NetPacksLib.cpp 60 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "StackLocation.h"
  16. #include "PacksForLobby.h"
  17. #include "SetStackEffect.h"
  18. #include "NetPackVisitor.h"
  19. #include "CGeneralTextHandler.h"
  20. #include "CArtHandler.h"
  21. #include "CHeroHandler.h"
  22. #include "VCMI_Lib.h"
  23. #include "mapping/CMap.h"
  24. #include "spells/CSpellHandler.h"
  25. #include "CCreatureHandler.h"
  26. #include "gameState/CGameState.h"
  27. #include "gameState/TavernHeroesPool.h"
  28. #include "CStack.h"
  29. #include "battle/BattleInfo.h"
  30. #include "CTownHandler.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "mapObjects/CGCreature.h"
  36. #include "mapObjects/CGMarket.h"
  37. #include "mapObjectConstructors/AObjectTypeHandler.h"
  38. #include "mapObjectConstructors/CObjectClassesHandler.h"
  39. #include "campaign/CampaignState.h"
  40. #include "GameSettings.h"
  41. VCMI_LIB_NAMESPACE_BEGIN
  42. void CPack::visit(ICPackVisitor & visitor)
  43. {
  44. visitBasic(visitor);
  45. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  46. if(visitor.callTyped())
  47. {
  48. visitTyped(visitor);
  49. }
  50. }
  51. void CPack::visitBasic(ICPackVisitor & visitor)
  52. {
  53. }
  54. void CPack::visitTyped(ICPackVisitor & visitor)
  55. {
  56. }
  57. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  58. {
  59. visitor.visitForClient(*this);
  60. }
  61. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  62. {
  63. visitor.visitForServer(*this);
  64. }
  65. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  66. {
  67. visitor.visitForLobby(*this);
  68. }
  69. bool CPackForLobby::isForServer() const
  70. {
  71. return false;
  72. }
  73. bool CLobbyPackToServer::isForServer() const
  74. {
  75. return true;
  76. }
  77. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  78. {
  79. visitor.visitPackageApplied(*this);
  80. }
  81. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  82. {
  83. visitor.visitSystemMessage(*this);
  84. }
  85. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  86. {
  87. visitor.visitPlayerBlocked(*this);
  88. }
  89. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  90. {
  91. visitor.visitPlayerCheated(*this);
  92. }
  93. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  94. {
  95. visitor.visitPlayerStartsTurn(*this);
  96. }
  97. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  98. {
  99. visitor.visitDaysWithoutTown(*this);
  100. }
  101. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  102. {
  103. visitor.visitEntitiesChanged(*this);
  104. }
  105. void SetResources::visitTyped(ICPackVisitor & visitor)
  106. {
  107. visitor.visitSetResources(*this);
  108. }
  109. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  110. {
  111. visitor.visitSetPrimSkill(*this);
  112. }
  113. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  114. {
  115. visitor.visitSetSecSkill(*this);
  116. }
  117. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  118. {
  119. visitor.visitHeroVisitCastle(*this);
  120. }
  121. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  122. {
  123. visitor.visitChangeSpells(*this);
  124. }
  125. void SetMana::visitTyped(ICPackVisitor & visitor)
  126. {
  127. visitor.visitSetMana(*this);
  128. }
  129. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  130. {
  131. visitor.visitSetMovePoints(*this);
  132. }
  133. void FoWChange::visitTyped(ICPackVisitor & visitor)
  134. {
  135. visitor.visitFoWChange(*this);
  136. }
  137. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  138. {
  139. visitor.visitSetAvailableHeroes(*this);
  140. }
  141. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  142. {
  143. visitor.visitGiveBonus(*this);
  144. }
  145. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  146. {
  147. visitor.visitChangeObjPos(*this);
  148. }
  149. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  150. {
  151. visitor.visitPlayerEndsTurn(*this);
  152. }
  153. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  154. {
  155. visitor.visitPlayerEndsGame(*this);
  156. }
  157. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  158. {
  159. visitor.visitPlayerReinitInterface(*this);
  160. }
  161. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  162. {
  163. visitor.visitRemoveBonus(*this);
  164. }
  165. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  166. {
  167. visitor.visitSetCommanderProperty(*this);
  168. }
  169. void AddQuest::visitTyped(ICPackVisitor & visitor)
  170. {
  171. visitor.visitAddQuest(*this);
  172. }
  173. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  174. {
  175. visitor.visitUpdateArtHandlerLists(*this);
  176. }
  177. void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
  178. {
  179. visitor.visitUpdateMapEvents(*this);
  180. }
  181. void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
  182. {
  183. visitor.visitUpdateCastleEvents(*this);
  184. }
  185. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  186. {
  187. visitor.visitChangeFormation(*this);
  188. }
  189. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  190. {
  191. visitor.visitRemoveObject(*this);
  192. }
  193. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  194. {
  195. visitor.visitTryMoveHero(*this);
  196. }
  197. void NewStructures::visitTyped(ICPackVisitor & visitor)
  198. {
  199. visitor.visitNewStructures(*this);
  200. }
  201. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  202. {
  203. visitor.visitRazeStructures(*this);
  204. }
  205. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  206. {
  207. visitor.visitSetAvailableCreatures(*this);
  208. }
  209. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  210. {
  211. visitor.visitSetHeroesInTown(*this);
  212. }
  213. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  214. {
  215. visitor.visitHeroRecruited(*this);
  216. }
  217. void GiveHero::visitTyped(ICPackVisitor & visitor)
  218. {
  219. visitor.visitGiveHero(*this);
  220. }
  221. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  222. {
  223. visitor.visitOpenWindow(*this);
  224. }
  225. void NewObject::visitTyped(ICPackVisitor & visitor)
  226. {
  227. visitor.visitNewObject(*this);
  228. }
  229. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  230. {
  231. visitor.visitSetAvailableArtifacts(*this);
  232. }
  233. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  234. {
  235. visitor.visitNewArtifact(*this);
  236. }
  237. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  238. {
  239. visitor.visitChangeStackCount(*this);
  240. }
  241. void SetStackType::visitTyped(ICPackVisitor & visitor)
  242. {
  243. visitor.visitSetStackType(*this);
  244. }
  245. void EraseStack::visitTyped(ICPackVisitor & visitor)
  246. {
  247. visitor.visitEraseStack(*this);
  248. }
  249. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  250. {
  251. visitor.visitSwapStacks(*this);
  252. }
  253. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  254. {
  255. visitor.visitInsertNewStack(*this);
  256. }
  257. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  258. {
  259. visitor.visitRebalanceStacks(*this);
  260. }
  261. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  262. {
  263. visitor.visitBulkRebalanceStacks(*this);
  264. }
  265. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  266. {
  267. visitor.visitBulkSmartRebalanceStacks(*this);
  268. }
  269. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  270. {
  271. visitor.visitPutArtifact(*this);
  272. }
  273. void EraseArtifact::visitTyped(ICPackVisitor & visitor)
  274. {
  275. visitor.visitEraseArtifact(*this);
  276. }
  277. void MoveArtifact::visitTyped(ICPackVisitor & visitor)
  278. {
  279. visitor.visitMoveArtifact(*this);
  280. }
  281. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  282. {
  283. visitor.visitBulkMoveArtifacts(*this);
  284. }
  285. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  286. {
  287. visitor.visitAssembledArtifact(*this);
  288. }
  289. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  290. {
  291. visitor.visitDisassembledArtifact(*this);
  292. }
  293. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  294. {
  295. visitor.visitHeroVisit(*this);
  296. }
  297. void NewTurn::visitTyped(ICPackVisitor & visitor)
  298. {
  299. visitor.visitNewTurn(*this);
  300. }
  301. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  302. {
  303. visitor.visitInfoWindow(*this);
  304. }
  305. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  306. {
  307. visitor.visitSetObjectProperty(*this);
  308. }
  309. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  310. {
  311. visitor.visitChangeObjectVisitors(*this);
  312. }
  313. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  314. {
  315. visitor.visitHeroLevelUp(*this);
  316. }
  317. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  318. {
  319. visitor.visitCommanderLevelUp(*this);
  320. }
  321. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  322. {
