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NetPacksLib.cpp 60 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "StackLocation.h"
  16. #include "PacksForLobby.h"
  17. #include "SetStackEffect.h"
  18. #include "NetPackVisitor.h"
  19. #include "CGeneralTextHandler.h"
  20. #include "CArtHandler.h"
  21. #include "CHeroHandler.h"
  22. #include "VCMI_Lib.h"
  23. #include "mapping/CMap.h"
  24. #include "spells/CSpellHandler.h"
  25. #include "CCreatureHandler.h"
  26. #include "gameState/CGameState.h"
  27. #include "gameState/TavernHeroesPool.h"
  28. #include "CStack.h"
  29. #include "battle/BattleInfo.h"
  30. #include "CTownHandler.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "mapObjects/CGCreature.h"
  36. #include "mapObjects/CGMarket.h"
  37. #include "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 AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitAssembleArtifacts(*this);
  499. }
  500. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitEraseArtifactByClient(*this);
  503. }
  504. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitBuyArtifact(*this);
  507. }
  508. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitTradeOnMarketplace(*this);
  511. }
  512. void SetFormation::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitSetFormation(*this);
  515. }
  516. void HireHero::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitHireHero(*this);
  519. }
  520. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitBuildBoat(*this);
  523. }
  524. void QueryReply::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitQueryReply(*this);
  527. }
  528. void MakeAction::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitMakeAction(*this);
  531. }
  532. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitDigWithHero(*this);
  535. }
  536. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitCastAdvSpell(*this);
  539. }
  540. void SaveGame::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitSaveGame(*this);
  543. }
  544. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitPlayerMessage(*this);
  547. }
  548. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitPlayerMessageClient(*this);
  551. }
  552. void CenterView::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitCenterView(*this);
  555. }
  556. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitLobbyClientConnected(*this);
  559. }
  560. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitLobbyClientDisconnected(*this);
  563. }
  564. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitLobbyChatMessage(*this);
  567. }
  568. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitLobbyGuiAction(*this);
  571. }
  572. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitLobbyLoadProgress(*this);
  575. }
  576. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitLobbyEndGame(*this);
  579. }
  580. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbyStartGame(*this);
  583. }
  584. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyChangeHost(*this);
  587. }
  588. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbyUpdateState(*this);
  591. }
  592. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbySetMap(*this);
  595. }
  596. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbySetCampaign(*this);
  599. }
  600. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbySetCampaignMap(*this);
  603. }
  604. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbySetCampaignBonus(*this);
  607. }
  608. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbyChangePlayerOption(*this);
  611. }
  612. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbySetPlayer(*this);
  615. }
  616. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbySetPlayerName(*this);
  619. }
  620. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetSimturns(*this);
  623. }
  624. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbySetTurnTime(*this);
  627. }
  628. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbySetExtraOptions(*this);
  631. }
  632. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbySetDifficulty(*this);
  635. }
  636. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  637. {
  638. visitor.visitLobbyForceSetPlayer(*this);
  639. }
  640. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  641. {
  642. visitor.visitLobbyShowMessage(*this);
  643. }
  644. void SetResources::applyGs(CGameState * gs) const
  645. {
  646. assert(player.isValidPlayer());
  647. if(abs)
  648. gs->getPlayerState(player)->resources = res;
  649. else
  650. gs->getPlayerState(player)->resources += res;
  651. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  652. //just ensure that player resources are not negative
  653. //server is responsible to check if player can afford deal
  654. //but events on server side are allowed to take more than player have
  655. gs->getPlayerState(player)->resources.positive();
  656. }
  657. void SetPrimSkill::applyGs(CGameState * gs) const
  658. {
  659. CGHeroInstance * hero = gs->getHero(id);
  660. assert(hero);
  661. hero->setPrimarySkill(which, val, abs);
  662. }
  663. void SetSecSkill::applyGs(CGameState * gs) const
  664. {
  665. CGHeroInstance *hero = gs->getHero(id);
  666. hero->setSecSkillLevel(which, val, abs);
  667. }
  668. void SetCommanderProperty::applyGs(CGameState *gs)
  669. {
  670. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  671. assert (commander);
  672. switch (which)
  673. {
  674. case BONUS:
  675. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  676. break;
  677. case SPECIAL_SKILL:
  678. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  679. commander->specialSkills.insert (additionalInfo);
  680. break;
  681. case SECONDARY_SKILL:
  682. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  683. break;
  684. case ALIVE:
  685. if (amount)
  686. commander->setAlive(true);
  687. else
  688. commander->setAlive(false);
  689. break;
  690. case EXPERIENCE:
  691. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  692. break;
  693. }
  694. }
  695. void AddQuest::applyGs(CGameState * gs) const
  696. {
  697. assert (vstd::contains(gs->players, player));
  698. auto * vec = &gs->players[player].quests;
  699. if (!vstd::contains(*vec, quest))
  700. vec->push_back (quest);
  701. else
  702. logNetwork->warn("Warning! Attempt to add duplicated quest");
  703. }
  704. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  705. {
  706. gs->allocatedArtifacts = allocatedArtifacts;
  707. }
  708. void UpdateMapEvents::applyGs(CGameState * gs) const
  709. {
  710. gs->map->events = events;
