NetPacksLib.cpp 59 KB

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