  323. visitor.visitBlockingDialog(*this);
  324. }
  325. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  326. {
  327. visitor.visitGarrisonDialog(*this);
  328. }
  329. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  330. {
  331. visitor.visitExchangeDialog(*this);
  332. }
  333. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  334. {
  335. visitor.visitTeleportDialog(*this);
  336. }
  337. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  338. {
  339. visitor.visitMapObjectSelectDialog(*this);
  340. }
  341. void BattleStart::visitTyped(ICPackVisitor & visitor)
  342. {
  343. visitor.visitBattleStart(*this);
  344. }
  345. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  346. {
  347. visitor.visitBattleNextRound(*this);
  348. }
  349. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  350. {
  351. visitor.visitBattleSetActiveStack(*this);
  352. }
  353. void BattleResult::visitTyped(ICPackVisitor & visitor)
  354. {
  355. visitor.visitBattleResult(*this);
  356. }
  357. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  358. {
  359. visitor.visitBattleLogMessage(*this);
  360. }
  361. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  362. {
  363. visitor.visitBattleStackMoved(*this);
  364. }
  365. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  366. {
  367. visitor.visitBattleUnitsChanged(*this);
  368. }
  369. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  370. {
  371. visitor.visitBattleAttack(*this);
  372. }
  373. void StartAction::visitTyped(ICPackVisitor & visitor)
  374. {
  375. visitor.visitStartAction(*this);
  376. }
  377. void EndAction::visitTyped(ICPackVisitor & visitor)
  378. {
  379. visitor.visitEndAction(*this);
  380. }
  381. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  382. {
  383. visitor.visitBattleSpellCast(*this);
  384. }
  385. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  386. {
  387. visitor.visitSetStackEffect(*this);
  388. }
  389. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  390. {
  391. visitor.visitStacksInjured(*this);
  392. }
  393. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  394. {
  395. visitor.visitBattleResultsApplied(*this);
  396. }
  397. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  398. {
  399. visitor.visitBattleObstaclesChanged(*this);
  400. }
  401. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  402. {
  403. visitor.visitBattleSetStackProperty(*this);
  404. }
  405. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  406. {
  407. visitor.visitBattleTriggerEffect(*this);
  408. }
  409. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  410. {
  411. visitor.visitBattleUpdateGateState(*this);
  412. }
  413. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  414. {
  415. visitor.visitAdvmapSpellCast(*this);
  416. }
  417. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  418. {
  419. visitor.visitShowWorldViewEx(*this);
  420. }
  421. void EndTurn::visitTyped(ICPackVisitor & visitor)
  422. {
  423. visitor.visitEndTurn(*this);
  424. }
  425. void GamePause::visitTyped(ICPackVisitor & visitor)
  426. {
  427. visitor.visitGamePause(*this);
  428. }
  429. void DismissHero::visitTyped(ICPackVisitor & visitor)
  430. {
  431. visitor.visitDismissHero(*this);
  432. }
  433. void MoveHero::visitTyped(ICPackVisitor & visitor)
  434. {
  435. visitor.visitMoveHero(*this);
  436. }
  437. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  438. {
  439. visitor.visitCastleTeleportHero(*this);
  440. }
  441. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  442. {
  443. visitor.visitArrangeStacks(*this);
  444. }
  445. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  446. {
  447. visitor.visitBulkMoveArmy(*this);
  448. }
  449. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  450. {
  451. visitor.visitBulkSplitStack(*this);
  452. }
  453. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  454. {
  455. visitor.visitBulkMergeStacks(*this);
  456. }
  457. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  458. {
  459. visitor.visitBulkSmartSplitStack(*this);
  460. }
  461. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  462. {
  463. visitor.visitDisbandCreature(*this);
  464. }
  465. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  466. {
  467. visitor.visitBuildStructure(*this);
  468. }
  469. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  470. {
  471. visitor.visitRazeStructure(*this);
  472. }
  473. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  474. {
  475. visitor.visitRecruitCreatures(*this);
  476. }
  477. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  478. {
  479. visitor.visitUpgradeCreature(*this);
  480. }
  481. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  482. {
  483. visitor.visitGarrisonHeroSwap(*this);
  484. }
  485. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  486. {
  487. visitor.visitExchangeArtifacts(*this);
  488. }
  489. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  490. {
  491. visitor.visitBulkExchangeArtifacts(*this);
  492. }
  493. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  494. {
  495. visitor.visitAssembleArtifacts(*this);
  496. }
  497. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  498. {
  499. visitor.visitEraseArtifactByClient(*this);
  500. }
  501. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  502. {
  503. visitor.visitBuyArtifact(*this);
  504. }
  505. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  506. {
  507. visitor.visitTradeOnMarketplace(*this);
  508. }
  509. void SetFormation::visitTyped(ICPackVisitor & visitor)
  510. {
  511. visitor.visitSetFormation(*this);
  512. }
  513. void HireHero::visitTyped(ICPackVisitor & visitor)
  514. {
  515. visitor.visitHireHero(*this);
  516. }
  517. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  518. {
  519. visitor.visitBuildBoat(*this);
  520. }
  521. void QueryReply::visitTyped(ICPackVisitor & visitor)
  522. {
  523. visitor.visitQueryReply(*this);
  524. }
  525. void MakeAction::visitTyped(ICPackVisitor & visitor)
  526. {
  527. visitor.visitMakeAction(*this);
  528. }
  529. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  530. {
  531. visitor.visitDigWithHero(*this);
  532. }
  533. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  534. {
  535. visitor.visitCastAdvSpell(*this);
  536. }
  537. void SaveGame::visitTyped(ICPackVisitor & visitor)
  538. {
  539. visitor.visitSaveGame(*this);
  540. }
  541. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  542. {
  543. visitor.visitPlayerMessage(*this);
  544. }
  545. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  546. {
  547. visitor.visitPlayerMessageClient(*this);
  548. }
  549. void CenterView::visitTyped(ICPackVisitor & visitor)
  550. {
  551. visitor.visitCenterView(*this);
  552. }
  553. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  554. {
  555. visitor.visitLobbyClientConnected(*this);
  556. }
  557. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  558. {
  559. visitor.visitLobbyClientDisconnected(*this);
  560. }
  561. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  562. {
  563. visitor.visitLobbyChatMessage(*this);
  564. }
  565. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  566. {
  567. visitor.visitLobbyGuiAction(*this);
  568. }
  569. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  570. {
  571. visitor.visitLobbyLoadProgress(*this);
  572. }
  573. void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
  574. {
  575. visitor.visitLobbyEndGame(*this);
  576. }
  577. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  578. {
  579. visitor.visitLobbyStartGame(*this);
  580. }
  581. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  582. {
  583. visitor.visitLobbyChangeHost(*this);
  584. }
  585. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  586. {
  587. visitor.visitLobbyUpdateState(*this);
  588. }
  589. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  590. {
  591. visitor.visitLobbySetMap(*this);
  592. }
  593. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  594. {
  595. visitor.visitLobbySetCampaign(*this);
  596. }
  597. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  598. {
  599. visitor.visitLobbySetCampaignMap(*this);
  600. }
  601. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  602. {
  603. visitor.visitLobbySetCampaignBonus(*this);
  604. }
  605. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  606. {
  607. visitor.visitLobbyChangePlayerOption(*this);
  608. }
  609. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  610. {
  611. visitor.visitLobbySetPlayer(*this);
  612. }
  613. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  614. {
  615. visitor.visitLobbySetPlayerName(*this);
  616. }
  617. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  618. {
  619. visitor.visitLobbySetSimturns(*this);
  620. }
  621. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  622. {
  623. visitor.visitLobbySetTurnTime(*this);
  624. }
  625. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  626. {