  711. }
  712. void UpdateCastleEvents::applyGs(CGameState * gs) const
  713. {
  714. auto * t = gs->getTown(town);
  715. t->events = events;
  716. }
  717. void ChangeFormation::applyGs(CGameState * gs) const
  718. {
  719. gs->getHero(hid)->setFormation(formation);
  720. }
  721. void HeroVisitCastle::applyGs(CGameState * gs) const
  722. {
  723. CGHeroInstance *h = gs->getHero(hid);
  724. CGTownInstance *t = gs->getTown(tid);
  725. assert(h);
  726. assert(t);
  727. if(start())
  728. t->setVisitingHero(h);
  729. else
  730. t->setVisitingHero(nullptr);
  731. }
  732. void ChangeSpells::applyGs(CGameState *gs)
  733. {
  734. CGHeroInstance *hero = gs->getHero(hid);
  735. if(learn)
  736. for(const auto & sid : spells)
  737. hero->addSpellToSpellbook(sid);
  738. else
  739. for(const auto & sid : spells)
  740. hero->removeSpellFromSpellbook(sid);
  741. }
  742. void SetMana::applyGs(CGameState * gs) const
  743. {
  744. CGHeroInstance * hero = gs->getHero(hid);
  745. assert(hero);
  746. if(absolute)
  747. hero->mana = val;
  748. else
  749. hero->mana += val;
  750. vstd::amax(hero->mana, 0); //not less than 0
  751. }
  752. void SetMovePoints::applyGs(CGameState * gs) const
  753. {
  754. CGHeroInstance *hero = gs->getHero(hid);
  755. assert(hero);
  756. if(absolute)
  757. hero->setMovementPoints(val);
  758. else
  759. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  760. }
  761. void FoWChange::applyGs(CGameState *gs)
  762. {
  763. TeamState * team = gs->getPlayerTeam(player);
  764. auto & fogOfWarMap = team->fogOfWarMap;
  765. for(const int3 & t : tiles)
  766. (*fogOfWarMap)[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  767. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  768. {
  769. std::unordered_set<int3> tilesRevealed;
  770. for (auto & elem : gs->map->objects)
  771. {
  772. const CGObjectInstance *o = elem;
  773. if (o)
  774. {
  775. switch(o->ID.toEnum())
  776. {
  777. case Obj::HERO:
  778. case Obj::MINE:
  779. case Obj::TOWN:
  780. case Obj::ABANDONED_MINE:
  781. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  782. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  783. break;
  784. }
  785. }
  786. }
  787. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  788. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  789. }
  790. }
  791. void SetAvailableHero::applyGs(CGameState *gs)
  792. {
  793. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  794. }
  795. void GiveBonus::applyGs(CGameState *gs)
  796. {
  797. CBonusSystemNode *cbsn = nullptr;
  798. switch(who)
  799. {
  800. case ETarget::OBJECT:
  801. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  802. break;
  803. case ETarget::PLAYER:
  804. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  805. break;
  806. case ETarget::BATTLE:
  807. assert(Bonus::OneBattle(&bonus));
  808. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  809. break;
  810. }
  811. assert(cbsn);
  812. if(Bonus::OneWeek(&bonus))
  813. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  814. auto b = std::make_shared<Bonus>(bonus);
  815. cbsn->addNewBonus(b);
  816. std::string &descr = b->description;
  817. if(!bdescr.empty())
  818. {
  819. descr = bdescr.toString();
  820. }
  821. else if(!descr.empty())
  822. {
  823. //use preseet description
  824. }
  825. else if((bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE)
  826. && (bonus.source == BonusSource::OBJECT_TYPE || bonus.source == BonusSource::OBJECT_INSTANCE))
  827. {
  828. //no description, use generic
  829. //?could use allways when Type == BonusDuration::Type::ONE_BATTLE
  830. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  831. }
  832. else
  833. {
  834. logGlobal->debug("Empty bonus decription. Type=%d", (int) bonus.type);
  835. }
  836. // Some of(?) versions of H3 use " %s" here instead of %d. Try to replace both of them
  837. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val))); // " +/-%d Temporary until next battle
  838. boost::replace_first(descr, " %s", boost::str(boost::format(" %+d") % bonus.val)); // " %s" in arraytxt.69, fountian of fortune
  839. }
  840. void ChangeObjPos::applyGs(CGameState *gs)
  841. {
  842. CGObjectInstance *obj = gs->getObjInstance(objid);
  843. if(!obj)
  844. {
  845. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  846. return;
  847. }
  848. gs->map->removeBlockVisTiles(obj);
  849. obj->pos = nPos + obj->getVisitableOffset();
  850. gs->map->addBlockVisTiles(obj);
  851. }
  852. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  853. {
  854. switch (mode) {
  855. case VISITOR_ADD:
  856. gs->getHero(hero)->visitedObjects.insert(object);
  857. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  858. break;
  859. case VISITOR_ADD_TEAM:
  860. {
  861. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  862. for(const auto & color : ts->players)
  863. {
  864. gs->getPlayerState(color)->visitedObjects.insert(object);
  865. }
  866. }
  867. break;
  868. case VISITOR_CLEAR:
  869. for (CGHeroInstance * hero : gs->map->allHeroes)
  870. {
  871. if (hero)
  872. {
  873. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  874. }
  875. }
  876. for(auto &elem : gs->players)
  877. {
  878. elem.second.visitedObjects.erase(object);
  879. }
  880. break;
  881. case VISITOR_GLOBAL:
  882. {
  883. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  884. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  885. break;
  886. }
  887. case VISITOR_REMOVE:
  888. gs->getHero(hero)->visitedObjects.erase(object);
  889. break;
  890. }
  891. }
  892. void PlayerEndsGame::applyGs(CGameState * gs) const
  893. {
  894. PlayerState *p = gs->getPlayerState(player);
  895. if(victoryLossCheckResult.victory())
  896. {
  897. p->status = EPlayerStatus::WINNER;
  898. // TODO: Campaign-specific code might as well go somewhere else
  899. // keep all heroes from the winning player
  900. if(p->human && gs->scenarioOps->campState)
  901. {
  902. std::vector<CGHeroInstance *> crossoverHeroes;
  903. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  904. if (hero->tempOwner == player)
  905. crossoverHeroes.push_back(hero);
  906. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  907. }
  908. }
  909. else
  910. {
  911. p->status = EPlayerStatus::LOSER;
  912. }
  913. // defeated player may be making turn right now
  914. gs->actingPlayers.erase(player);
  915. }
  916. void PlayerReinitInterface::applyGs(CGameState *gs)
  917. {
  918. if(!gs || !gs->scenarioOps)
  919. return;
  920. //TODO: what does mean if more that one player connected?
