot))
  1589. {
  1590. al.slot = ArtifactPosition::BACKPACK_START;
  1591. break;
  1592. }
  1593. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1594. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1595. al.slot = slot;
  1596. }
  1597. else
  1598. {
  1599. if(ArtifactUtils::isSlotBackpack(slot))
  1600. al.slot = std::min(al.slot, slot);
  1601. }
  1602. }
  1603. // Delete parts from hero
  1604. for(const auto slot : slotsInvolved)
  1605. {
  1606. const auto constituentInstance = hero->getArt(slot);
  1607. constituentInstance->removeFrom(*hero, slot);
  1608. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1609. combinedArt->addPart(constituentInstance, slot);
  1610. else
  1611. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1612. }
  1613. // Put new combined artifacts
  1614. combinedArt->putAt(*hero, al.slot);
  1615. }
  1616. void DisassembledArtifact::applyGs(CGameState *gs)
  1617. {
  1618. auto hero = gs->getHero(al.artHolder);
  1619. assert(hero);
  1620. auto disassembledArt = hero->getArt(al.slot);
  1621. assert(disassembledArt);
  1622. auto parts = disassembledArt->getPartsInfo();
  1623. disassembledArt->removeFrom(*hero, al.slot);
  1624. for(auto & part : parts)
  1625. {
  1626. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1627. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1628. disassembledArt->detachFrom(*part.art);
  1629. part.art->putAt(*hero, slot);
  1630. }
  1631. gs->map->eraseArtifactInstance(disassembledArt);
  1632. }
  1633. void HeroVisit::applyGs(CGameState *gs)
  1634. {
  1635. }
  1636. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1637. {
  1638. if(id != ObjectInstanceID::NONE)
  1639. {
  1640. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1641. {
  1642. bm->artifacts = arts;
  1643. }
  1644. else
  1645. {
  1646. logNetwork->error("Wrong black market id!");
  1647. }
  1648. }
  1649. else
  1650. {
  1651. gs->map->townMerchantArtifacts = arts;
  1652. }
  1653. }
  1654. void NewTurn::applyGs(CGameState *gs)
  1655. {
  1656. gs->day = day;
  1657. // Update bonuses before doing anything else so hero don't get more MP than needed
  1658. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1659. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1660. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1661. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1662. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1663. {
  1664. CGHeroInstance *hero = gs->getHero(h.id);
  1665. if(!hero)
  1666. {
  1667. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1668. continue;
  1669. }
  1670. hero->setMovementPoints(h.move);
  1671. hero->mana = h.mana;
  1672. }
  1673. gs->heroesPool->onNewDay();
  1674. for(const auto & re : res)
  1675. {
  1676. assert(re.first.isValidPlayer());
  1677. gs->getPlayerState(re.first)->resources = re.second;
  1678. gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1679. }
  1680. for(const auto & creatureSet : cres) //set available creatures in towns
  1681. creatureSet.second.applyGs(gs);
  1682. for(CGTownInstance* t : gs->map->towns)
  1683. t->builded = 0;
  1684. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1685. gs->updateRumor();
  1686. }
  1687. void SetObjectProperty::applyGs(CGameState * gs) const
  1688. {
  1689. CGObjectInstance *obj = gs->getObjInstance(id);
  1690. if(!obj)
  1691. {
  1692. logNetwork->error("Wrong object ID - property cannot be set!");
  1693. return;
  1694. }
  1695. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1696. if(what == ObjProperty::OWNER && cai)
  1697. {
  1698. if(obj->ID == Obj::TOWN)
  1699. {
  1700. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1701. assert(t);
  1702. PlayerColor oldOwner = t->tempOwner;
  1703. if(oldOwner.isValidPlayer())
  1704. {
  1705. auto * state = gs->getPlayerState(oldOwner);
  1706. state->towns -= t;
  1707. if(state->towns.empty())
  1708. state->daysWithoutCastle = 0;
  1709. }
  1710. if(identifier.as<PlayerColor>().isValidPlayer())
  1711. {
  1712. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1713. p->towns.emplace_back(t);