  627. visitor.visitLobbySetDifficulty(*this);
  628. }
  629. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  630. {
  631. visitor.visitLobbyForceSetPlayer(*this);
  632. }
  633. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  634. {
  635. visitor.visitLobbyShowMessage(*this);
  636. }
  637. void SetResources::applyGs(CGameState * gs) const
  638. {
  639. assert(player.isValidPlayer());
  640. if(abs)
  641. gs->getPlayerState(player)->resources = res;
  642. else
  643. gs->getPlayerState(player)->resources += res;
  644. //just ensure that player resources are not negative
  645. //server is responsible to check if player can afford deal
  646. //but events on server side are allowed to take more than player have
  647. gs->getPlayerState(player)->resources.positive();
  648. }
  649. void SetPrimSkill::applyGs(CGameState * gs) const
  650. {
  651. CGHeroInstance * hero = gs->getHero(id);
  652. assert(hero);
  653. hero->setPrimarySkill(which, val, abs);
  654. }
  655. void SetSecSkill::applyGs(CGameState * gs) const
  656. {
  657. CGHeroInstance *hero = gs->getHero(id);
  658. hero->setSecSkillLevel(which, val, abs);
  659. }
  660. void SetCommanderProperty::applyGs(CGameState *gs)
  661. {
  662. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  663. assert (commander);
  664. switch (which)
  665. {
  666. case BONUS:
  667. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  668. break;
  669. case SPECIAL_SKILL:
  670. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  671. commander->specialSkills.insert (additionalInfo);
  672. break;
  673. case SECONDARY_SKILL:
  674. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  675. break;
  676. case ALIVE:
  677. if (amount)
  678. commander->setAlive(true);
  679. else
  680. commander->setAlive(false);
  681. break;
  682. case EXPERIENCE:
  683. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  684. break;
  685. }
  686. }
  687. void AddQuest::applyGs(CGameState * gs) const
  688. {
  689. assert (vstd::contains(gs->players, player));
  690. auto * vec = &gs->players[player].quests;
  691. if (!vstd::contains(*vec, quest))
  692. vec->push_back (quest);
  693. else
  694. logNetwork->warn("Warning! Attempt to add duplicated quest");
  695. }
  696. void UpdateArtHandlerLists::applyGs(CGameState * gs) const
  697. {
  698. gs->allocatedArtifacts = allocatedArtifacts;
  699. }
  700. void UpdateMapEvents::applyGs(CGameState * gs) const
  701. {
  702. gs->map->events = events;
  703. }
  704. void UpdateCastleEvents::applyGs(CGameState * gs) const
  705. {
  706. auto * t = gs->getTown(town);
  707. t->events = events;
  708. }
  709. void ChangeFormation::applyGs(CGameState * gs) const
  710. {
  711. gs->getHero(hid)->setFormation(formation);
  712. }
  713. void HeroVisitCastle::applyGs(CGameState * gs) const
  714. {
  715. CGHeroInstance *h = gs->getHero(hid);
  716. CGTownInstance *t = gs->getTown(tid);
  717. assert(h);
  718. assert(t);
  719. if(start())
  720. t->setVisitingHero(h);
  721. else
  722. t->setVisitingHero(nullptr);
  723. }
  724. void ChangeSpells::applyGs(CGameState *gs)
  725. {
  726. CGHeroInstance *hero = gs->getHero(hid);
  727. if(learn)
  728. for(const auto & sid : spells)
  729. hero->addSpellToSpellbook(sid);
  730. else
  731. for(const auto & sid : spells)
  732. hero->removeSpellFromSpellbook(sid);
  733. }
  734. void SetMana::applyGs(CGameState * gs) const
  735. {
  736. CGHeroInstance * hero = gs->getHero(hid);
  737. assert(hero);
  738. if(absolute)
  739. hero->mana = val;
  740. else
  741. hero->mana += val;
  742. vstd::amax(hero->mana, 0); //not less than 0
  743. }
  744. void SetMovePoints::applyGs(CGameState * gs) const
  745. {
  746. CGHeroInstance *hero = gs->getHero(hid);
  747. assert(hero);
  748. if(absolute)
  749. hero->setMovementPoints(val);
  750. else
  751. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  752. }
  753. void FoWChange::applyGs(CGameState *gs)
  754. {
  755. TeamState * team = gs->getPlayerTeam(player);
  756. auto & fogOfWarMap = team->fogOfWarMap;
  757. for(const int3 & t : tiles)
  758. (*fogOfWarMap)[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  759. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  760. {
  761. std::unordered_set<int3> tilesRevealed;
  762. for (auto & elem : gs->map->objects)
  763. {
  764. const CGObjectInstance *o = elem;
  765. if (o)
  766. {
  767. switch(o->ID.toEnum())
  768. {
  769. case Obj::HERO:
  770. case Obj::MINE:
  771. case Obj::TOWN:
  772. case Obj::ABANDONED_MINE:
  773. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  774. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  775. break;
  776. }
  777. }
  778. }
  779. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  780. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  781. }
  782. }
  783. void SetAvailableHero::applyGs(CGameState *gs)
  784. {
  785. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID);
  786. }
  787. void GiveBonus::applyGs(CGameState *gs)
  788. {
  789. CBonusSystemNode *cbsn = nullptr;
  790. switch(who)
  791. {
  792. case ETarget::OBJECT:
  793. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  794. break;
  795. case ETarget::PLAYER:
  796. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  797. break;
  798. case ETarget::BATTLE:
  799. assert(Bonus::OneBattle(&bonus));
  800. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  801. break;
  802. }
  803. assert(cbsn);
  804. if(Bonus::OneWeek(&bonus))
  805. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  806. auto b = std::make_shared<Bonus>(bonus);
  807. cbsn->addNewBonus(b);
  808. std::string &descr = b->description;
  809. if(!bdescr.empty())
  810. {
  811. descr = bdescr.toString();
  812. }
  813. else if(!descr.empty())
  814. {
  815. //use preseet description
  816. }
  817. else if((bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE)
  818. && (bonus.source == BonusSource::OBJECT_TYPE || bonus.source == BonusSource::OBJECT_INSTANCE))
  819. {
  820. //no description, use generic
  821. //?could use allways when Type == BonusDuration::Type::ONE_BATTLE
  822. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  823. }
  824. else
  825. {
  826. logGlobal->debug("Empty bonus decription. Type=%d", (int) bonus.type);
  827. }
  828. // Some of(?) versions of H3 use " %s" here instead of %d. Try to replace both of them
  829. boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val))); // " +/-%d Temporary until next battle
  830. boost::replace_first(descr, " %s", boost::str(boost::format(" %+d") % bonus.val)); // " %s" in arraytxt.69, fountian of fortune
  831. }
  832. void ChangeObjPos::applyGs(CGameState *gs)
  833. {
  834. CGObjectInstance *obj = gs->getObjInstance(objid);
  835. if(!obj)
  836. {
  837. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  838. return;
  839. }
  840. gs->map->removeBlockVisTiles(obj);
  841. obj->pos = nPos + obj->getVisitableOffset();
  842. gs->map->addBlockVisTiles(obj);
  843. }
  844. void ChangeObjectVisitors::applyGs(CGameState * gs) const
  845. {
  846. switch (mode) {
  847. case VISITOR_ADD:
  848. gs->getHero(hero)->visitedObjects.insert(object);
  849. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  850. break;
  851. case VISITOR_ADD_TEAM:
  852. {
  853. TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
  854. for(const auto & color : ts->players)
  855. {
  856. gs->getPlayerState(color)->visitedObjects.insert(object);
  857. }
  858. }
  859. break;
  860. case VISITOR_CLEAR:
  861. for (CGHeroInstance * hero : gs->map->allHeroes)
  862. {
  863. if (hero)
  864. {
  865. hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
  866. }
  867. }
  868. for(auto &elem : gs->players)
  869. {
  870. elem.second.visitedObjects.erase(object);
  871. }
  872. break;
  873. case VISITOR_GLOBAL:
  874. {
  875. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  876. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  877. break;
  878. }
  879. case VISITOR_REMOVE:
  880. gs->getHero(hero)->visitedObjects.erase(object);
  881. break;
  882. }
  883. }
  884. void PlayerEndsGame::applyGs(CGameState * gs) const
  885. {
  886. PlayerState *p = gs->getPlayerState(player);
  887. if(victoryLossCheckResult.victory())
  888. {
  889. p->status = EPlayerStatus::WINNER;
  890. // TODO: Campaign-specific code might as well go somewhere else
  891. // keep all heroes from the winning player
  892. if(p->human && gs->scenarioOps->campState)
  893. {
  894. std::vector<CGHeroInstance *> crossoverHeroes;
  895. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  896. if (hero->tempOwner == player)
  897. crossoverHeroes.push_back(hero);
  898. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  899. }
  900. }
  901. else
  902. {
  903. p->status = EPlayerStatus::LOSER;
  904. }
  905. // defeated player may be making turn right now
  906. gs->actingPlayers.erase(player);
  907. }
  908. void PlayerReinitInterface::applyGs(CGameState *gs)
  909. {
  910. if(!gs || !gs->scenarioOps)
  911. return;
  912. //TODO: what does mean if more that one player connected?
