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https://github.com/vcmi/vcmi.git
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39e5ba32f6
Support for configurable town fortifications
2479 lines
59 KiB
C++
2479 lines
59 KiB
C++
/*
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* NetPacksLib.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "ArtifactUtils.h"
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#include "PacksForClient.h"
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#include "PacksForClientBattle.h"
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#include "PacksForServer.h"
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#include "SetRewardableConfiguration.h"
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#include "StackLocation.h"
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#include "PacksForLobby.h"
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#include "SetStackEffect.h"
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#include "NetPackVisitor.h"
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#include "texts/CGeneralTextHandler.h"
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#include "CArtHandler.h"
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#include "CHeroHandler.h"
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#include "VCMI_Lib.h"
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#include "mapping/CMap.h"
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#include "spells/CSpellHandler.h"
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#include "CCreatureHandler.h"
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#include "gameState/CGameState.h"
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#include "gameState/TavernHeroesPool.h"
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#include "CStack.h"
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#include "battle/BattleInfo.h"
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#include "mapping/CMapInfo.h"
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#include "StartInfo.h"
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#include "CPlayerState.h"
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#include "TerrainHandler.h"
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#include "entities/building/CBuilding.h"
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#include "entities/building/TownFortifications.h"
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#include "mapObjects/CBank.h"
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#include "mapObjects/CGCreature.h"
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#include "mapObjects/CGMarket.h"
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#include "mapObjects/TownBuildingInstance.h"
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#include "mapObjects/CGTownInstance.h"
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#include "mapObjects/CQuest.h"
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#include "mapObjects/MiscObjects.h"
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#include "mapObjectConstructors/AObjectTypeHandler.h"
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#include "mapObjectConstructors/CObjectClassesHandler.h"
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#include "campaign/CampaignState.h"
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#include "GameSettings.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void CPack::visit(ICPackVisitor & visitor)
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{
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visitBasic(visitor);
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// visitBasic may destroy this and in such cases we do not want to call visitTyped
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if(visitor.callTyped())
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{
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visitTyped(visitor);
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}
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}
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void CPack::visitBasic(ICPackVisitor & visitor)
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{
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}
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void CPack::visitTyped(ICPackVisitor & visitor)
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{
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}
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void CPackForClient::visitBasic(ICPackVisitor & visitor)
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{
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visitor.visitForClient(*this);
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}
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void CPackForServer::visitBasic(ICPackVisitor & visitor)
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{
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visitor.visitForServer(*this);
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}
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void CPackForLobby::visitBasic(ICPackVisitor & visitor)
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{
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visitor.visitForLobby(*this);
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}
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bool CPackForLobby::isForServer() const
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{
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return false;
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}
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bool CLobbyPackToServer::isForServer() const
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{
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return true;
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}
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void PackageApplied::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPackageApplied(*this);
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}
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void SystemMessage::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSystemMessage(*this);
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}
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void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPlayerBlocked(*this);
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}
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void PlayerCheated::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPlayerCheated(*this);
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}
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void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPlayerStartsTurn(*this);
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}
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void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitDaysWithoutTown(*this);
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}
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void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitEntitiesChanged(*this);
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}
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void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetRewardableConfiguration(*this);
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}
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void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetBankConfiguration(*this);
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}
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void SetResources::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetResources(*this);
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}
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void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetPrimSkill(*this);
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}
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void SetSecSkill::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetSecSkill(*this);
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}
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void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitHeroVisitCastle(*this);
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}
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void ChangeSpells::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitChangeSpells(*this);
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}
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void SetMana::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetMana(*this);
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}
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void SetMovePoints::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetMovePoints(*this);
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}
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void FoWChange::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitFoWChange(*this);
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}
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void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetAvailableHeroes(*this);