  1714. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1715. if(p->daysWithoutCastle)
  1716. p->daysWithoutCastle = std::nullopt;
  1717. }
  1718. }
  1719. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1720. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1721. obj->setProperty(what, identifier);
  1722. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1723. }
  1724. else //not an armed instance
  1725. {
  1726. obj->setProperty(what, identifier);
  1727. }
  1728. }
  1729. void HeroLevelUp::applyGs(CGameState * gs) const
  1730. {
  1731. auto * hero = gs->getHero(heroId);
  1732. assert(hero);
  1733. hero->levelUp(skills);
  1734. }
  1735. void CommanderLevelUp::applyGs(CGameState * gs) const
  1736. {
  1737. auto * hero = gs->getHero(heroId);
  1738. assert(hero);
  1739. auto commander = hero->commander;
  1740. assert(commander);
  1741. commander->levelUp();
  1742. }
  1743. void BattleStart::applyGs(CGameState * gs) const
  1744. {
  1745. assert(battleID == gs->nextBattleID);
  1746. gs->currentBattles.emplace_back(info);
  1747. info->battleID = gs->nextBattleID;
  1748. info->localInit();
  1749. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1750. }
  1751. void BattleNextRound::applyGs(CGameState * gs) const
  1752. {
  1753. gs->getBattle(battleID)->nextRound();
  1754. }
  1755. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1756. {
  1757. gs->getBattle(battleID)->nextTurn(stack);
  1758. }
  1759. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1760. {
  1761. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1762. assert(st);
  1763. switch(static_cast<BonusType>(effect))
  1764. {
  1765. case BonusType::HP_REGENERATION:
  1766. {
  1767. int64_t toHeal = val;
  1768. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1769. break;
  1770. }
  1771. case BonusType::MANA_DRAIN:
  1772. {
  1773. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1774. st->drainedMana = true;
  1775. h->mana -= val;
  1776. vstd::amax(h->mana, 0);
  1777. break;
  1778. }
  1779. case BonusType::POISON:
  1780. {
  1781. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1782. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1783. if (b)
  1784. b->val = val;
  1785. break;
  1786. }
  1787. case BonusType::ENCHANTER:
  1788. case BonusType::MORALE:
  1789. break;
  1790. case BonusType::FEAR:
  1791. st->fear = true;
  1792. break;
  1793. default:
  1794. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1795. }
  1796. }
  1797. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1798. {
  1799. if(gs->getBattle(battleID))
  1800. gs->getBattle(battleID)->si.gateState = state;
  1801. }
  1802. void BattleCancelled::applyGs(CGameState * gs) const
  1803. {
  1804. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1805. {
  1806. return battle->battleID == battleID;
  1807. });
  1808. assert(currentBattle != gs->currentBattles.end());
  1809. gs->currentBattles.erase(currentBattle);
  1810. }
  1811. void BattleResultAccepted::applyGs(CGameState * gs) const
  1812. {
  1813. // Remove any "until next battle" bonuses
  1814. for(auto & res : heroResult)
  1815. {
  1816. if(res.hero)
  1817. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1818. }
  1819. if(winnerSide != 2)
  1820. {
  1821. // Grow up growing artifacts
  1822. const auto hero = heroResult[winnerSide].hero;
  1823. if (hero)
  1824. {
  1825. if(hero->commander && hero->commander->alive)
  1826. {
  1827. for(auto & art : hero->commander->artifactsWorn)
  1828. art.second.artifact->growingUp();
  1829. }
  1830. for(auto & art : hero->artifactsWorn)
  1831. {
  1832. art.second.artifact->growingUp();
  1833. }
  1834. }
  1835. }
  1836. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1837. {
  1838. if(heroResult[0].army)
  1839. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1840. if(heroResult[1].army)
  1841. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1842. CBonusSystemNode::treeHasChanged();
  1843. }
  1844. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1845. {
  1846. return battle->battleID == battleID;
  1847. });
  1848. assert(currentBattle != gs->currentBattles.end());