  913. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  914. {
  915. for(const auto & player : players)
  916. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  917. }
  918. }
  919. void RemoveBonus::applyGs(CGameState *gs)
  920. {
  921. CBonusSystemNode *node = nullptr;
  922. switch(who)
  923. {
  924. case GiveBonus::ETarget::OBJECT:
  925. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  926. break;
  927. case GiveBonus::ETarget::PLAYER:
  928. node = gs->getPlayerState(whoID.as<PlayerColor>());
  929. break;
  930. case GiveBonus::ETarget::BATTLE:
  931. assert(Bonus::OneBattle(&bonus));
  932. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  933. break;
  934. }
  935. BonusList &bonuses = node->getExportedBonusList();
  936. for(const auto & b : bonuses)
  937. {
  938. if(b->source == source && b->sid == id)
  939. {
  940. bonus = *b; //backup bonus (to show to interfaces later)
  941. node->removeBonus(b);
  942. break;
  943. }
  944. }
  945. }
  946. void RemoveObject::applyGs(CGameState *gs)
  947. {
  948. CGObjectInstance *obj = gs->getObjInstance(objectID);
  949. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  950. //unblock tiles
  951. gs->map->removeBlockVisTiles(obj);
  952. if(obj->ID == Obj::HERO) //remove beaten hero
  953. {
  954. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  955. assert(beatenHero);
  956. PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
  957. gs->map->heroesOnMap -= beatenHero;
  958. p->heroes -= beatenHero;
  959. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  960. // FIXME: workaround:
  961. // hero should be attached to siegeNode after battle
  962. // however this code might also be called on dismissing hero while in town
  963. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  964. beatenHero->detachFrom(*siegeNode);
  965. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  966. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  967. {
  968. return asi.artifact->artType->getId() == ArtifactID::GRAIL;
  969. });
  970. if(beatenHero->visitedTown)
  971. {
  972. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  973. beatenHero->visitedTown->garrisonHero = nullptr;
  974. else
  975. beatenHero->visitedTown->visitingHero = nullptr;
  976. beatenHero->visitedTown = nullptr;
  977. beatenHero->inTownGarrison = false;
  978. }
  979. //return hero to the pool, so he may reappear in tavern
  980. gs->heroesPool->addHeroToPool(beatenHero);
  981. gs->map->objects[objectID.getNum()] = nullptr;
  982. //If hero on Boat is removed, the Boat disappears
  983. if(beatenHero->boat)
  984. {
  985. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  986. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  987. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  988. beatenHero->boat = nullptr;
  989. }
  990. return;
  991. }
  992. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  993. if (quest)
  994. {
  995. gs->map->quests[quest->quest->qid] = nullptr;
  996. for (auto &player : gs->players)
  997. {
  998. for (auto &q : player.second.quests)
  999. {
  1000. if (q.obj == obj)
  1001. {
  1002. q.obj = nullptr;
  1003. }
  1004. }
  1005. }
  1006. }
  1007. for (TriggeredEvent & event : gs->map->triggeredEvents)
  1008. {
  1009. auto patcher = [&](EventCondition cond) -> EventExpression::Variant
  1010. {
  1011. if (cond.objectID == obj->id)
  1012. {
  1013. if (cond.condition == EventCondition::DESTROY)
  1014. {
  1015. cond.condition = EventCondition::CONST_VALUE;
  1016. cond.value = 1; // destroyed object, from now on always fulfilled
  1017. }
  1018. else if (cond.condition == EventCondition::CONTROL)
  1019. {
  1020. cond.condition = EventCondition::CONST_VALUE;
  1021. cond.value = 0; // destroyed object, from now on can not be fulfilled
  1022. }
  1023. }
  1024. return cond;
  1025. };
  1026. event.trigger = event.trigger.morph(patcher);
  1027. }
  1028. gs->map->instanceNames.erase(obj->instanceName);
  1029. gs->map->objects[objectID.getNum()].dellNull();
  1030. gs->map->calculateGuardingGreaturePositions();
  1031. }
  1032. static int getDir(const int3 & src, const int3 & dst)
  1033. {
  1034. int ret = -1;
  1035. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1036. {
  1037. ret = 1;
  1038. }
  1039. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1040. {
  1041. ret = 2;
  1042. }
  1043. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1044. {
  1045. ret = 3;
  1046. }
  1047. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1048. {
  1049. ret = 4;
  1050. }
  1051. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1052. {
  1053. ret = 5;
  1054. }
  1055. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1056. {
  1057. ret = 6;
  1058. }
  1059. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1060. {
  1061. ret = 7;
  1062. }
  1063. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1064. {
  1065. ret = 8;
  1066. }
  1067. return ret;
  1068. }
  1069. void TryMoveHero::applyGs(CGameState *gs)
  1070. {
  1071. CGHeroInstance *h = gs->getHero(id);
  1072. if (!h)
  1073. {
  1074. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1075. return;
  1076. }
  1077. h->setMovementPoints(movePoints);
  1078. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1079. {
  1080. auto dir = getDir(start,end);
  1081. if(dir > 0 && dir <= 8)
  1082. h->moveDir = dir;
  1083. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1084. }
  1085. if(result == EMBARK) //hero enters boat at destination tile
  1086. {
  1087. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1088. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1089. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1090. assert(boat);
  1091. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1092. h->boat = boat;
  1093. h->attachTo(*boat);
  1094. boat->hero = h;
  1095. }
  1096. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1097. {
  1098. auto * b = const_cast<CGBoat *>(h->boat);
  1099. b->direction = h->moveDir;
  1100. b->pos = start;
  1101. b->hero = nullptr;
  1102. gs->map->addBlockVisTiles(b);
  1103. h->detachFrom(*b);
  1104. h->boat = nullptr;
  1105. }
  1106. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1107. {
  1108. gs->map->removeBlockVisTiles(h);
  1109. h->pos = end;
  1110. if(auto * b = const_cast<CGBoat *>(h->boat))
  1111. b->pos = end;
  1112. gs->map->addBlockVisTiles(h);
  1113. }
  1114. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1115. for(const int3 & t : fowRevealed)
  1116. (*fogOfWarMap)[t.z][t.x][t.y] = 1;
  1117. }
  1118. void NewStructures::applyGs(CGameState *gs)
  1119. {
  1120. CGTownInstance *t = gs->getTown(tid);
  1121. for(const auto & id : bid)
  1122. {
  1123. assert(t->town->buildings.at(id) != nullptr);
  1124. t->builtBuildings.insert(id);
  1125. t->updateAppearance();
  1126. auto currentBuilding = t->town->buildings.at(id);
  1127. if(currentBuilding->overrideBids.empty())
  1128. continue;
  1129. for(const auto & overrideBid : currentBuilding->overrideBids)
  1130. {
  1131. t->overriddenBuildings.insert(overrideBid);
  1132. t->deleteTownBonus(overrideBid);
  1133. }
  1134. }
  1135. t->builded = builded;
  1136. t->recreateBuildingsBonuses();
  1137. }
  1138. void RazeStructures::applyGs(CGameState *gs)
  1139. {
  1140. CGTownInstance *t = gs->getTown(tid);
  1141. for(const auto & id : bid)
  1142. {
  1143. t->builtBuildings.erase(id);
  1144. t->updateAppearance();
  1145. }
  1146. t->destroyed = destroyed; //yeaha
  1147. t->recreateBuildingsBonuses();
  1148. }
  1149. void SetAvailableCreatures::applyGs(CGameState * gs) const
  1150. {
  1151. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1152. assert(dw);
  1153. dw->creatures = creatures;
  1154. }
  1155. void SetHeroesInTown::applyGs(CGameState * gs) const
  1156. {
  1157. CGTownInstance *t = gs->getTown(tid);
  1158. CGHeroInstance * v = gs->getHero(visiting);
  1159. CGHeroInstance * g = gs->getHero(garrison);
  1160. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1161. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1162. if(newVisitorComesFromGarrison)
  1163. t->setGarrisonedHero(nullptr);
  1164. if(newGarrisonComesFromVisiting)
  1165. t->setVisitingHero(nullptr);
  1166. if(!newGarrisonComesFromVisiting || v)
  1167. t->setVisitingHero(v);
  1168. if(!newVisitorComesFromGarrison || g)
  1169. t->setGarrisonedHero(g);
  1170. if(v)
  1171. {
  1172. gs->map->addBlockVisTiles(v);
  1173. }
  1174. if(g)
  1175. {
  1176. gs->map->removeBlockVisTiles(g);
  1177. }
  1178. }
  1179. void HeroRecruited::applyGs(CGameState * gs) const