  921. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  922. {
  923. for(const auto & player : players)
  924. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  925. }
  926. }
  927. void RemoveBonus::applyGs(CGameState *gs)
  928. {
  929. CBonusSystemNode *node = nullptr;
  930. switch(who)
  931. {
  932. case GiveBonus::ETarget::OBJECT:
  933. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  934. break;
  935. case GiveBonus::ETarget::PLAYER:
  936. node = gs->getPlayerState(whoID.as<PlayerColor>());
  937. break;
  938. case GiveBonus::ETarget::BATTLE:
  939. assert(Bonus::OneBattle(&bonus));
  940. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  941. break;
  942. }
  943. BonusList &bonuses = node->getExportedBonusList();
  944. for(const auto & b : bonuses)
  945. {
  946. if(b->source == source && b->sid == id)
  947. {
  948. bonus = *b; //backup bonus (to show to interfaces later)
  949. node->removeBonus(b);
  950. break;
  951. }
  952. }
  953. }
  954. void RemoveObject::applyGs(CGameState *gs)
  955. {
  956. CGObjectInstance *obj = gs->getObjInstance(objectID);
  957. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  958. //unblock tiles
  959. gs->map->removeBlockVisTiles(obj);
  960. if(obj->ID == Obj::HERO) //remove beaten hero
  961. {
  962. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  963. assert(beatenHero);
  964. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  965. gs->map->heroesOnMap -= beatenHero;
  966. p->heroes -= beatenHero;
  967. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  968. // FIXME: workaround:
  969. // hero should be attached to siegeNode after battle
  970. // however this code might also be called on dismissing hero while in town
  971. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  972. beatenHero->detachFrom(*siegeNode);
  973. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  974. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  975. {
  976. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  977. });
  978. if(beatenHero->visitedTown)
  979. {
  980. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  981. beatenHero->visitedTown->garrisonHero = nullptr;
  982. else
  983. beatenHero->visitedTown->visitingHero = nullptr;
  984. beatenHero->visitedTown = nullptr;
  985. beatenHero->inTownGarrison = false;
  986. }
  987. //return hero to the pool, so he may reappear in tavern
  988. gs->heroesPool->addHeroToPool(beatenHero);
  989. gs->map->objects[objectID.getNum()] = nullptr;
  990. //If hero on Boat is removed, the Boat disappears
  991. if(beatenHero->boat)
  992. {
  993. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  994. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  995. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  996. beatenHero->boat = nullptr;
  997. }
  998. return;
  999. }
  1000. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1001. if (quest)
  1002. {
  1003. gs->map->quests[quest->quest->qid] = nullptr;
  1004. for (auto &player : gs->players)
  1005. {
  1006. for (auto &q : player.second.quests)
  1007. {
  1008. if (q.obj == obj)
  1009. {
  1010. q.obj = nullptr;
  1011. }
  1012. }
  1013. }
  1014. }
  1015. for (TriggeredEvent & event : gs->map->triggeredEvents)
  1016. {
  1017. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  1018. {
  1019. if (cond.objectID == obj->id)
  1020. {
  1021. if (cond.condition == EventCondition::DESTROY)
  1022. {
  1023. cond.condition = EventCondition::CONST_VALUE;
  1024. cond.value = 1; // destroyed object, from now on always fulfilled
  1025. }
  1026. else if (cond.condition == EventCondition::CONTROL)
  1027. {
  1028. cond.condition = EventCondition::CONST_VALUE;
  1029. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1030. }
  1031. }
  1032. return cond;
  1033. };
  1034. event.trigger = event.trigger.morph(patcher);
  1035. }
  1036. gs->map->instanceNames.erase(obj->instanceName);
  1037. gs->map->objects[objectID.getNum()].dellNull();
  1038. gs->map->calculateGuardingGreaturePositions();
  1039. }
  1040. static int getDir(const int3 & src, const int3 & dst)
  1041. {
  1042. int ret = -1;
  1043. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1044. {
  1045. ret = 1;
  1046. }
  1047. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1048. {
  1049. ret = 2;
  1050. }
  1051. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1052. {
  1053. ret = 3;
  1054. }
  1055. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1056. {
  1057. ret = 4;
  1058. }
  1059. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1060. {
  1061. ret = 5;
  1062. }
  1063. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1064. {
  1065. ret = 6;
  1066. }
  1067. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1068. {
  1069. ret = 7;
  1070. }
  1071. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1072. {
  1073. ret = 8;
  1074. }
  1075. return ret;
  1076. }
  1077. void TryMoveHero::applyGs(CGameState *gs)
  1078. {
  1079. CGHeroInstance *h = gs->getHero(id);
  1080. if (!h)
  1081. {
  1082. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1083. return;
  1084. }
  1085. h->setMovementPoints(movePoints);
  1086. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1087. {
  1088. auto dir = getDir(start,end);
  1089. if(dir > 0 && dir <= 8)
  1090. h->moveDir = dir;
  1091. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1092. }
  1093. if(result == EMBARK) //hero enters boat at destination tile
  1094. {
  1095. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1096. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1097. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1098. assert(boat);
  1099. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1100. h->boat = boat;
  1101. h->attachTo(*boat);
  1102. boat->hero = h;
  1103. }
  1104. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1105. {
  1106. auto * b = const_cast<CGBoat *>(h->boat);
  1107. b->direction = h->moveDir;
  1108. b->pos = start;
  1109. b->hero = nullptr;
  1110. gs->map->addBlockVisTiles(b);
  1111. h->detachFrom(*b);
  1112. h->boat = nullptr;
  1113. }
  1114. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1115. {
  1116. gs->map->removeBlockVisTiles(h);
  1117. h->pos = end;
  1118. if(auto * b = const_cast<CGBoat *>(h->boat))
  1119. b->pos = end;
  1120. gs->map->addBlockVisTiles(h);
  1121. }
  1122. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1123. for(const int3 & t : fowRevealed)
  1124. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1125. }
  1126. void NewStructures::applyGs(CGameState *gs)
  1127. {
  1128. CGTownInstance *t = gs->getTown(tid);
  1129. for(const auto & id : bid)
  1130. {
  1131. assert(t->town->buildings.at(id) != nullptr);
  1132. t->builtBuildings.insert(id);
  1133. t->updateAppearance();
  1134. auto currentBuilding = t->town->buildings.at(id);
  1135. if(currentBuilding->overrideBids.empty())