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}
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void GiveBonus::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitGiveBonus(*this);
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}
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void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitChangeObjPos(*this);
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}
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void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPlayerEndsTurn(*this);
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}
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void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPlayerEndsGame(*this);
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}
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void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPlayerReinitInterface(*this);
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}
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void RemoveBonus::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitRemoveBonus(*this);
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}
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void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetCommanderProperty(*this);
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}
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void AddQuest::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitAddQuest(*this);
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}
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void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitUpdateArtHandlerLists(*this);
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}
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void ChangeFormation::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitChangeFormation(*this);
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}
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void RemoveObject::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitRemoveObject(*this);
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}
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void TryMoveHero::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitTryMoveHero(*this);
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}
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void NewStructures::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitNewStructures(*this);
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}
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void RazeStructures::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitRazeStructures(*this);
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}
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void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetAvailableCreatures(*this);
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}
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void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetHeroesInTown(*this);
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}
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void HeroRecruited::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitHeroRecruited(*this);
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}
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void GiveHero::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitGiveHero(*this);
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}
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void OpenWindow::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitOpenWindow(*this);
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}
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void NewObject::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitNewObject(*this);
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}
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void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetAvailableArtifacts(*this);
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}
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void NewArtifact::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitNewArtifact(*this);
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}
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void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitChangeStackCount(*this);
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}
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void SetStackType::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetStackType(*this);
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}
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void EraseStack::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitEraseStack(*this);
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}
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void SwapStacks::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSwapStacks(*this);
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}
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void InsertNewStack::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitInsertNewStack(*this);
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}
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void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitRebalanceStacks(*this);
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}
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void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBulkRebalanceStacks(*this);
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}
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void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBulkSmartRebalanceStacks(*this);
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}
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void PutArtifact::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitPutArtifact(*this);
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}
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void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitEraseArtifact(*this);
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}
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void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBulkMoveArtifacts(*this);
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}
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void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitAssembledArtifact(*this);
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}
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void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitDisassembledArtifact(*this);
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}
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void HeroVisit::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitHeroVisit(*this);
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}
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void NewTurn::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitNewTurn(*this);
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}
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void InfoWindow::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitInfoWindow(*this);
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}
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void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetObjectProperty(*this);
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}
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void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitChangeObjectVisitors(*this);
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}
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void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitChangeArtifactsCostume(*this);
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}
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void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitHeroLevelUp(*this);
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}
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void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitCommanderLevelUp(*this);
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}
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void BlockingDialog::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBlockingDialog(*this);
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}
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void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitGarrisonDialog(*this);
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}
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void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitExchangeDialog(*this);
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}
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void TeleportDialog::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitTeleportDialog(*this);
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}
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void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitMapObjectSelectDialog(*this);