  1180. {
  1181. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1182. CGTownInstance *t = gs->getTown(tid);
  1183. PlayerState *p = gs->getPlayerState(player);
  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. h->setOwner(player);
  1195. h->pos = tile;
  1196. h->initObj(gs->getRandomGenerator());
  1197. if(h->id == ObjectInstanceID())
  1198. {
  1199. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1200. gs->map->objects.emplace_back(h);
  1201. }
  1202. else
  1203. gs->map->objects[h->id.getNum()] = h;
  1204. gs->map->heroesOnMap.emplace_back(h);
  1205. p->heroes.emplace_back(h);
  1206. h->attachTo(*p);
  1207. gs->map->addBlockVisTiles(h);
  1208. if(t)
  1209. t->setVisitingHero(h);
  1210. }
  1211. void GiveHero::applyGs(CGameState * gs) const
  1212. {
  1213. CGHeroInstance *h = gs->getHero(id);
  1214. if (boatId != ObjectInstanceID::NONE)
  1215. {
  1216. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1217. auto * boat = dynamic_cast<CGBoat *>(obj);
  1218. if (boat)
  1219. {
  1220. gs->map->removeBlockVisTiles(boat);
  1221. h->attachToBoat(boat);
  1222. }
  1223. }
  1224. //bonus system
  1225. h->detachFrom(gs->globalEffects);
  1226. h->attachTo(*gs->getPlayerState(player));
  1227. auto oldVisitablePos = h->visitablePos();
  1228. gs->map->removeBlockVisTiles(h,true);
  1229. h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
  1230. h->setOwner(player);
  1231. h->setMovementPoints(h->movementPointsLimit(true));
  1232. h->pos = h->convertFromVisitablePos(oldVisitablePos);
  1233. gs->map->heroesOnMap.emplace_back(h);
  1234. gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
  1235. gs->map->addBlockVisTiles(h);
  1236. h->inTownGarrison = false;
  1237. }
  1238. void NewObject::applyGs(CGameState *gs)
  1239. {
  1240. TerrainId terrainType = ETerrainId::NONE;
  1241. if (!gs->isInTheMap(targetPos))
  1242. {
  1243. logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
  1244. return;
  1245. }
  1246. const TerrainTile & t = gs->map->getTile(targetPos);
  1247. terrainType = t.terType->getId();
  1248. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  1249. CGObjectInstance * o = handler->create();
  1250. handler->configureObject(o, gs->getRandomGenerator());
  1251. assert(o->ID == this->ID);
  1252. if (ID == Obj::MONSTER) //probably more options will be needed
  1253. {
  1254. //CStackInstance hlp;
  1255. auto * cre = dynamic_cast<CGCreature *>(o);
  1256. //cre->slots[0] = hlp;
  1257. assert(cre);
  1258. cre->notGrowingTeam = cre->neverFlees = false;
  1259. cre->character = 2;
  1260. cre->gainedArtifact = ArtifactID::NONE;
  1261. cre->identifier = -1;
  1262. cre->addToSlot(SlotID(0), new CStackInstance(subID.getNum(), -1)); //add placeholder stack
  1263. }
  1264. assert(!handler->getTemplates(terrainType).empty());
  1265. if (handler->getTemplates().empty())
  1266. {
  1267. logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID.getNum());
  1268. return;
  1269. }
  1270. if (!handler->getTemplates(terrainType).empty())
  1271. o->appearance = handler->getTemplates(terrainType).front();
  1272. else
  1273. o->appearance = handler->getTemplates().front();
  1274. o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1275. o->pos = targetPos + o->getVisitableOffset();
  1276. gs->map->objects.emplace_back(o);
  1277. gs->map->addBlockVisTiles(o);
  1278. o->initObj(gs->getRandomGenerator());
  1279. gs->map->calculateGuardingGreaturePositions();
  1280. createdObjectID = o->id;
  1281. logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
  1282. }
  1283. void NewArtifact::applyGs(CGameState *gs)
  1284. {
  1285. assert(!vstd::contains(gs->map->artInstances, art));
  1286. assert(!art->getParentNodes().size());
  1287. assert(art->artType);
  1288. art->setType(art->artType);
  1289. if(art->isCombined())
  1290. {
  1291. for(const auto & part : art->artType->getConstituents())
  1292. art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  1293. }
  1294. gs->map->addNewArtifactInstance(art);
  1295. }
  1296. const CStackInstance * StackLocation::getStack()
  1297. {
  1298. if(!army->hasStackAtSlot(slot))
  1299. {
  1300. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1301. return nullptr;
  1302. }
  1303. return &army->getStack(slot);
  1304. }
  1305. struct ObjectRetriever
  1306. {
  1307. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1308. {
  1309. return h;
  1310. }
  1311. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1312. {
  1313. return s->armyObj;
  1314. }
  1315. };
  1316. template<typename T>
  1317. struct GetBase
  1318. {
  1319. template <typename TArg>
  1320. T * operator()(TArg &arg) const
  1321. {
  1322. return arg;
  1323. }
  1324. };
  1325. void ChangeStackCount::applyGs(CGameState * gs)
  1326. {
  1327. auto * srcObj = gs->getArmyInstance(army);
  1328. if(!srcObj)
  1329. logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
  1330. if(absoluteValue)
  1331. srcObj->setStackCount(slot, count);
  1332. else
  1333. srcObj->changeStackCount(slot, count);
  1334. }
  1335. void SetStackType::applyGs(CGameState * gs)
  1336. {
  1337. auto * srcObj = gs->getArmyInstance(army);
  1338. if(!srcObj)
  1339. logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
  1340. srcObj->setStackType(slot, type);
  1341. }
  1342. void EraseStack::applyGs(CGameState * gs)
  1343. {
  1344. auto * srcObj = gs->getArmyInstance(army);
  1345. if(!srcObj)
  1346. logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
  1347. srcObj->eraseStack(slot);
  1348. }
  1349. void SwapStacks::applyGs(CGameState * gs)
  1350. {
  1351. auto * srcObj = gs->getArmyInstance(srcArmy);
  1352. if(!srcObj)
  1353. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1354. auto * dstObj = gs->getArmyInstance(dstArmy);
  1355. if(!dstObj)
  1356. logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1357. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1358. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1359. srcObj->putStack(srcSlot, s2);
  1360. dstObj->putStack(dstSlot, s1);
  1361. }
  1362. void InsertNewStack::applyGs(CGameState *gs)
  1363. {
  1364. if(auto * obj = gs->getArmyInstance(army))
  1365. obj->putStack(slot, new CStackInstance(type, count));
  1366. else
  1367. logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
  1368. }
  1369. void RebalanceStacks::applyGs(CGameState * gs)
  1370. {
  1371. auto * srcObj = gs->getArmyInstance(srcArmy);
  1372. if(!srcObj)
  1373. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
  1374. auto * dstObj = gs->getArmyInstance(dstArmy);
  1375. if(!dstObj)
  1376. logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
  1377. StackLocation src(srcObj, srcSlot);
  1378. StackLocation dst(dstObj, dstSlot);
  1379. const CCreature * srcType = src.army->getCreature(src.slot);
  1380. TQuantity srcCount = src.army->getStackCount(src.slot);
  1381. bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1382. if(srcCount == count) //moving whole stack
  1383. {
  1384. const auto c = dst.army->getCreature(dst.slot);
  1385. if(c) //stack at dest -> merge
  1386. {
  1387. assert(c == srcType);
  1388. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1389. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1390. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1391. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1392. if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1393. {
  1394. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1395. {
  1396. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1397. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1398. {
  1399. dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1400. }
  1401. //else - artifact cna be lost :/
  1402. else
  1403. {
  1404. EraseArtifact ea;
  1405. ea.al = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
  1406. ea.al.creature = dst.slot;
  1407. ea.applyGs(gs);
  1408. logNetwork->warn("Cannot move artifact! No free slots");
  1409. }
  1410. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1411. //TODO: choose from dialog
  1412. }
  1413. else //just move to the other slot before stack gets erased
  1414. {
  1415. srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1416. }
  1417. }
  1418. if (stackExp)
  1419. {
  1420. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1421. src.army->eraseStack(src.slot);
  1422. dst.army->changeStackCount(dst.slot, count);
  1423. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1424. }
  1425. else
  1426. {
  1427. src.army->eraseStack(src.slot);
  1428. dst.army->changeStackCount(dst.slot, count);