  1136. continue;
  1137. for(const auto & overrideBid : currentBuilding->overrideBids)
  1138. {
  1139. t->overriddenBuildings.insert(overrideBid);
  1140. t->deleteTownBonus(overrideBid);
  1141. }
  1142. }
  1143. t->builded = builded;
  1144. t->recreateBuildingsBonuses();
  1145. }
  1146. void RazeStructures::applyGs(CGameState *gs)
  1147. {
  1148. CGTownInstance *t = gs->getTown(tid);
  1149. for(const auto & id : bid)
  1150. {
  1151. t->builtBuildings.erase(id);
  1152. t->updateAppearance();
  1153. }
  1154. t->destroyed = destroyed; //yeaha
  1155. t->recreateBuildingsBonuses();
  1156. }
  1157. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1158. {
  1159. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1160. assert(dw);
  1161. dw->creatures = creatures;
  1162. }
  1163. void SetHeroesInTown::applyGs(CGameState * gs) const
  1164. {
  1165. CGTownInstance *t = gs->getTown(tid);
  1166. CGHeroInstance * v = gs->getHero(visiting);
  1167. CGHeroInstance * g = gs->getHero(garrison);
  1168. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1169. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1170. if(newVisitorComesFromGarrison)
  1171. t->setGarrisonedHero(nullptr);
  1172. if(newGarrisonComesFromVisiting)
  1173. t->setVisitingHero(nullptr);
  1174. if(!newGarrisonComesFromVisiting || v)
  1175. t->setVisitingHero(v);
  1176. if(!newVisitorComesFromGarrison || g)
  1177. t->setGarrisonedHero(g);
  1178. if(v)
  1179. {
  1180. gs->map->addBlockVisTiles(v);
  1181. }
  1182. if(g)
  1183. {
  1184. gs->map->removeBlockVisTiles(g);
  1185. }
  1186. }
  1187. void HeroRecruited::applyGs(CGameState * gs) const
  1188. {
  1189. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1190. CGTownInstance *t = gs->getTown(tid);
  1191. PlayerState *p = gs->getPlayerState(player);
  1192. if (boatId != ObjectInstanceID::NONE)
  1193. {
  1194. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1195. auto * boat = dynamic_cast<CGBoat *>(obj);
  1196. if (boat)
  1197. {
  1198. gs->map->removeBlockVisTiles(boat);
  1199. h->attachToBoat(boat);
  1200. }
  1201. }
  1202. h->setOwner(player);
  1203. h->pos = tile;
  1204. h->initObj(gs->getRandomGenerator());
  1205. if(h->id == ObjectInstanceID())
  1206. {
  1207. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1208. gs->map->objects.emplace_back(h);
  1209. }
  1210. else
  1211. gs->map->objects[h->id.getNum()] = h;
  1212. gs->map->heroesOnMap.emplace_back(h);
  1213. p->heroes.emplace_back(h);
  1214. h->attachTo(*p);
  1215. gs->map->addBlockVisTiles(h);
  1216. if(t)
  1217. t->setVisitingHero(h);
  1218. }
  1219. void GiveHero::applyGs(CGameState * gs) const
  1220. {
  1221. CGHeroInstance *h = gs->getHero(id);
  1222. if (boatId != ObjectInstanceID::NONE)
  1223. {
  1224. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1225. auto * boat = dynamic_cast<CGBoat *>(obj);
  1226. if (boat)
  1227. {
  1228. gs->map->removeBlockVisTiles(boat);
  1229. h->attachToBoat(boat);
  1230. }
  1231. }
  1232. //bonus system
  1233. h->detachFrom(gs->globalEffects);
  1234. h->attachTo(*gs->getPlayerState(player));
  1235. auto oldVisitablePos = h->visitablePos();
  1236. gs->map->removeBlockVisTiles(h,true);
  1237. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1238. h->setOwner(player);
  1239. h->setMovementPoints(h->movementPointsLimit(true));
  1240. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1241. gs->map->heroesOnMap.emplace_back(h);
  1242. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1243. gs->map->addBlockVisTiles(h);
  1244. h->inTownGarrison = false;
  1245. }
  1246. void NewObject::applyGs(CGameState *gs)
  1247. {
  1248. TerrainId terrainType = ETerrainId::NONE;
  1249. if (!gs->isInTheMap(targetPos))
  1250. {
  1251. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1252. return;
  1253. }
  1254. const TerrainTile & t = gs->map->getTile(targetPos);
  1255. terrainType = t.terType->getId();
  1256. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1257. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  1258. handler->configureObject(o, gs->getRandomGenerator());
  1259. assert(o->ID == this->ID);
  1260. if (ID == Obj::MONSTER) //probably more options will be needed
  1261. {
  1262. //CStackInstance hlp;
  1263. auto * cre = dynamic_cast<CGCreature *>(o);
  1264. //cre->slots[0] = hlp;
  1265. assert(cre);
  1266. cre->notGrowingTeam = cre->neverFlees = false;
  1267. cre->character = 2;
  1268. cre->gainedArtifact = ArtifactID::NONE;
  1269. cre->identifier = -1;
  1270. cre->addToSlot(SlotID(0), new CStackInstance(subID.getNum(), -1)); //add placeholder stack
  1271. }
  1272. assert(!handler->getTemplates(terrainType).empty());
  1273. if (handler->getTemplates().empty())
  1274. {
  1275. logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID.getNum());
  1276. return;
  1277. }
  1278. if (!handler->getTemplates(terrainType).empty())
  1279. o->appearance = handler->getTemplates(terrainType).front();
  1280. else
  1281. o->appearance = handler->getTemplates().front();
  1282. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1283. o->pos = targetPos + o->getVisitableOffset();
  1284. gs->map->objects.emplace_back(o);
  1285. gs->map->addBlockVisTiles(o);
  1286. o->initObj(gs->getRandomGenerator());
  1287. gs->map->calculateGuardingGreaturePositions();
  1288. createdObjectID = o->id;
  1289. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1290. }
  1291. void NewArtifact::applyGs(CGameState *gs)
  1292. {
  1293. assert(!vstd::contains(gs->map->artInstances, art));
  1294. assert(!art->getParentNodes().size());
  1295. assert(art->artType);
  1296. art->setType(art->artType);
  1297. if(art->isCombined())
  1298. {
  1299. for(const auto & part : art->artType->getConstituents())
  1300. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1301. }
  1302. gs->map->addNewArtifactInstance(art);
  1303. }
  1304. const CStackInstance * StackLocation::getStack()
  1305. {
  1306. if(!army->hasStackAtSlot(slot))
  1307. {
  1308. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1309. return nullptr;
  1310. }
  1311. return &army->getStack(slot);
  1312. }
  1313. struct ObjectRetriever
  1314. {
  1315. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1316. {
  1317. return h;
  1318. }
  1319. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1320. {
  1321. return s->armyObj;
  1322. }
  1323. };
  1324. template<typename T>
  1325. struct GetBase
  1326. {
  1327. template <typename TArg>
  1328. T * operator()(TArg &arg) const
  1329. {
  1330. return arg;
  1331. }
  1332. };
  1333. void ChangeStackCount::applyGs(CGameState * gs)
  1334. {
  1335. auto * srcObj = gs->getArmyInstance(army);
  1336. if(!srcObj)
  1337. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1338. if(absoluteValue)
  1339. srcObj->setStackCount(slot, count);
  1340. else
  1341. srcObj->changeStackCount(slot, count);