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}
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void BattleStart::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleStart(*this);
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}
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void BattleNextRound::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleNextRound(*this);
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}
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void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleSetActiveStack(*this);
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}
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void BattleResult::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleResult(*this);
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}
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void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleLogMessage(*this);
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}
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void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleStackMoved(*this);
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}
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void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleUnitsChanged(*this);
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}
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void BattleAttack::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleAttack(*this);
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}
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void StartAction::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitStartAction(*this);
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}
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void EndAction::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitEndAction(*this);
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}
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void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleSpellCast(*this);
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}
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void SetStackEffect::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitSetStackEffect(*this);
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}
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void StacksInjured::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitStacksInjured(*this);
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}
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void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleResultsApplied(*this);
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}
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void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleObstaclesChanged(*this);
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}
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void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleSetStackProperty(*this);
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}
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void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleTriggerEffect(*this);
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}
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void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBattleUpdateGateState(*this);
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}
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void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitAdvmapSpellCast(*this);
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}
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void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitShowWorldViewEx(*this);
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}
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void EndTurn::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitEndTurn(*this);
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}
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void GamePause::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitGamePause(*this);
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}
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void DismissHero::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitDismissHero(*this);
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}
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void MoveHero::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitMoveHero(*this);
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}
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void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitCastleTeleportHero(*this);
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}
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void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitArrangeStacks(*this);
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}
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void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBulkMoveArmy(*this);
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}
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void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBulkSplitStack(*this);
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}
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void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBulkMergeStacks(*this);
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}
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void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBulkSmartSplitStack(*this);
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}
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void DisbandCreature::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitDisbandCreature(*this);
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}
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void BuildStructure::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitBuildStructure(*this);
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}
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void TriggerTownSpecialBuildingAction::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitTriggerTownSpecialBuildingAction(*this);
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}
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void RazeStructure::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitRazeStructure(*this);
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}
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void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
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{
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visitor.visitRecruitCreatures(*this);
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}
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|
|
void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitUpgradeCreature(*this);
|
|
}
|
|
|
|
void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitGarrisonHeroSwap(*this);
|
|
}
|
|
|
|
void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitExchangeArtifacts(*this);
|
|
}
|
|
|
|
void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitBulkExchangeArtifacts(*this);
|
|
}
|
|
|
|
void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitManageBackpackArtifacts(*this);
|
|
}
|
|
|
|
void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitManageEquippedArtifacts(*this);
|
|
}
|
|
|
|
void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitAssembleArtifacts(*this);
|
|
}
|
|
|
|
void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitEraseArtifactByClient(*this);
|
|
}
|
|
|
|
void BuyArtifact::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitBuyArtifact(*this);
|
|
}
|
|
|
|
void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitTradeOnMarketplace(*this);
|
|
}
|
|
|
|
void SetFormation::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitSetFormation(*this);
|
|
}
|
|
|
|
void HireHero::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitHireHero(*this);
|
|
}
|
|
|
|
void BuildBoat::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitBuildBoat(*this);
|
|
}
|
|
|
|
void QueryReply::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitQueryReply(*this);
|
|
}
|
|
|
|
void MakeAction::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitMakeAction(*this);
|
|
}
|
|
|
|
void DigWithHero::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitDigWithHero(*this);
|
|
}
|
|
|
|
void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitCastAdvSpell(*this);
|
|
}
|
|
|
|
void SaveGame::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitSaveGame(*this);
|
|
}
|
|
|
|
void PlayerMessage::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitPlayerMessage(*this);
|
|
}
|
|
|
|
void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitPlayerMessageClient(*this);
|
|
}
|
|
|
|
void CenterView::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitCenterView(*this);
|
|
}
|
|
|
|
void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyClientConnected(*this);
|
|
}
|
|
|
|
void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyClientDisconnected(*this);