  1429. }
  1430. }
  1431. else //move stack to an empty slot, no exp change needed
  1432. {
  1433. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1434. dst.army->putStack(dst.slot, stackDetached);
  1435. }
  1436. }
  1437. else
  1438. {
  1439. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1440. if(c) //stack at dest -> rebalance
  1441. {
  1442. assert(c == srcType);
  1443. if (stackExp)
  1444. {
  1445. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1446. src.army->changeStackCount(src.slot, -count);
  1447. dst.army->changeStackCount(dst.slot, count);
  1448. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1449. }
  1450. else
  1451. {
  1452. src.army->changeStackCount(src.slot, -count);
  1453. dst.army->changeStackCount(dst.slot, count);
  1454. }
  1455. }
  1456. else //split stack to an empty slot
  1457. {
  1458. src.army->changeStackCount(src.slot, -count);
  1459. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1460. if (stackExp)
  1461. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1462. }
  1463. }
  1464. CBonusSystemNode::treeHasChanged();
  1465. }
  1466. void BulkRebalanceStacks::applyGs(CGameState * gs)
  1467. {
  1468. for(auto & move : moves)
  1469. move.applyGs(gs);
  1470. }
  1471. void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
  1472. {
  1473. for(auto & move : moves)
  1474. move.applyGs(gs);
  1475. for(auto & change : changes)
  1476. change.applyGs(gs);
  1477. }
  1478. void PutArtifact::applyGs(CGameState *gs)
  1479. {
  1480. // Ensure that artifact has been correctly added via NewArtifact pack
  1481. assert(vstd::contains(gs->map->artInstances, art));
  1482. assert(!art->getParentNodes().empty());
  1483. auto hero = gs->getHero(al.artHolder);
  1484. assert(hero);
  1485. assert(art && art->canBePutAt(hero, al.slot));
  1486. art->putAt(*hero, al.slot);
  1487. }
  1488. void EraseArtifact::applyGs(CGameState *gs)
  1489. {
  1490. const auto hero = gs->getHero(al.artHolder);
  1491. assert(hero);
  1492. const auto slot = hero->getSlot(al.slot);
  1493. if(slot->locked)
  1494. {
  1495. logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
  1496. DisassembledArtifact dis;
  1497. dis.al.artHolder = al.artHolder;
  1498. for(auto & slotInfo : hero->artifactsWorn)
  1499. {
  1500. auto art = slotInfo.second.artifact;
  1501. if(art->isCombined() && art->isPart(slot->artifact))
  1502. {
  1503. dis.al.slot = hero->getArtPos(art);
  1504. break;
  1505. }
  1506. }
  1507. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1508. logGlobal->debug("Found the corresponding assembly: %s", hero->getArt(dis.al.slot)->artType->getNameTranslated());
  1509. dis.applyGs(gs);
  1510. }
  1511. else
  1512. {
  1513. logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
  1514. }
  1515. auto art = hero->getArt(al.slot);
  1516. assert(art);
  1517. art->removeFrom(*hero, al.slot);
  1518. }
  1519. void MoveArtifact::applyGs(CGameState * gs)
  1520. {
  1521. auto srcHero = gs->getArtSet(src);
  1522. auto dstHero = gs->getArtSet(dst);
  1523. assert(srcHero);
  1524. assert(dstHero);
  1525. auto art = srcHero->getArt(src.slot);
  1526. assert(art && art->canBePutAt(dstHero, dst.slot));
  1527. art->move(*srcHero, src.slot, *dstHero, dst.slot);
  1528. }
  1529. void BulkMoveArtifacts::applyGs(CGameState * gs)
  1530. {
  1531. enum class EBulkArtsOp
  1532. {
  1533. BULK_MOVE,
  1534. BULK_REMOVE,
  1535. BULK_PUT
  1536. };
  1537. auto bulkArtsOperation = [this, gs](std::vector<LinkedSlots> & artsPack,
  1538. CArtifactSet & artSet, EBulkArtsOp operation) -> void
  1539. {
  1540. int numBackpackArtifactsMoved = 0;
  1541. for(auto & slot : artsPack)
  1542. {
  1543. // When an object gets removed from the backpack, the backpack shrinks
  1544. // so all the following indices will be affected. Thus, we need to update
  1545. // the subsequent artifact slots to account for that
  1546. auto srcPos = slot.srcPos;
  1547. if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
  1548. {
  1549. srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
  1550. }
  1551. auto * art = artSet.getArt(srcPos);
  1552. assert(art);
  1553. switch(operation)
  1554. {
  1555. case EBulkArtsOp::BULK_MOVE:
  1556. art->move(artSet, srcPos, *gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature)), slot.dstPos);
  1557. break;
  1558. case EBulkArtsOp::BULK_REMOVE:
  1559. art->removeFrom(artSet, srcPos);
  1560. break;
  1561. case EBulkArtsOp::BULK_PUT:
  1562. art->putAt(*gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature)), slot.dstPos);
  1563. break;
  1564. default:
  1565. break;
  1566. }
  1567. if(srcPos >= ArtifactPosition::BACKPACK_START)
  1568. {
  1569. numBackpackArtifactsMoved++;
  1570. }
  1571. }
  1572. };
  1573. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1574. if(swap)
  1575. {
  1576. // Swap
  1577. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1578. CArtifactFittingSet artFittingSet(leftSet->bearerType());
  1579. artFittingSet.artifactsWorn = rightSet->artifactsWorn;
  1580. artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
  1581. bulkArtsOperation(artsPack1, *rightSet, EBulkArtsOp::BULK_REMOVE);
  1582. bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
  1583. bulkArtsOperation(artsPack1, artFittingSet, EBulkArtsOp::BULK_PUT);
  1584. }
  1585. else
  1586. {
  1587. bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
  1588. }
  1589. }
  1590. void AssembledArtifact::applyGs(CGameState *gs)
  1591. {
  1592. auto hero = gs->getHero(al.artHolder);
  1593. assert(hero);
  1594. const auto transformedArt = hero->getArt(al.slot);
  1595. assert(transformedArt);
  1596. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1597. {
  1598. return art->getId() == builtArt->getId();
  1599. }));
  1600. const auto transformedArtSlot = hero->getSlotByInstance(transformedArt);
  1601. auto * combinedArt = new CArtifactInstance(builtArt);
  1602. gs->map->addNewArtifactInstance(combinedArt);
  1603. // Find slots for all involved artifacts
  1604. std::vector<ArtifactPosition> slotsInvolved;
  1605. for(const auto constituent : builtArt->getConstituents())
  1606. {
  1607. ArtifactPosition slot;
  1608. if(transformedArt->getTypeId() == constituent->getId())
  1609. slot = transformedArtSlot;
  1610. else
  1611. slot = hero->getArtPos(constituent->getId(), false, false);
  1612. assert(slot != ArtifactPosition::PRE_FIRST);
  1613. slotsInvolved.emplace_back(slot);
  1614. }
  1615. std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
  1616. // Find a slot for combined artifact
  1617. al.slot = transformedArtSlot;
  1618. for(const auto slot : slotsInvolved)
  1619. {
  1620. if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
  1621. {
  1622. if(ArtifactUtils::isSlotBackpack(slot))
  1623. {
  1624. al.slot = ArtifactPosition::BACKPACK_START;
  1625. break;
  1626. }
  1627. if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
  1628. && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
  1629. al.slot = slot;
  1630. }
  1631. else
  1632. {
  1633. if(ArtifactUtils::isSlotBackpack(slot))
  1634. al.slot = std::min(al.slot, slot);
  1635. }
  1636. }
  1637. // Delete parts from hero
  1638. for(const auto slot : slotsInvolved)
  1639. {
  1640. const auto constituentInstance = hero->getArt(slot);
  1641. constituentInstance->removeFrom(*hero, slot);
  1642. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1643. combinedArt->addPart(constituentInstance, slot);
  1644. else
  1645. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1646. }
  1647. // Put new combined artifacts
  1648. combinedArt->putAt(*hero, al.slot);
  1649. }
  1650. void DisassembledArtifact::applyGs(CGameState *gs)
  1651. {
  1652. auto hero = gs->getHero(al.artHolder);
  1653. assert(hero);
  1654. auto disassembledArt = hero->getArt(al.slot);
  1655. assert(disassembledArt);
  1656. auto parts = disassembledArt->getPartsInfo();
  1657. disassembledArt->removeFrom(*hero, al.slot);
  1658. for(auto & part : parts)
  1659. {
  1660. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1661. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1662. disassembledArt->detachFrom(*part.art);
  1663. part.art->putAt(*hero, slot);
  1664. }
  1665. gs->map->eraseArtifactInstance(disassembledArt);
  1666. }
  1667. void HeroVisit::applyGs(CGameState *gs)
  1668. {
  1669. }
  1670. void SetAvailableArtifacts::applyGs(CGameState * gs) const
  1671. {
  1672. if(id != ObjectInstanceID::NONE)
  1673. {
  1674. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1675. {
  1676. bm->artifacts = arts;
  1677. }
  1678. else