  1342. }
  1343. void SetStackType::applyGs(CGameState * gs)
  1344. {
  1345. auto * srcObj = gs->getArmyInstance(army);
  1346. if(!srcObj)
  1347. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1348. srcObj->setStackType(slot, type);
  1349. }
  1350. void EraseStack::applyGs(CGameState * gs)
  1351. {
  1352. auto * srcObj = gs->getArmyInstance(army);
  1353. if(!srcObj)
  1354. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1355. srcObj->eraseStack(slot);
  1356. }
  1357. void SwapStacks::applyGs(CGameState * gs)
  1358. {
  1359. auto * srcObj = gs->getArmyInstance(srcArmy);
  1360. if(!srcObj)
  1361. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1362. auto * dstObj = gs->getArmyInstance(dstArmy);
  1363. if(!dstObj)
  1364. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1365. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1366. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1367. srcObj->putStack(srcSlot, s2);
  1368. dstObj->putStack(dstSlot, s1);
  1369. }
  1370. void InsertNewStack::applyGs(CGameState *gs)
  1371. {
  1372. if(auto * obj = gs->getArmyInstance(army))
  1373. obj->putStack(slot, new CStackInstance(type, count));
  1374. else
  1375. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1376. }
  1377. void RebalanceStacks::applyGs(CGameState * gs)
  1378. {
  1379. auto * srcObj = gs->getArmyInstance(srcArmy);
  1380. if(!srcObj)
  1381. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1382. auto * dstObj = gs->getArmyInstance(dstArmy);
  1383. if(!dstObj)
  1384. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1385. StackLocation src(srcObj, srcSlot);
  1386. StackLocation dst(dstObj, dstSlot);
  1387. const CCreature * srcType = src.army->getCreature(src.slot);
  1388. TQuantity srcCount = src.army->getStackCount(src.slot);
  1389. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1390. if(srcCount == count) //moving whole stack
  1391. {
  1392. const auto c = dst.army->getCreature(dst.slot);
  1393. if(c) //stack at dest -> merge
  1394. {
  1395. assert(c == srcType);
  1396. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1397. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1398. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1399. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1400. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1401. {
  1402. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1403. {
  1404. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1405. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1406. {
  1407. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1408. }
  1409. //else - artifact cna be lost :/
  1410. else
  1411. {
  1412. EraseArtifact ea;
  1413. ea.al = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
  1414. ea.al.creature = dst.slot;
  1415. ea.applyGs(gs);
  1416. logNetwork->warn("Cannot move artifact! No free slots");
  1417. }
  1418. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1419. //TODO: choose from dialog
  1420. }
  1421. else //just move to the other slot before stack gets erased
  1422. {
  1423. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1424. }
  1425. }
  1426. if (stackExp)
  1427. {
  1428. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1429. src.army->eraseStack(src.slot);
  1430. dst.army->changeStackCount(dst.slot, count);
  1431. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1432. }
  1433. else
  1434. {
  1435. src.army->eraseStack(src.slot);
  1436. dst.army->changeStackCount(dst.slot, count);
  1437. }
  1438. }
  1439. else //move stack to an empty slot, no exp change needed
  1440. {
  1441. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1442. dst.army->putStack(dst.slot, stackDetached);
  1443. }
  1444. }
  1445. else
  1446. {
  1447. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1448. if(c) //stack at dest -> rebalance
  1449. {
  1450. assert(c == srcType);
  1451. if (stackExp)
  1452. {
  1453. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1454. src.army->changeStackCount(src.slot, -count);
  1455. dst.army->changeStackCount(dst.slot, count);
  1456. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1457. }
  1458. else
  1459. {
  1460. src.army->changeStackCount(src.slot, -count);
  1461. dst.army->changeStackCount(dst.slot, count);
  1462. }
  1463. }
  1464. else //split stack to an empty slot
  1465. {
  1466. src.army->changeStackCount(src.slot, -count);
  1467. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1468. if (stackExp)
  1469. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1470. }
  1471. }
  1472. CBonusSystemNode::treeHasChanged();
  1473. }
  1474. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1475. {
  1476. for(auto & move : moves)
  1477. move.applyGs(gs);
  1478. }
  1479. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1480. {
  1481. for(auto & move : moves)
  1482. move.applyGs(gs);
  1483. for(auto & change : changes)
  1484. change.applyGs(gs);
  1485. }
  1486. void PutArtifact::applyGs(CGameState *gs)
  1487. {
  1488. // Ensure that artifact has been correctly added via NewArtifact pack
  1489. assert(vstd::contains(gs->map->artInstances, art));
  1490. assert(!art->getParentNodes().empty());
  1491. auto hero = gs->getHero(al.artHolder);
  1492. assert(hero);
  1493. assert(art && art->canBePutAt(hero, al.slot));
  1494. art->putAt(*hero, al.slot);
  1495. }
  1496. void EraseArtifact::applyGs(CGameState *gs)
  1497. {
  1498. const auto hero = gs->getHero(al.artHolder);
  1499. assert(hero);
  1500. const auto slot = hero->getSlot(al.slot);
  1501. if(slot->locked)
  1502. {
  1503. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1504. DisassembledArtifact dis;
  1505. dis.al.artHolder = al.artHolder;
  1506. for(auto & slotInfo : hero->artifactsWorn)
  1507. {
  1508. auto art = slotInfo.second.artifact;
  1509. if(art->isCombined() && art->isPart(slot->artifact))
  1510. {
  1511. dis.al.slot = hero->getArtPos(art);
  1512. break;
  1513. }
  1514. }
  1515. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1516. logGlobal->debug("Found the corresponding assembly: %s", hero->getArt(dis.al.slot)->artType->getNameTranslated());
  1517. dis.applyGs(gs);
  1518. }
  1519. else
  1520. {
  1521. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1522. }
  1523. auto art = hero->getArt(al.slot);
  1524. assert(art);
  1525. art->removeFrom(*hero, al.slot);
  1526. }
  1527. void MoveArtifact::applyGs(CGameState * gs)
  1528. {
  1529. auto srcHero = gs->getArtSet(src);
  1530. auto dstHero = gs->getArtSet(dst);
  1531. assert(srcHero);
  1532. assert(dstHero);
  1533. auto art = srcHero->getArt(src.slot);
  1534. assert(art && art->canBePutAt(dstHero, dst.slot));
  1535. art->move(*srcHero, src.slot, *dstHero, dst.slot);
  1536. }
  1537. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1538. {
  1539. enum class EBulkArtsOp
  1540. {
  1541. BULK_MOVE,
  1542. BULK_REMOVE,