|
|
}
|
|
|
|
void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyChatMessage(*this);
|
|
}
|
|
|
|
void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyGuiAction(*this);
|
|
}
|
|
|
|
void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyLoadProgress(*this);
|
|
}
|
|
|
|
void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyRestartGame(*this);
|
|
}
|
|
|
|
void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyStartGame(*this);
|
|
}
|
|
|
|
void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyPrepareStartGame(*this);
|
|
}
|
|
|
|
void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyChangeHost(*this);
|
|
}
|
|
|
|
void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyUpdateState(*this);
|
|
}
|
|
|
|
void LobbySetMap::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetMap(*this);
|
|
}
|
|
|
|
void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetCampaign(*this);
|
|
}
|
|
|
|
void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetCampaignMap(*this);
|
|
}
|
|
|
|
void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetCampaignBonus(*this);
|
|
}
|
|
|
|
void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyChangePlayerOption(*this);
|
|
}
|
|
|
|
void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetPlayer(*this);
|
|
}
|
|
|
|
void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetPlayerName(*this);
|
|
}
|
|
|
|
void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetPlayerHandicap(*this);
|
|
}
|
|
|
|
void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetSimturns(*this);
|
|
}
|
|
|
|
void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetTurnTime(*this);
|
|
}
|
|
|
|
void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetExtraOptions(*this);
|
|
}
|
|
|
|
void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbySetDifficulty(*this);
|
|
}
|
|
|
|
void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyForceSetPlayer(*this);
|
|
}
|
|
|
|
void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyShowMessage(*this);
|
|
}
|
|
|
|
void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitLobbyPvPAction(*this);
|
|
}
|
|
|
|
void SetResources::applyGs(CGameState *gs)
|
|
{
|
|
assert(player.isValidPlayer());
|
|
if(abs)
|
|
gs->getPlayerState(player)->resources = res;
|
|
else
|
|
gs->getPlayerState(player)->resources += res;
|
|
gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
|
|
|
|
//just ensure that player resources are not negative
|
|
//server is responsible to check if player can afford deal
|
|
//but events on server side are allowed to take more than player have
|
|
gs->getPlayerState(player)->resources.positive();
|
|
}
|
|
|
|
void SetPrimSkill::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance * hero = gs->getHero(id);
|
|
assert(hero);
|
|
hero->setPrimarySkill(which, val, abs);
|
|
}
|
|
|
|
void SetSecSkill::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(id);
|
|
hero->setSecSkillLevel(which, val, abs);
|
|
}
|
|
|
|
void SetCommanderProperty::applyGs(CGameState *gs)
|
|
{
|
|
CCommanderInstance * commander = gs->getHero(heroid)->commander;
|
|
assert (commander);
|
|
|
|
switch (which)
|
|
{
|
|
case BONUS:
|
|
commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
|
|
break;
|
|
case SPECIAL_SKILL:
|
|
commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
|
|
commander->specialSkills.insert (additionalInfo);
|
|
break;
|
|
case SECONDARY_SKILL:
|
|
commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
|
|
break;
|
|
case ALIVE:
|
|
if (amount)
|
|
commander->setAlive(true);
|
|
else
|
|
commander->setAlive(false);
|
|
break;
|
|
case EXPERIENCE:
|
|
commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AddQuest::applyGs(CGameState *gs)
|
|
{
|
|
assert (vstd::contains(gs->players, player));
|
|
auto * vec = &gs->players[player].quests;
|
|
if (!vstd::contains(*vec, quest))
|
|
vec->push_back (quest);
|
|
else
|
|
logNetwork->warn("Warning! Attempt to add duplicated quest");
|
|
}
|
|
|
|
void UpdateArtHandlerLists::applyGs(CGameState *gs)
|
|
{
|
|
gs->allocatedArtifacts = allocatedArtifacts;
|
|
}
|
|
|
|
void ChangeFormation::applyGs(CGameState *gs)
|
|
{
|
|
gs->getHero(hid)->setFormation(formation);
|
|
}
|
|
|
|
void HeroVisitCastle::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance *h = gs->getHero(hid);
|
|
CGTownInstance *t = gs->getTown(tid);
|
|
|
|
assert(h);
|
|
assert(t);
|
|
|
|
if(start())
|
|
t->setVisitingHero(h);
|
|
else
|
|
t->setVisitingHero(nullptr);
|
|
}
|
|
|
|
void ChangeSpells::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(hid);
|
|
|
|
if(learn)
|
|
for(const auto & sid : spells)
|
|
hero->addSpellToSpellbook(sid);
|
|
else
|
|
for(const auto & sid : spells)
|
|
hero->removeSpellFromSpellbook(sid);
|
|
}
|
|
|
|
void SetMana::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance * hero = gs->getHero(hid);
|
|
|
|
assert(hero);
|
|
|
|
if(absolute)
|
|
hero->mana = val;
|
|
else
|
|
hero->mana += val;
|
|
|
|
vstd::amax(hero->mana, 0); //not less than 0
|
|
}
|
|
|
|
void SetMovePoints::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(hid);
|
|
|
|
assert(hero);
|
|
|
|
if(absolute)
|
|
hero->setMovementPoints(val);
|
|
else
|
|
hero->setMovementPoints(hero->movementPointsRemaining() + val);
|
|
}
|
|
|
|
void FoWChange::applyGs(CGameState *gs)
|
|
{
|
|
TeamState * team = gs->getPlayerTeam(player);
|
|
auto & fogOfWarMap = team->fogOfWarMap;
|
|
for(const int3 & t : tiles)
|
|
fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
|
|
|
|
if (mode == ETileVisibility::HIDDEN) //do not hide too much
|
|
{
|
|
std::unordered_set<int3> tilesRevealed;
|
|
for (auto & elem : gs->map->objects)
|
|
{
|
|
const CGObjectInstance *o = elem;
|
|
if (o)
|
|
{
|
|
switch(o->ID.toEnum())
|
|
{
|
|
case Obj::HERO:
|
|
case Obj::MINE:
|
|
case Obj::TOWN:
|
|
case Obj::ABANDONED_MINE:
|
|
if(vstd::contains(team->players, o->tempOwner)) //check owned observators
|
|
gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
|
|
fogOfWarMap[t.z][t.x][t.y] = 1;
|
|
}
|
|
}
|
|
|
|
void SetAvailableHero::applyGs(CGameState *gs)
|
|
{
|
|
gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
|
|
}
|
|
|
|
void GiveBonus::applyGs(CGameState *gs)
|
|
{
|
|
CBonusSystemNode *cbsn = nullptr;
|
|
switch(who)
|
|
{
|
|
case ETarget::OBJECT:
|
|
cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
|
|
break;
|
|
case ETarget::PLAYER:
|
|
cbsn = gs->getPlayerState(id.as<PlayerColor>());
|
|
break;
|
|
case ETarget::BATTLE:
|
|
assert(Bonus::OneBattle(&bonus));
|
|
cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
|
|
break;
|
|
}
|
|
|
|
assert(cbsn);
|
|
|
|
if(Bonus::OneWeek(&bonus))
|
|
bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
|
|
|
|
auto b = std::make_shared<Bonus>(bonus);
|
|
cbsn->addNewBonus(b);
|
|
}
|
|
|
|
void ChangeObjPos::applyGs(CGameState *gs)
|
|
{
|
|
CGObjectInstance *obj = gs->getObjInstance(objid);
|
|
if(!obj)
|
|
{
|
|
logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
|
|
return;
|
|
}
|
|
gs->map->removeBlockVisTiles(obj);
|
|
obj->pos = nPos + obj->getVisitableOffset();
|
|
gs->map->addBlockVisTiles(obj);
|
|
}
|
|
|
|
void ChangeObjectVisitors::applyGs(CGameState *gs)
|
|
{
|
|
switch (mode) {
|
|
case VISITOR_ADD:
|
|
gs->getHero(hero)->visitedObjects.insert(object);
|
|
gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
|
|
break;
|
|
case VISITOR_ADD_TEAM:
|
|
{
|
|
TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
|
|
for(const auto & color : ts->players)
|
|
{
|
|
gs->getPlayerState(color)->visitedObjects.insert(object);
|
|
}
|
|
}
|
|
break;
|
|
case VISITOR_CLEAR:
|
|
for (CGHeroInstance * hero : gs->map->allHeroes)
|
|
{
|
|
if (hero)
|
|
{
|
|
hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
|
|
}
|
|
}
|
|
|
|
for(auto &elem : gs->players)
|
|
{
|
|
elem.second.visitedObjects.erase(object);
|
|
}
|
|
|
|
break;
|
|
case VISITOR_GLOBAL:
|
|
{
|
|
CGObjectInstance * objectPtr = gs->getObjInstance(object);
|
|
gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
|
|
break;
|
|
}
|
|
case VISITOR_REMOVE:
|
|
gs->getHero(hero)->visitedObjects.erase(object);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ChangeArtifactsCostume::applyGs(CGameState *gs)
|
|
{
|
|
auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
|
|
if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
|
|
costume->second = costumeSet;
|
|
else
|
|
allCostumes.try_emplace(costumeIdx, costumeSet);
|
|
}
|
|
|
|
void PlayerEndsGame::applyGs(CGameState *gs)
|
|
{
|
|
PlayerState *p = gs->getPlayerState(player);
|
|
if(victoryLossCheckResult.victory())
|
|
{
|
|
p->status = EPlayerStatus::WINNER;
|
|
|
|
// TODO: Campaign-specific code might as well go somewhere else
|
|
// keep all heroes from the winning player
|
|
if(p->human && gs->scenarioOps->campState)
|
|
{
|
|
std::vector<CGHeroInstance *> crossoverHeroes;
|
|
for (CGHeroInstance * hero : gs->map->heroesOnMap)
|
|
if (hero->tempOwner == player)
|
|
crossoverHeroes.push_back(hero);
|
|
|
|
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
p->status = EPlayerStatus::LOSER;
|
|
}
|
|
|
|
// defeated player may be making turn right now
|
|
gs->actingPlayers.erase(player);
|
|
}
|
|
|
|
void PlayerReinitInterface::applyGs(CGameState *gs)
|
|
{
|
|
if(!gs || !gs->scenarioOps)
|
|
return;
|
|
|
|
//TODO: what does mean if more that one player connected?