  1849. gs->currentBattles.erase(currentBattle);
  1850. }
  1851. void BattleLogMessage::applyGs(CGameState *gs)
  1852. {
  1853. //nothing
  1854. }
  1855. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1856. {
  1857. //nothing
  1858. }
  1859. void BattleStackMoved::applyGs(CGameState *gs)
  1860. {
  1861. applyBattle(gs->getBattle(battleID));
  1862. }
  1863. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1864. {
  1865. battleState->moveUnit(stack, tilesToMove.back());
  1866. }
  1867. void BattleStackAttacked::applyGs(CGameState * gs)
  1868. {
  1869. applyBattle(gs->getBattle(battleID));
  1870. }
  1871. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1872. {
  1873. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1874. }
  1875. void BattleAttack::applyGs(CGameState * gs)
  1876. {
  1877. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1878. assert(attacker);
  1879. attackerChanges.applyGs(gs);
  1880. for(BattleStackAttacked & stackAttacked : bsa)
  1881. stackAttacked.applyGs(gs);
  1882. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1883. if(!this->counter())
  1884. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1885. }
  1886. void StartAction::applyGs(CGameState *gs)
  1887. {
  1888. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1889. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1890. {
  1891. gs->getBattle(battleID)->tacticDistance = 0;
  1892. return;
  1893. }
  1894. if(gs->getBattle(battleID)->tacticDistance)
  1895. {
  1896. // moves in tactics phase do not affect creature status
  1897. // (tactics stack queue is managed by client)
  1898. return;
  1899. }
  1900. if (ba.isUnitAction())
  1901. {
  1902. assert(st); // stack must exists for all non-hero actions
  1903. switch(ba.actionType)
  1904. {
  1905. case EActionType::DEFEND:
  1906. st->waiting = false;
  1907. st->defending = true;
  1908. st->defendingAnim = true;
  1909. break;
  1910. case EActionType::WAIT:
  1911. st->defendingAnim = false;
  1912. st->waiting = true;
  1913. st->waitedThisTurn = true;
  1914. break;
  1915. case EActionType::HERO_SPELL: //no change in current stack state
  1916. break;
  1917. default: //any active stack action - attack, catapult, heal, spell...
  1918. st->waiting = false;
  1919. st->defendingAnim = false;
  1920. st->movedThisRound = true;
  1921. break;
  1922. }
  1923. }
  1924. else
  1925. {
  1926. if(ba.actionType == EActionType::HERO_SPELL)
  1927. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  1928. }
  1929. }
  1930. void BattleSpellCast::applyGs(CGameState * gs) const
  1931. {
  1932. if(castByHero)
  1933. {
  1934. if(side < 2)
  1935. {
  1936. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  1937. }
  1938. }
  1939. }
  1940. void SetStackEffect::applyGs(CGameState *gs)
  1941. {
  1942. applyBattle(gs->getBattle(battleID));
  1943. }
  1944. void SetStackEffect::applyBattle(IBattleState * battleState)
  1945. {
  1946. for(const auto & stackData : toRemove)
  1947. battleState->removeUnitBonus(stackData.first, stackData.second);
  1948. for(const auto & stackData : toUpdate)
  1949. battleState->updateUnitBonus(stackData.first, stackData.second);
  1950. for(const auto & stackData : toAdd)
  1951. battleState->addUnitBonus(stackData.first, stackData.second);
  1952. }
  1953. void StacksInjured::applyGs(CGameState *gs)
  1954. {
  1955. applyBattle(gs->getBattle(battleID));
  1956. }
  1957. void StacksInjured::applyBattle(IBattleState * battleState)
  1958. {
  1959. for(BattleStackAttacked stackAttacked : stacks)
  1960. stackAttacked.applyBattle(battleState);
  1961. }
  1962. void BattleUnitsChanged::applyGs(CGameState *gs)
  1963. {
  1964. applyBattle(gs->getBattle(battleID));
  1965. }
  1966. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1967. {
  1968. for(auto & elem : changedStacks)
  1969. {
  1970. switch(elem.operation)
  1971. {
  1972. case BattleChanges::EOperation::RESET_STATE:
  1973. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1974. break;
  1975. case BattleChanges::EOperation::REMOVE:
  1976. battleState->removeUnit(elem.id);
  1977. break;
  1978. case BattleChanges::EOperation::ADD:
  1979. battleState->addUnit(elem.id, elem.data);
  1980. break;
  1981. case BattleChanges::EOperation::UPDATE:
  1982. battleState->updateUnit(elem.id, elem.data);
  1983. break;
  1984. default:
  1985. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1986. break;
  1987. }
  1988. }
  1989. }
  1990. void BattleObstaclesChanged::applyGs(CGameState * gs)
  1991. {
  1992. applyBattle(gs->getBattle(battleID));
  1993. }
  1994. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1995. {
  1996. for(const auto & change : changes)
  1997. {
  1998. switch(change.operation)
  1999. {
  2000. case BattleChanges::EOperation::REMOVE:
  2001. battleState->removeObstacle(change.id);
  2002. break;
  2003. case BattleChanges::EOperation::ADD:
  2004. battleState->addObstacle(change);
  2005. break;
  2006. case BattleChanges::EOperation::UPDATE:
  2007. battleState->updateObstacle(change);
  2008. break;
  2009. default:
  2010. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2011. break;
  2012. }
  2013. }
  2014. }
  2015. CatapultAttack::CatapultAttack() = default;
  2016. CatapultAttack::~CatapultAttack() = default;
  2017. void CatapultAttack::applyGs(CGameState * gs)
  2018. {
  2019. applyBattle(gs->getBattle(battleID));
  2020. }
  2021. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2022. {
  2023. visitor.visitCatapultAttack(*this);
  2024. }
  2025. void CatapultAttack::applyBattle(IBattleState * battleState)
  2026. {
  2027. const auto * town = battleState->getDefendedTown();
  2028. if(!town)
  2029. return;
  2030. if(town->fortLevel() == CGTownInstance::NONE)
  2031. return;
  2032. for(const auto & part : attackedParts)
  2033. {
  2034. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2035. battleState->setWallState(part.attackedPart, newWallState);
  2036. }
  2037. }
  2038. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2039. {
  2040. CStack * stack = gs->getBattle(battleID)->getStack(stackID);
  2041. switch(which)
  2042. {
  2043. case CASTS:
  2044. {
  2045. if(absolute)
  2046. logNetwork->error("Can not change casts in absolute mode");
  2047. else
  2048. stack->casts.use(-val);
  2049. break;
  2050. }
  2051. case ENCHANTER_COUNTER:
  2052. {
  2053. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2054. if(absolute)
  2055. counter = val;
  2056. else
  2057. counter += val;
  2058. vstd::amax(counter, 0);
  2059. break;
  2060. }
  2061. case UNBIND:
  2062. {
  2063. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2064. break;
  2065. }
  2066. case CLONED:
  2067. {
  2068. stack->cloned = true;
  2069. break;
  2070. }
  2071. case HAS_CLONE:
  2072. {
  2073. stack->cloneID = val;
  2074. break;
  2075. }
  2076. }
  2077. }
  2078. void PlayerCheated::applyGs(CGameState * gs) const
  2079. {
  2080. if(!player.isValidPlayer())
  2081. return;
  2082. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2083. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2084. gs->getPlayerState(player)->cheated = true;
  2085. }
  2086. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2087. {
  2088. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2089. gs->actingPlayers.insert(player);
  2090. }
  2091. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2092. {
  2093. assert(gs->actingPlayers.count(player) == 1);
  2094. gs->actingPlayers.erase(player);
  2095. }
  2096. void DaysWithoutTown::applyGs(CGameState * gs) const
  2097. {
  2098. auto & playerState = gs->players[player];
  2099. playerState.daysWithoutCastle = daysWithoutCastle;
  2100. }
  2101. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2102. {
  2103. auto & playerState = gs->players[player];
  2104. playerState.turnTimer = turnTimer;
  2105. }
  2106. void EntitiesChanged::applyGs(CGameState * gs)
  2107. {
  2108. for(const auto & change : changes)
  2109. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2110. }
  2111. const CArtifactInstance * ArtSlotInfo::getArt() const
  2112. {
  2113. if(locked)
  2114. {
  2115. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2116. return nullptr;
  2117. }
  2118. return artifact;
  2119. }
  2120. VCMI_LIB_NAMESPACE_END