  1543. BULK_PUT
  1544. };
  1545. auto bulkArtsOperation = [this, gs](std::vector<LinkedSlots> & artsPack,
  1546. CArtifactSet & artSet, EBulkArtsOp operation) -> void
  1547. {
  1548. int numBackpackArtifactsMoved = 0;
  1549. for(auto & slot : artsPack)
  1550. {
  1551. // When an object gets removed from the backpack, the backpack shrinks
  1552. // so all the following indices will be affected. Thus, we need to update
  1553. // the subsequent artifact slots to account for that
  1554. auto srcPos = slot.srcPos;
  1555. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1556. {
  1557. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1558. }
  1559. auto * art = artSet.getArt(srcPos);
  1560. assert(art);
  1561. switch(operation)
  1562. {
  1563. case EBulkArtsOp::BULK_MOVE:
  1564. art->move(artSet, srcPos, *gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature)), slot.dstPos);
  1565. break;
  1566. case EBulkArtsOp::BULK_REMOVE:
  1567. art->removeFrom(artSet, srcPos);
  1568. break;
  1569. case EBulkArtsOp::BULK_PUT:
  1570. art->putAt(*gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature)), slot.dstPos);
  1571. break;
  1572. default:
  1573. break;
  1574. }
  1575. if(srcPos >= ArtifactPosition::BACKPACK_START)
  1576. {
  1577. numBackpackArtifactsMoved++;
  1578. }
  1579. }
  1580. };
  1581. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1582. if(swap)
  1583. {
  1584. // Swap
  1585. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1586. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1587. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1588. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1589. bulkArtsOperation(artsPack1, *rightSet, EBulkArtsOp::BULK_REMOVE);
  1590. bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
  1591. bulkArtsOperation(artsPack1, artFittingSet, EBulkArtsOp::BULK_PUT);
  1592. }
  1593. else
  1594. {
  1595. bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
  1596. }
  1597. }
  1598. void AssembledArtifact::applyGs(CGameState *gs)
  1599. {
  1600. auto hero = gs->getHero(al.artHolder);
  1601. assert(hero);
  1602. const auto transformedArt = hero->getArt(al.slot);
  1603. assert(transformedArt);
  1604. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1605. {
  1606. return art->getId() == builtArt->getId();
  1607. }));
  1608. const auto transformedArtSlot = hero->getSlotByInstance(transformedArt);
  1609. auto * combinedArt = new CArtifactInstance(builtArt);
  1610. gs->map->addNewArtifactInstance(combinedArt);
  1611. // Find slots for all involved artifacts
  1612. std::vector<ArtifactPosition> slotsInvolved;
  1613. for(const auto constituent : builtArt->getConstituents())
  1614. {
  1615. ArtifactPosition slot;
  1616. if(transformedArt->getTypeId() == constituent->getId())
  1617. slot = transformedArtSlot;
  1618. else
  1619. slot = hero->getArtPos(constituent->getId(), false, false);
  1620. assert(slot != ArtifactPosition::PRE_FIRST);
  1621. slotsInvolved.emplace_back(slot);
  1622. }
  1623. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1624. // Find a slot for combined artifact
  1625. al.slot = transformedArtSlot;
  1626. for(const auto slot : slotsInvolved)
  1627. {
  1628. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1629. {
  1630. if(ArtifactUtils::isSlotBackpack(slot))
  1631. {
  1632. al.slot = ArtifactPosition::BACKPACK_START;
  1633. break;
  1634. }
  1635. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1636. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1637. al.slot = slot;
  1638. }
  1639. else
  1640. {
  1641. if(ArtifactUtils::isSlotBackpack(slot))
  1642. al.slot = std::min(al.slot, slot);
  1643. }
  1644. }
  1645. // Delete parts from hero
  1646. for(const auto slot : slotsInvolved)
  1647. {
  1648. const auto constituentInstance = hero->getArt(slot);
  1649. constituentInstance->removeFrom(*hero, slot);
  1650. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1651. combinedArt->addPart(constituentInstance, slot);
  1652. else
  1653. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1654. }
  1655. // Put new combined artifacts
  1656. combinedArt->putAt(*hero, al.slot);
  1657. }
  1658. void DisassembledArtifact::applyGs(CGameState *gs)
  1659. {
  1660. auto hero = gs->getHero(al.artHolder);
  1661. assert(hero);
  1662. auto disassembledArt = hero->getArt(al.slot);
  1663. assert(disassembledArt);
  1664. auto parts = disassembledArt->getPartsInfo();
  1665. disassembledArt->removeFrom(*hero, al.slot);
  1666. for(auto & part : parts)
  1667. {
  1668. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1669. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1670. disassembledArt->detachFrom(*part.art);
  1671. part.art->putAt(*hero, slot);
  1672. }
  1673. gs->map->eraseArtifactInstance(disassembledArt);
  1674. }
  1675. void HeroVisit::applyGs(CGameState *gs)
  1676. {
  1677. }
  1678. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1679. {
  1680. if(id != ObjectInstanceID::NONE)
  1681. {
  1682. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1683. {
  1684. bm->artifacts = arts;
  1685. }
  1686. else
  1687. {
  1688. logNetwork->error("Wrong black market id!");
  1689. }
  1690. }
  1691. else
  1692. {
  1693. gs->map->townMerchantArtifacts = arts;
  1694. }
  1695. }
  1696. void NewTurn::applyGs(CGameState *gs)
  1697. {
  1698. gs->day = day;
  1699. // Update bonuses before doing anything else so hero don't get more MP than needed
  1700. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1701. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1702. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1703. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1704. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1705. {
  1706. CGHeroInstance *hero = gs->getHero(h.id);
  1707. if(!hero)
  1708. {
  1709. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1710. continue;
  1711. }
  1712. hero->setMovementPoints(h.move);
  1713. hero->mana = h.mana;
  1714. }
  1715. gs->heroesPool->onNewDay();
  1716. for(const auto & re : res)
  1717. {
  1718. assert(re.first.isValidPlayer());
  1719. gs->getPlayerState(re.first)->resources = re.second;
  1720. gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1721. }
  1722. for(const auto & creatureSet : cres) //set available creatures in towns
  1723. creatureSet.second.applyGs(gs);
  1724. for(CGTownInstance* t : gs->map->towns)
  1725. t->builded = 0;
  1726. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1727. gs->updateRumor();
  1728. }
  1729. void SetObjectProperty::applyGs(CGameState * gs) const
  1730. {
  1731. CGObjectInstance *obj = gs->getObjInstance(id);
  1732. if(!obj)
  1733. {
  1734. logNetwork->error("Wrong object ID - property cannot be set!");
  1735. return;
  1736. }
  1737. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1738. if(what == ObjProperty::OWNER && cai)
  1739. {