|
|
if(playerConnectionId == PlayerSettings::PLAYER_AI)
|
|
{
|
|
for(const auto & player : players)
|
|
gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
|
|
}
|
|
}
|
|
|
|
void RemoveBonus::applyGs(CGameState *gs)
|
|
{
|
|
CBonusSystemNode *node = nullptr;
|
|
switch(who)
|
|
{
|
|
case GiveBonus::ETarget::OBJECT:
|
|
node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
|
|
break;
|
|
case GiveBonus::ETarget::PLAYER:
|
|
node = gs->getPlayerState(whoID.as<PlayerColor>());
|
|
break;
|
|
case GiveBonus::ETarget::BATTLE:
|
|
assert(Bonus::OneBattle(&bonus));
|
|
node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
|
|
break;
|
|
}
|
|
|
|
BonusList &bonuses = node->getExportedBonusList();
|
|
|
|
for(const auto & b : bonuses)
|
|
{
|
|
if(b->source == source && b->sid == id)
|
|
{
|
|
bonus = *b; //backup bonus (to show to interfaces later)
|
|
node->removeBonus(b);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RemoveObject::applyGs(CGameState *gs)
|
|
{
|
|
|
|
CGObjectInstance *obj = gs->getObjInstance(objectID);
|
|
logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
|
|
//unblock tiles
|
|
gs->map->removeBlockVisTiles(obj);
|
|
|
|
if (initiator.isValidPlayer())
|
|
gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
|
|
|
|
if(obj->ID == Obj::HERO) //remove beaten hero
|
|
{
|
|
auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
|
|
assert(beatenHero);
|
|
PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
|
|
gs->map->heroesOnMap -= beatenHero;
|
|
p->removeOwnedObject(beatenHero);
|
|
|
|
|
|
auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
|
|
|
|
// FIXME: workaround:
|
|
// hero should be attached to siegeNode after battle
|
|
// however this code might also be called on dismissing hero while in town
|
|
if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
|
|
beatenHero->detachFrom(*siegeNode);
|
|
|
|
beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
|
|
vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
|
|
{
|
|
return asi.artifact->artType->getId() == ArtifactID::GRAIL;
|
|
});
|
|
|
|
if(beatenHero->visitedTown)
|
|
{
|
|
if(beatenHero->visitedTown->garrisonHero == beatenHero)
|
|
beatenHero->visitedTown->garrisonHero = nullptr;
|
|
else
|
|
beatenHero->visitedTown->visitingHero = nullptr;
|
|
|
|
beatenHero->visitedTown = nullptr;
|
|
beatenHero->inTownGarrison = false;
|
|
}
|
|
//return hero to the pool, so he may reappear in tavern
|
|
|
|
gs->heroesPool->addHeroToPool(beatenHero);
|
|
gs->map->objects[objectID.getNum()] = nullptr;
|
|
|
|
//If hero on Boat is removed, the Boat disappears
|
|
if(beatenHero->boat)
|
|
{
|
|
beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
|
|
gs->map->instanceNames.erase(beatenHero->boat->instanceName);
|
|
gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
|
|
beatenHero->boat = nullptr;
|
|
}
|
|
return;
|
|
}
|
|
|
|
const auto * quest = dynamic_cast<const IQuestObject *>(obj);
|
|
if (quest)
|
|
{
|
|
gs->map->quests[quest->quest->qid] = nullptr;
|
|
for (auto &player : gs->players)
|
|
{
|
|
vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
|
|
return q.obj == obj;
|
|
});
|
|
}
|
|
}
|
|
|
|
gs->map->instanceNames.erase(obj->instanceName);
|
|
gs->map->objects[objectID.getNum()].dellNull();
|
|
gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
|
|
}
|
|
|
|
static int getDir(const int3 & src, const int3 & dst)
|
|
{
|
|
int ret = -1;
|
|
if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
|
|
{
|
|
ret = 1;
|
|
}
|
|
else if(dst.x == src.x && dst.y+1 == src.y) //t
|
|
{
|
|
ret = 2;
|
|
}
|
|
else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
|
|
{
|
|
ret = 3;
|
|
}
|
|
else if(dst.x-1 == src.x && dst.y == src.y) //r
|
|
{
|
|
ret = 4;
|
|
}
|
|
else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
|
|
{
|
|
ret = 5;
|
|
}
|
|
else if(dst.x == src.x && dst.y-1 == src.y) //b
|
|
{
|
|
ret = 6;
|
|
}
|
|
else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
|
|
{
|
|
ret = 7;
|
|
}
|
|
else if(dst.x+1 == src.x && dst.y == src.y) //l
|
|
{
|
|
ret = 8;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void TryMoveHero::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance *h = gs->getHero(id);
|
|
if (!h)
|
|
{
|
|
logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
|
|
return;
|
|
}
|
|
|
|
h->setMovementPoints(movePoints);
|
|
|
|
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
|
|
{
|
|
auto dir = getDir(start,end);
|
|
if(dir > 0 && dir <= 8)
|
|
h->moveDir = dir;
|
|
//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
|
|
}
|
|
|
|
if(result == EMBARK) //hero enters boat at destination tile
|
