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