  1740. if(obj->ID == Obj::TOWN)
  1741. {
  1742. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1743. assert(t);
  1744. PlayerColor oldOwner = t->tempOwner;
  1745. if(oldOwner.isValidPlayer())
  1746. {
  1747. auto * state = gs->getPlayerState(oldOwner);
  1748. state->towns -= t;
  1749. if(state->towns.empty())
  1750. state->daysWithoutCastle = 0;
  1751. }
  1752. if(identifier.as<PlayerColor>().isValidPlayer())
  1753. {
  1754. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1755. p->towns.emplace_back(t);
  1756. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1757. if(p->daysWithoutCastle)
  1758. p->daysWithoutCastle = std::nullopt;
  1759. }
  1760. }
  1761. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1762. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1763. obj->setProperty(what, identifier);
  1764. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1765. }
  1766. else //not an armed instance
  1767. {
  1768. obj->setProperty(what, identifier);
  1769. }
  1770. }
  1771. void HeroLevelUp::applyGs(CGameState * gs) const
  1772. {
  1773. auto * hero = gs->getHero(heroId);
  1774. assert(hero);
  1775. hero->levelUp(skills);
  1776. }
  1777. void CommanderLevelUp::applyGs(CGameState * gs) const
  1778. {
  1779. auto * hero = gs->getHero(heroId);
  1780. assert(hero);
  1781. auto commander = hero->commander;
  1782. assert(commander);
  1783. commander->levelUp();
  1784. }
  1785. void BattleStart::applyGs(CGameState * gs) const
  1786. {
  1787. assert(battleID == gs->nextBattleID);
  1788. gs->currentBattles.emplace_back(info);
  1789. info->battleID = gs->nextBattleID;
  1790. info->localInit();
  1791. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1792. }
  1793. void BattleNextRound::applyGs(CGameState * gs) const
  1794. {
  1795. gs->getBattle(battleID)->nextRound();
  1796. }
  1797. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1798. {
  1799. gs->getBattle(battleID)->nextTurn(stack);
  1800. }
  1801. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1802. {
  1803. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1804. assert(st);
  1805. switch(static_cast<BonusType>(effect))
  1806. {
  1807. case BonusType::HP_REGENERATION:
  1808. {
  1809. int64_t toHeal = val;
  1810. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1811. break;
  1812. }
  1813. case BonusType::MANA_DRAIN:
  1814. {
  1815. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1816. st->drainedMana = true;
  1817. h->mana -= val;
  1818. vstd::amax(h->mana, 0);
  1819. break;
  1820. }
  1821. case BonusType::POISON:
  1822. {
  1823. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1824. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1825. if (b)
  1826. b->val = val;
  1827. break;
  1828. }
  1829. case BonusType::ENCHANTER:
  1830. case BonusType::MORALE:
  1831. break;
  1832. case BonusType::FEAR:
  1833. st->fear = true;
  1834. break;
  1835. default:
  1836. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1837. }
  1838. }
  1839. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1840. {
  1841. if(gs->getBattle(battleID))
  1842. gs->getBattle(battleID)->si.gateState = state;
  1843. }
  1844. void BattleCancelled::applyGs(CGameState * gs) const
  1845. {
  1846. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1847. {
  1848. return battle->battleID == battleID;
  1849. });
  1850. assert(currentBattle != gs->currentBattles.end());
  1851. gs->currentBattles.erase(currentBattle);
  1852. }
  1853. void BattleResultAccepted::applyGs(CGameState * gs) const
  1854. {
  1855. // Remove any "until next battle" bonuses
  1856. for(auto & res : heroResult)
  1857. {
  1858. if(res.hero)
  1859. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1860. }
  1861. if(winnerSide != 2)
  1862. {
  1863. // Grow up growing artifacts
  1864. const auto hero = heroResult[winnerSide].hero;
  1865. if (hero)
  1866. {
  1867. if(hero->commander && hero->commander->alive)
  1868. {
  1869. for(auto & art : hero->commander->artifactsWorn)
  1870. art.second.artifact->growingUp();
  1871. }
  1872. for(auto & art : hero->artifactsWorn)
  1873. {
  1874. art.second.artifact->growingUp();
  1875. }
  1876. }
  1877. }
  1878. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1879. {
  1880. if(heroResult[0].army)
  1881. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1882. if(heroResult[1].army)
  1883. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1884. CBonusSystemNode::treeHasChanged();
  1885. }
  1886. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1887. {
  1888. return battle->battleID == battleID;
  1889. });
  1890. assert(currentBattle != gs->currentBattles.end());
  1891. gs->currentBattles.erase(currentBattle);
  1892. }
  1893. void BattleLogMessage::applyGs(CGameState *gs)
  1894. {
  1895. //nothing
  1896. }
  1897. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1898. {
  1899. //nothing
  1900. }
  1901. void BattleStackMoved::applyGs(CGameState *gs)
  1902. {
  1903. applyBattle(gs->getBattle(battleID));
  1904. }
  1905. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1906. {
  1907. battleState->moveUnit(stack, tilesToMove.back());
  1908. }
  1909. void BattleStackAttacked::applyGs(CGameState * gs)
  1910. {
  1911. applyBattle(gs->getBattle(battleID));
  1912. }
  1913. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1914. {
  1915. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1916. }
  1917. void BattleAttack::applyGs(CGameState * gs)
  1918. {
  1919. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1920. assert(attacker);
  1921. attackerChanges.applyGs(gs);
  1922. for(BattleStackAttacked & stackAttacked : bsa)
  1923. stackAttacked.applyGs(gs);
  1924. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1925. if(!this->counter())
  1926. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1927. }
  1928. void StartAction::applyGs(CGameState *gs)
  1929. {
  1930. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1931. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1932. {
  1933. gs->getBattle(battleID)->tacticDistance = 0;
  1934. return;
  1935. }
  1936. if(gs->getBattle(battleID)->tacticDistance)
  1937. {
  1938. // moves in tactics phase do not affect creature status
  1939. // (tactics stack queue is managed by client)
  1940. return;
  1941. }
  1942. if (ba.isUnitAction())
  1943. {
  1944. assert(st); // stack must exists for all non-hero actions
  1945. switch(ba.actionType)
  1946. {
  1947. case EActionType::DEFEND:
  1948. st->waiting = false;
  1949. st->defending = true;
  1950. st->defendingAnim = true;
  1951. break;
  1952. case EActionType::WAIT:
  1953. st->defendingAnim = false;
  1954. st->waiting = true;
  1955. st->waitedThisTurn = true;
  1956. break;
  1957. case EActionType::HERO_SPELL: //no change in current stack state
  1958. break;
  1959. default: //any active stack action - attack, catapult, heal, spell...