  1679. {
  1680. logNetwork->error("Wrong black market id!");
  1681. }
  1682. }
  1683. else
  1684. {
  1685. CGTownInstance::merchantArtifacts = arts;
  1686. }
  1687. }
  1688. void NewTurn::applyGs(CGameState *gs)
  1689. {
  1690. gs->day = day;
  1691. // Update bonuses before doing anything else so hero don't get more MP than needed
  1692. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1693. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1694. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1695. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1696. for(const NewTurn::Hero & h : heroes) //give mana/movement point
  1697. {
  1698. CGHeroInstance *hero = gs->getHero(h.id);
  1699. if(!hero)
  1700. {
  1701. logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
  1702. continue;
  1703. }
  1704. hero->setMovementPoints(h.move);
  1705. hero->mana = h.mana;
  1706. }
  1707. gs->heroesPool->onNewDay();
  1708. for(const auto & re : res)
  1709. {
  1710. assert(re.first.isValidPlayer());
  1711. gs->getPlayerState(re.first)->resources = re.second;
  1712. }
  1713. for(const auto & creatureSet : cres) //set available creatures in towns
  1714. creatureSet.second.applyGs(gs);
  1715. for(CGTownInstance* t : gs->map->towns)
  1716. t->builded = 0;
  1717. if(gs->getDate(Date::DAY_OF_WEEK) == 1)
  1718. gs->updateRumor();
  1719. }
  1720. void SetObjectProperty::applyGs(CGameState * gs) const
  1721. {
  1722. CGObjectInstance *obj = gs->getObjInstance(id);
  1723. if(!obj)
  1724. {
  1725. logNetwork->error("Wrong object ID - property cannot be set!");
  1726. return;
  1727. }
  1728. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1729. if(what == ObjProperty::OWNER && cai)
  1730. {
  1731. if(obj->ID == Obj::TOWN)
  1732. {
  1733. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1734. assert(t);
  1735. PlayerColor oldOwner = t->tempOwner;
  1736. if(oldOwner.isValidPlayer())
  1737. {
  1738. auto * state = gs->getPlayerState(oldOwner);
  1739. state->towns -= t;
  1740. if(state->towns.empty())
  1741. state->daysWithoutCastle = 0;
  1742. }
  1743. if(identifier.as<PlayerColor>().isValidPlayer())
  1744. {
  1745. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1746. p->towns.emplace_back(t);
  1747. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1748. if(p->daysWithoutCastle)
  1749. p->daysWithoutCastle = std::nullopt;
  1750. }
  1751. }
  1752. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1753. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1754. obj->setProperty(what, identifier);
  1755. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1756. }
  1757. else //not an armed instance
  1758. {
  1759. obj->setProperty(what, identifier);
  1760. }
  1761. }
  1762. void HeroLevelUp::applyGs(CGameState * gs) const
  1763. {
  1764. auto * hero = gs->getHero(heroId);
  1765. assert(hero);
  1766. hero->levelUp(skills);
  1767. }
  1768. void CommanderLevelUp::applyGs(CGameState * gs) const
  1769. {
  1770. auto * hero = gs->getHero(heroId);
  1771. assert(hero);
  1772. auto commander = hero->commander;
  1773. assert(commander);
  1774. commander->levelUp();
  1775. }
  1776. void BattleStart::applyGs(CGameState * gs) const
  1777. {
  1778. assert(battleID == gs->nextBattleID);
  1779. gs->currentBattles.emplace_back(info);
  1780. info->battleID = gs->nextBattleID;
  1781. info->localInit();
  1782. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1783. }
  1784. void BattleNextRound::applyGs(CGameState * gs) const
  1785. {
  1786. gs->getBattle(battleID)->nextRound();
  1787. }
  1788. void BattleSetActiveStack::applyGs(CGameState * gs) const
  1789. {
  1790. gs->getBattle(battleID)->nextTurn(stack);
  1791. }
  1792. void BattleTriggerEffect::applyGs(CGameState * gs) const
  1793. {
  1794. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1795. assert(st);
  1796. switch(static_cast<BonusType>(effect))
  1797. {
  1798. case BonusType::HP_REGENERATION:
  1799. {
  1800. int64_t toHeal = val;
  1801. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1802. break;
  1803. }
  1804. case BonusType::MANA_DRAIN:
  1805. {
  1806. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1807. st->drainedMana = true;
  1808. h->mana -= val;
  1809. vstd::amax(h->mana, 0);
  1810. break;
  1811. }
  1812. case BonusType::POISON:
  1813. {
  1814. auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1815. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1816. if (b)
  1817. b->val = val;
  1818. break;
  1819. }
  1820. case BonusType::ENCHANTER:
  1821. case BonusType::MORALE:
  1822. break;
  1823. case BonusType::FEAR:
  1824. st->fear = true;
  1825. break;
  1826. default:
  1827. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1828. }
  1829. }
  1830. void BattleUpdateGateState::applyGs(CGameState * gs) const
  1831. {
  1832. if(gs->getBattle(battleID))
  1833. gs->getBattle(battleID)->si.gateState = state;
  1834. }
  1835. void BattleCancelled::applyGs(CGameState * gs) const
  1836. {
  1837. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1838. {
  1839. return battle->battleID == battleID;
  1840. });
  1841. assert(currentBattle != gs->currentBattles.end());
  1842. gs->currentBattles.erase(currentBattle);
  1843. }
  1844. void BattleResultAccepted::applyGs(CGameState * gs) const
  1845. {
  1846. // Remove any "until next battle" bonuses
  1847. for(auto & res : heroResult)
  1848. {
  1849. if(res.hero)
  1850. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1851. }
  1852. if(winnerSide != 2)
  1853. {
  1854. // Grow up growing artifacts
  1855. const auto hero = heroResult[winnerSide].hero;
  1856. if (hero)
  1857. {
  1858. if(hero->commander && hero->commander->alive)
  1859. {
  1860. for(auto & art : hero->commander->artifactsWorn)
  1861. art.second.artifact->growingUp();
  1862. }
  1863. for(auto & art : hero->artifactsWorn)
  1864. {
  1865. art.second.artifact->growingUp();
  1866. }
  1867. }
  1868. }
  1869. if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1870. {
  1871. if(heroResult[0].army)
  1872. heroResult[0].army->giveStackExp(heroResult[0].exp);
  1873. if(heroResult[1].army)
  1874. heroResult[1].army->giveStackExp(heroResult[1].exp);
  1875. CBonusSystemNode::treeHasChanged();
  1876. }
  1877. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1878. {
  1879. return battle->battleID == battleID;
  1880. });
  1881. assert(currentBattle != gs->currentBattles.end());
  1882. gs->currentBattles.erase(currentBattle);
  1883. }
  1884. void BattleLogMessage::applyGs(CGameState *gs)
  1885. {
  1886. //nothing
  1887. }
  1888. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1889. {
  1890. //nothing
  1891. }
  1892. void BattleStackMoved::applyGs(CGameState *gs)
  1893. {
  1894. applyBattle(gs->getBattle(battleID));
  1895. }
  1896. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1897. {
  1898. battleState->moveUnit(stack, tilesToMove.back());
  1899. }
  1900. void BattleStackAttacked::applyGs(CGameState * gs)
  1901. {
  1902. applyBattle(gs->getBattle(battleID));
  1903. }
  1904. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1905. {
  1906. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1907. }
  1908. void BattleAttack::applyGs(CGameState * gs)
  1909. {
  1910. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1911. assert(attacker);
  1912. attackerChanges.applyGs(gs);
  1913. for(BattleStackAttacked & stackAttacked : bsa)
  1914. stackAttacked.applyGs(gs);
  1915. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1916. }
  1917. void StartAction::applyGs(CGameState *gs)
  1918. {
  1919. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1920. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1921. {
  1922. gs->getBattle(battleID)->tacticDistance = 0;
  1923. return;
  1924. }
  1925. if(gs->getBattle(battleID)->tacticDistance)
  1926. {
  1927. // moves in tactics phase do not affect creature status
  1928. // (tactics stack queue is managed by client)
  1929. return;
  1930. }
  1931. if (ba.isUnitAction())
  1932. {
  1933. assert(st); // stack must exists for all non-hero actions
  1934. switch(ba.actionType)
  1935. {
  1936. case EActionType::DEFEND:
  1937. st->waiting = false;
  1938. st->defending = true;
  1939. st->defendingAnim = true;
  1940. break;
  1941. case EActionType::WAIT:
  1942. st->defendingAnim = false;
  1943. st->waiting = true;
  1944. st->waitedThisTurn = true;
  1945. break;
  1946. case EActionType::HERO_SPELL: //no change in current stack state
  1947. break;
  1948. default: //any active stack action - attack, catapult, heal, spell...