|
{
|
|
const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
|
|
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
|
|
auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
|
|
assert(boat);
|
|
|
|
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
|
|
h->boat = boat;
|
|
h->attachTo(*boat);
|
|
boat->hero = h;
|
|
}
|
|
else if(result == DISEMBARK) //hero leaves boat to destination tile
|
|
{
|
|
auto * b = const_cast<CGBoat *>(h->boat);
|
|
b->direction = h->moveDir;
|
|
b->pos = start;
|
|
b->hero = nullptr;
|
|
gs->map->addBlockVisTiles(b);
|
|
h->detachFrom(*b);
|
|
h->boat = nullptr;
|
|
}
|
|
|
|
if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
|
|
{
|
|
gs->map->removeBlockVisTiles(h);
|
|
h->pos = end;
|
|
if(auto * b = const_cast<CGBoat *>(h->boat))
|
|
b->pos = end;
|
|
gs->map->addBlockVisTiles(h);
|
|
}
|
|
|
|
auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
|
|
for(const int3 & t : fowRevealed)
|
|
fogOfWarMap[t.z][t.x][t.y] = 1;
|
|
}
|
|
|
|
void NewStructures::applyGs(CGameState *gs)
|
|
{
|
|
CGTownInstance *t = gs->getTown(tid);
|
|
|
|
for(const auto & id : bid)
|
|
{
|
|
assert(t->town->buildings.at(id) != nullptr);
|
|
t->addBuilding(id);
|
|
}
|
|
t->updateAppearance();
|
|
t->built = built;
|
|
t->recreateBuildingsBonuses();
|
|
}
|
|
|
|
void RazeStructures::applyGs(CGameState *gs)
|
|
{
|
|
CGTownInstance *t = gs->getTown(tid);
|
|
for(const auto & id : bid)
|
|
{
|
|
t->removeBuilding(id);
|
|
|
|
t->updateAppearance();
|
|
}
|
|
t->destroyed = destroyed; //yeaha
|
|
t->recreateBuildingsBonuses();
|
|
}
|
|
|
|
void SetAvailableCreatures::applyGs(CGameState *gs)
|
|
{
|
|
auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
|
|
assert(dw);
|
|
dw->creatures = creatures;
|
|
}
|
|
|
|
void SetHeroesInTown::applyGs(CGameState *gs)
|
|
{
|
|
CGTownInstance *t = gs->getTown(tid);
|
|
|
|
CGHeroInstance * v = gs->getHero(visiting);
|
|
CGHeroInstance * g = gs->getHero(garrison);
|
|
|
|
bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
|
|
bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
|
|
|
|
if(newVisitorComesFromGarrison)
|
|
t->setGarrisonedHero(nullptr);
|
|
if(newGarrisonComesFromVisiting)
|
|
t->setVisitingHero(nullptr);
|
|
if(!newGarrisonComesFromVisiting || v)
|
|
t->setVisitingHero(v);
|
|
if(!newVisitorComesFromGarrison || g)
|
|
t->setGarrisonedHero(g);
|
|
|
|
if(v)
|
|
{
|
|
gs->map->addBlockVisTiles(v);
|
|
}
|
|
if(g)
|
|
{
|
|
gs->map->removeBlockVisTiles(g);
|
|
}
|
|
}
|
|
|
|
void HeroRecruited::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
|
|
CGTownInstance *t = gs->getTown(tid);
|
|
PlayerState *p = gs->getPlayerState(player);
|
|
|
|
if (boatId != ObjectInstanceID::NONE)
|
|
{
|
|
CGObjectInstance *obj = gs->getObjInstance(boatId);
|
|
auto * boat = dynamic_cast<CGBoat *>(obj);
|
|
if (boat)
|
|
{
|
|
gs->map->removeBlockVisTiles(boat);
|
|
h->attachToBoat(boat);
|
|
}
|
|
}
|
|
|
|
h->setOwner(player);
|
|
h->pos = tile;
|
|
|
|
if(h->id == ObjectInstanceID())
|
|
{
|
|
h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
|
|
gs->map->objects.emplace_back(h);
|
|
}
|
|
else
|
|
gs->map->objects[h->id.getNum()] = h;
|
|
|
|
gs->map->heroesOnMap.emplace_back(h);
|
|
p->addOwnedObject(h);
|
|
h->attachTo(*p);
|
|
gs->map->addBlockVisTiles(h);
|
|
|
|
if(t)
|
|
t->setVisitingHero(h);
|
|
}
|
|
|
|
void GiveHero::applyGs(CGameState *gs)
|
|
{
|
|
CGHeroInstance *h = gs->getHero(id);
|
|
|
|
if (boatId != ObjectInstanceID::NONE)
|
|
{
|
|
CGObjectInstance *obj = gs->getObjInstance(boatId);
|
|
auto * boat = dynamic_cast<CGBoat *>(obj);
|
|
if (boat)
|
|
{
|
|
gs->map->removeBlockVisTiles(boat);
|
|
h->attachToBoat(boat);
|
|
}
|
|
}
|
|
|
|
//bonus system
|
|
h->detachFrom(gs->globalEffects);
|
|
h->attachTo(*gs->getPlayerState(player));
|
|
|
|
auto oldVisitablePos = h->visitablePos();
|
|
gs->map->removeBlockVisTiles(h,true);
|
|
h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
|
|
|
|
h->setOwner(player);
|
|
h->setMovementPoints(h->movementPointsLimit(true));
|
|
h->pos = h->convertFromVisitablePos(oldVisitablePos);
|
|
gs->map->heroesOnMap.emplace_back(h);
|
|
gs->getPlayerState(h->getOwner())->addOwnedObject(h);
|
|
|
|
gs->map->addBlockVisTiles(h);
|
|
h->inTownGarrison = false;
|
|
}
|
|
|
|
void NewObject::applyGs(CGameState *gs)
|
|
{
|
|
newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
|
|
|
|
gs->map->objects.emplace_back(newObject);
|
|
gs->map->addBlockVisTiles(newObject);
|
|
gs->map->calculateGuardingGreaturePositions();
|
|
|
|
logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
|
|
}
|
|
|
|
void NewArtifact::applyGs(CGameState *gs)
|
|
{