  1960. st->waiting = false;
  1961. st->defendingAnim = false;
  1962. st->movedThisRound = true;
  1963. break;
  1964. }
  1965. }
  1966. else
  1967. {
  1968. if(ba.actionType == EActionType::HERO_SPELL)
  1969. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  1970. }
  1971. }
  1972. void BattleSpellCast::applyGs(CGameState * gs) const
  1973. {
  1974. if(castByHero)
  1975. {
  1976. if(side < 2)
  1977. {
  1978. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  1979. }
  1980. }
  1981. }
  1982. void SetStackEffect::applyGs(CGameState *gs)
  1983. {
  1984. applyBattle(gs->getBattle(battleID));
  1985. }
  1986. void SetStackEffect::applyBattle(IBattleState * battleState)
  1987. {
  1988. for(const auto & stackData : toRemove)
  1989. battleState->removeUnitBonus(stackData.first, stackData.second);
  1990. for(const auto & stackData : toUpdate)
  1991. battleState->updateUnitBonus(stackData.first, stackData.second);
  1992. for(const auto & stackData : toAdd)
  1993. battleState->addUnitBonus(stackData.first, stackData.second);
  1994. }
  1995. void StacksInjured::applyGs(CGameState *gs)
  1996. {
  1997. applyBattle(gs->getBattle(battleID));
  1998. }
  1999. void StacksInjured::applyBattle(IBattleState * battleState)
  2000. {
  2001. for(BattleStackAttacked stackAttacked : stacks)
  2002. stackAttacked.applyBattle(battleState);
  2003. }
  2004. void BattleUnitsChanged::applyGs(CGameState *gs)
  2005. {
  2006. applyBattle(gs->getBattle(battleID));
  2007. }
  2008. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  2009. {
  2010. for(auto & elem : changedStacks)
  2011. {
  2012. switch(elem.operation)
  2013. {
  2014. case BattleChanges::EOperation::RESET_STATE:
  2015. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2016. break;
  2017. case BattleChanges::EOperation::REMOVE:
  2018. battleState->removeUnit(elem.id);
  2019. break;
  2020. case BattleChanges::EOperation::ADD:
  2021. battleState->addUnit(elem.id, elem.data);
  2022. break;
  2023. case BattleChanges::EOperation::UPDATE:
  2024. battleState->updateUnit(elem.id, elem.data);
  2025. break;
  2026. default:
  2027. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2028. break;
  2029. }
  2030. }
  2031. }
  2032. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2033. {
  2034. applyBattle(gs->getBattle(battleID));
  2035. }
  2036. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2037. {
  2038. for(const auto & change : changes)
  2039. {
  2040. switch(change.operation)
  2041. {
  2042. case BattleChanges::EOperation::REMOVE:
  2043. battleState->removeObstacle(change.id);
  2044. break;
  2045. case BattleChanges::EOperation::ADD:
  2046. battleState->addObstacle(change);
  2047. break;
  2048. case BattleChanges::EOperation::UPDATE:
  2049. battleState->updateObstacle(change);
  2050. break;
  2051. default:
  2052. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2053. break;
  2054. }
  2055. }
  2056. }
  2057. CatapultAttack::CatapultAttack() = default;
  2058. CatapultAttack::~CatapultAttack() = default;
  2059. void CatapultAttack::applyGs(CGameState * gs)
  2060. {
  2061. applyBattle(gs->getBattle(battleID));
  2062. }
  2063. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2064. {
  2065. visitor.visitCatapultAttack(*this);
  2066. }
  2067. void CatapultAttack::applyBattle(IBattleState * battleState)
  2068. {
  2069. const auto * town = battleState->getDefendedTown();
  2070. if(!town)
  2071. return;
  2072. if(town->fortLevel() == CGTownInstance::NONE)
  2073. return;
  2074. for(const auto & part : attackedParts)
  2075. {
  2076. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2077. battleState->setWallState(part.attackedPart, newWallState);
  2078. }
  2079. }
  2080. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2081. {
  2082. CStack * stack = gs->getBattle(battleID)->getStack(stackID);
  2083. switch(which)
  2084. {
  2085. case CASTS:
  2086. {
  2087. if(absolute)
  2088. logNetwork->error("Can not change casts in absolute mode");
  2089. else
  2090. stack->casts.use(-val);
  2091. break;
  2092. }
  2093. case ENCHANTER_COUNTER:
  2094. {
  2095. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2096. if(absolute)
  2097. counter = val;
  2098. else
  2099. counter += val;
  2100. vstd::amax(counter, 0);
  2101. break;
  2102. }
  2103. case UNBIND:
  2104. {
  2105. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2106. break;
  2107. }
  2108. case CLONED:
  2109. {
  2110. stack->cloned = true;
  2111. break;
  2112. }
  2113. case HAS_CLONE:
  2114. {
  2115. stack->cloneID = val;
  2116. break;
  2117. }
  2118. }
  2119. }
  2120. void PlayerCheated::applyGs(CGameState * gs) const
  2121. {
  2122. if(!player.isValidPlayer())
  2123. return;
  2124. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2125. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2126. gs->getPlayerState(player)->cheated = true;
  2127. }
  2128. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2129. {
  2130. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2131. gs->actingPlayers.insert(player);
  2132. }
  2133. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2134. {
  2135. assert(gs->actingPlayers.count(player) == 1);
  2136. gs->actingPlayers.erase(player);
  2137. }
  2138. void DaysWithoutTown::applyGs(CGameState * gs) const
  2139. {
  2140. auto & playerState = gs->players[player];
  2141. playerState.daysWithoutCastle = daysWithoutCastle;
  2142. }
  2143. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2144. {
  2145. auto & playerState = gs->players[player];
  2146. playerState.turnTimer = turnTimer;
  2147. }
  2148. void EntitiesChanged::applyGs(CGameState * gs)
  2149. {
  2150. for(const auto & change : changes)
  2151. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2152. }
  2153. const CArtifactInstance * ArtSlotInfo::getArt() const
  2154. {
  2155. if(locked)
  2156. {
  2157. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2158. return nullptr;
  2159. }
  2160. return artifact;
  2161. }
  2162. VCMI_LIB_NAMESPACE_END