  1949. st->waiting = false;
  1950. st->defendingAnim = false;
  1951. st->movedThisRound = true;
  1952. break;
  1953. }
  1954. }
  1955. else
  1956. {
  1957. if(ba.actionType == EActionType::HERO_SPELL)
  1958. gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
  1959. }
  1960. }
  1961. void BattleSpellCast::applyGs(CGameState * gs) const
  1962. {
  1963. if(castByHero)
  1964. {
  1965. if(side < 2)
  1966. {
  1967. gs->getBattle(battleID)->sides[side].castSpellsCount++;
  1968. }
  1969. }
  1970. }
  1971. void SetStackEffect::applyGs(CGameState *gs)
  1972. {
  1973. applyBattle(gs->getBattle(battleID));
  1974. }
  1975. void SetStackEffect::applyBattle(IBattleState * battleState)
  1976. {
  1977. for(const auto & stackData : toRemove)
  1978. battleState->removeUnitBonus(stackData.first, stackData.second);
  1979. for(const auto & stackData : toUpdate)
  1980. battleState->updateUnitBonus(stackData.first, stackData.second);
  1981. for(const auto & stackData : toAdd)
  1982. battleState->addUnitBonus(stackData.first, stackData.second);
  1983. }
  1984. void StacksInjured::applyGs(CGameState *gs)
  1985. {
  1986. applyBattle(gs->getBattle(battleID));
  1987. }
  1988. void StacksInjured::applyBattle(IBattleState * battleState)
  1989. {
  1990. for(BattleStackAttacked stackAttacked : stacks)
  1991. stackAttacked.applyBattle(battleState);
  1992. }
  1993. void BattleUnitsChanged::applyGs(CGameState *gs)
  1994. {
  1995. applyBattle(gs->getBattle(battleID));
  1996. }
  1997. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1998. {
  1999. for(auto & elem : changedStacks)
  2000. {
  2001. switch(elem.operation)
  2002. {
  2003. case BattleChanges::EOperation::RESET_STATE:
  2004. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  2005. break;
  2006. case BattleChanges::EOperation::REMOVE:
  2007. battleState->removeUnit(elem.id);
  2008. break;
  2009. case BattleChanges::EOperation::ADD:
  2010. battleState->addUnit(elem.id, elem.data);
  2011. break;
  2012. case BattleChanges::EOperation::UPDATE:
  2013. battleState->updateUnit(elem.id, elem.data);
  2014. break;
  2015. default:
  2016. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  2017. break;
  2018. }
  2019. }
  2020. }
  2021. void BattleObstaclesChanged::applyGs(CGameState * gs)
  2022. {
  2023. applyBattle(gs->getBattle(battleID));
  2024. }
  2025. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  2026. {
  2027. for(const auto & change : changes)
  2028. {
  2029. switch(change.operation)
  2030. {
  2031. case BattleChanges::EOperation::REMOVE:
  2032. battleState->removeObstacle(change.id);
  2033. break;
  2034. case BattleChanges::EOperation::ADD:
  2035. battleState->addObstacle(change);
  2036. break;
  2037. case BattleChanges::EOperation::UPDATE:
  2038. battleState->updateObstacle(change);
  2039. break;
  2040. default:
  2041. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  2042. break;
  2043. }
  2044. }
  2045. }
  2046. CatapultAttack::CatapultAttack() = default;
  2047. CatapultAttack::~CatapultAttack() = default;
  2048. void CatapultAttack::applyGs(CGameState * gs)
  2049. {
  2050. applyBattle(gs->getBattle(battleID));
  2051. }
  2052. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2053. {
  2054. visitor.visitCatapultAttack(*this);
  2055. }
  2056. void CatapultAttack::applyBattle(IBattleState * battleState)
  2057. {
  2058. const auto * town = battleState->getDefendedTown();
  2059. if(!town)
  2060. return;
  2061. if(town->fortLevel() == CGTownInstance::NONE)
  2062. return;
  2063. for(const auto & part : attackedParts)
  2064. {
  2065. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2066. battleState->setWallState(part.attackedPart, newWallState);
  2067. }
  2068. }
  2069. void BattleSetStackProperty::applyGs(CGameState * gs) const
  2070. {
  2071. CStack * stack = gs->getBattle(battleID)->getStack(stackID);
  2072. switch(which)
  2073. {
  2074. case CASTS:
  2075. {
  2076. if(absolute)
  2077. logNetwork->error("Can not change casts in absolute mode");
  2078. else
  2079. stack->casts.use(-val);
  2080. break;
  2081. }
  2082. case ENCHANTER_COUNTER:
  2083. {
  2084. auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
  2085. if(absolute)
  2086. counter = val;
  2087. else
  2088. counter += val;
  2089. vstd::amax(counter, 0);
  2090. break;
  2091. }
  2092. case UNBIND:
  2093. {
  2094. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2095. break;
  2096. }
  2097. case CLONED:
  2098. {
  2099. stack->cloned = true;
  2100. break;
  2101. }
  2102. case HAS_CLONE:
  2103. {
  2104. stack->cloneID = val;
  2105. break;
  2106. }
  2107. }
  2108. }
  2109. void PlayerCheated::applyGs(CGameState * gs) const
  2110. {
  2111. if(!player.isValidPlayer())
  2112. return;
  2113. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2114. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2115. gs->getPlayerState(player)->cheated = true;
  2116. }
  2117. void PlayerStartsTurn::applyGs(CGameState * gs) const
  2118. {
  2119. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2120. gs->actingPlayers.insert(player);
  2121. }
  2122. void PlayerEndsTurn::applyGs(CGameState * gs) const
  2123. {
  2124. assert(gs->actingPlayers.count(player) == 1);
  2125. gs->actingPlayers.erase(player);
  2126. }
  2127. void DaysWithoutTown::applyGs(CGameState * gs) const
  2128. {
  2129. auto & playerState = gs->players[player];
  2130. playerState.daysWithoutCastle = daysWithoutCastle;
  2131. }
  2132. void TurnTimeUpdate::applyGs(CGameState *gs) const
  2133. {
  2134. auto & playerState = gs->players[player];
  2135. playerState.turnTimer = turnTimer;
  2136. }
  2137. void EntitiesChanged::applyGs(CGameState * gs)
  2138. {
  2139. for(const auto & change : changes)
  2140. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2141. }
  2142. const CArtifactInstance * ArtSlotInfo::getArt() const
  2143. {
  2144. if(locked)
  2145. {
  2146. logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
  2147. return nullptr;
  2148. }
  2149. return artifact;
  2150. }
  2151. VCMI_LIB_NAMESPACE_END