|
|
assert(!vstd::contains(gs->map->artInstances, art));
|
|
assert(!art->getParentNodes().size());
|
|
assert(art->artType);
|
|
|
|
art->setType(art->artType);
|
|
if(art->isCombined())
|
|
{
|
|
for(const auto & part : art->artType->getConstituents())
|
|
art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
|
|
}
|
|
gs->map->addNewArtifactInstance(art);
|
|
}
|
|
|
|
const CStackInstance * StackLocation::getStack()
|
|
{
|
|
if(!army->hasStackAtSlot(slot))
|
|
{
|
|
logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
|
|
return nullptr;
|
|
}
|
|
return &army->getStack(slot);
|
|
}
|
|
|
|
struct ObjectRetriever
|
|
{
|
|
const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
|
|
{
|
|
return h;
|
|
}
|
|
const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
|
|
{
|
|
return s->armyObj;
|
|
}
|
|
};
|
|
template<typename T>
|
|
struct GetBase
|
|
{
|
|
template <typename TArg>
|
|
T * operator()(TArg &arg) const
|
|
{
|
|
return arg;
|
|
}
|
|
};
|
|
|
|
void ChangeStackCount::applyGs(CGameState *gs)
|
|
{
|
|
auto * srcObj = gs->getArmyInstance(army);
|
|
if(!srcObj)
|
|
throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
|
|
|
|
if(absoluteValue)
|
|
srcObj->setStackCount(slot, count);
|
|
else
|
|
srcObj->changeStackCount(slot, count);
|
|
}
|
|
|
|
void SetStackType::applyGs(CGameState *gs)
|
|
{
|
|
auto * srcObj = gs->getArmyInstance(army);
|
|
if(!srcObj)
|
|
throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
|
|
|
|
srcObj->setStackType(slot, type);
|
|
}
|
|
|
|
void EraseStack::applyGs(CGameState *gs)
|
|
{
|
|
auto * srcObj = gs->getArmyInstance(army);
|
|
if(!srcObj)
|
|
throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
|
|
|
|
srcObj->eraseStack(slot);
|
|
}
|
|
|
|
void SwapStacks::applyGs(CGameState *gs)
|
|
{
|
|
auto * srcObj = gs->getArmyInstance(srcArmy);
|
|
if(!srcObj)
|
|
throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
auto * dstObj = gs->getArmyInstance(dstArmy);
|
|
if(!dstObj)
|
|
throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
CStackInstance * s1 = srcObj->detachStack(srcSlot);
|
|
CStackInstance * s2 = dstObj->detachStack(dstSlot);
|
|
|
|
srcObj->putStack(srcSlot, s2);
|
|
dstObj->putStack(dstSlot, s1);
|
|
}
|
|
|
|
void InsertNewStack::applyGs(CGameState *gs)
|
|
{
|
|
if(auto * obj = gs->getArmyInstance(army))
|
|
obj->putStack(slot, new CStackInstance(type, count));
|
|
else
|
|
throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
|
|
}
|
|
|
|
void RebalanceStacks::applyGs(CGameState *gs)
|
|
{
|
|
auto * srcObj = gs->getArmyInstance(srcArmy);
|
|
if(!srcObj)
|
|
throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
auto * dstObj = gs->getArmyInstance(dstArmy);
|
|
if(!dstObj)
|
|
throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
StackLocation src(srcObj, srcSlot);
|
|
StackLocation dst(dstObj, dstSlot);
|
|
|
|
const CCreature * srcType = src.army->getCreature(src.slot);
|
|
TQuantity srcCount = src.army->getStackCount(src.slot);
|
|
bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
|
|
|
|
if(srcCount == count) //moving whole stack
|
|
{
|
|
const auto c = dst.army->getCreature(dst.slot);
|
|
|
|
if(c) //stack at dest -> merge
|
|
{
|
|
assert(c == srcType);
|
|
|
|
const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
|
|
const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
|
|
auto srcStack = const_cast<CStackInstance*>(src.getStack());
|
|
auto dstStack = const_cast<CStackInstance*>(dst.getStack());
|
|
if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
|
|
{
|
|
if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
|
|
{
|
|
auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
|
|
if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
|
|
{
|
|
dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
|
|
}
|
|
//else - artifact can be lost :/
|
|
else
|
|
{
|
|
BulkEraseArtifacts ea;
|
|
ea.artHolder = dstHero->id;
|
|
ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
|
|
ea.creature = dst.slot;
|
|
ea.applyGs(gs);
|
|
logNetwork->warn("Cannot move artifact! No free slots");
|
|
}
|
|
srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
|
|
//TODO: choose from dialog
|
|
}
|
|
else //just move to the other slot before stack gets erased
|
|
{
|
|
srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
|
|
}
|
|
}
|
|
if (stackExp)
|
|
{
|
|
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
|
|
src.army->eraseStack(src.slot);
|
|
dst.army->changeStackCount(dst.slot, count);
|
|
dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
|
|
}
|
|
else
|
|
{
|
|
src.army->eraseStack(src.slot);
|
|
dst.army->changeStackCount(dst.slot, count);
|
|
}
|
|
}
|
|
else //move stack to an empty slot, no exp change needed
|
|
{
|
|
CStackInstance *stackDetached = src.army->detachStack(src.slot);
|
|
dst.army->putStack(dst.slot, stackDetached);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
[[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
|
|
if(c) //stack at dest -> rebalance
|
|
{
|
|
assert(c == srcType);
|
|
if (stackExp)
|
|
{
|
|
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
|
|
src.army->changeStackCount(src.slot, -count);
|
|
dst.army->changeStackCount(dst.slot, count);
|
|
dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
|
|
}
|
|
else
|
|
{
|
|
src.army->changeStackCount(src.slot, -count);
|
|
dst.army->changeStackCount(dst.slot, count);
|
|
}
|
|
}
|
|
else //split stack to an empty slot
|
|
{
|
|
src.army->changeStackCount(src.slot, -count);
|
|
dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
|
|
if (stackExp)
|
|
dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
|
|
}
|
|
}
|
|
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
|
|
void BulkRebalanceStacks::applyGs(CGameState *gs)
|
|
{
|
|
for(auto & move : moves)
|
|
move.applyGs(gs);
|
|
}
|
|
|
|
void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
|
|
{
|
|
for(auto & move : moves)
|
|
move.applyGs(gs);
|
|
|
|
for(auto & change : changes)
|
|
change.applyGs(gs);
|
|
}
|
|
|
|
void PutArtifact::applyGs(CGameState *gs)
|
|
{
|
|
// Ensure that artifact has been correctly added via NewArtifact pack
|
|
assert(vstd::contains(gs->map->artInstances, art));
|
|
assert(!art->getParentNodes().empty());
|
|
auto hero = gs->getHero(al.artHolder);
|
|
assert(hero);
|
|
assert(art && art->canBePutAt(hero, al.slot));
|
|
art->putAt(*hero, al.slot);
|
|
}
|
|
|
|
void BulkEraseArtifacts::applyGs(CGameState *gs)
|
|
{
|
|
const auto artSet = gs->getArtSet(artHolder);
|
|
assert(artSet);
|
|
|
|
std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
|
|
{
|
|
return slot0.num > slot1.num;
|
|
});
|
|
|
|
for(const auto & slot : posPack)
|
|
{
|
|
const auto slotInfo = artSet->getSlot(slot);
|
|
if(slotInfo->locked)
|
|
{
|
|
logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->artType->getNameTranslated());
|
|
DisassembledArtifact dis;
|
|
dis.al.artHolder = artHolder;
|
|
|
|
for(auto & slotInfoWorn : artSet->artifactsWorn)
|
|
{
|
|
auto art = slotInfoWorn.second.artifact;
|
|
if(art->isCombined() && art->isPart(slotInfo->getArt()))
|
|
{
|
|
dis.al.slot = artSet->getArtPos(art);
|
|
break;
|
|
}
|
|
}
|
|
assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
|
|
logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
|
|
dis.applyGs(gs);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->debug("Erasing artifact %s", slotInfo->artifact->artType->getNameTranslated());
|
|
}
|
|
auto art = artSet->getArt(slot);
|
|
assert(art);
|
|
art->removeFrom(*artSet, slot);
|
|
}
|
|
}
|
|
|
|
void BulkMoveArtifacts::applyGs(CGameState *gs)
|
|
{
|
|
const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
|
|
{
|
|
std::vector<ArtifactPosition> packToRemove;
|
|
for(const auto & slotsPair : artsPack)
|
|
packToRemove.push_back(slotsPair.srcPos);
|
|
std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
|
|
{
|
|
return slot0.num > slot1.num;
|
|
});
|
|
|
|
for(const auto & slot : packToRemove)
|
|
{
|
|
auto * art = artSet.getArt(slot);
|
|
assert(art);
|
|
art->removeFrom(artSet, slot);
|
|
}
|
|
};
|
|
|
|
const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
|
|
{
|
|
for(const auto & slotsPair : artsPack)
|
|
{
|
|
auto * art = initArtSet.getArt(slotsPair.srcPos);
|
|
assert(art);
|
|
art->putAt(dstArtSet, slotsPair.dstPos);
|
|
}
|
|
};
|
|
|
|
auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
|
|
assert(leftSet);
|
|
auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
|
|
assert(rightSet);
|
|
CArtifactFittingSet artInitialSetLeft(*leftSet);
|
|
bulkArtsRemove(artsPack0, *leftSet);
|
|
if(!artsPack1.empty())
|
|
{
|
|
CArtifactFittingSet artInitialSetRight(*rightSet);
|
|
bulkArtsRemove(artsPack1, *rightSet);
|
|
bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
|
|
}
|
|
bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
|
|
}
|
|
|
|
void AssembledArtifact::applyGs(CGameState *gs)
|
|
{
|
|
auto hero = gs->getHero(al.artHolder);
|
|
assert(hero);
|
|
const auto transformedArt = hero->getArt(al.slot);
|
|
assert(transformedArt);
|
|
assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
|
|
{
|
|
return art->getId() == builtArt->getId();
|
|
}));
|
|
|
|
const auto transformedArtSlot = hero->getArtPos(transformedArt);
|
|
auto * combinedArt = new CArtifactInstance(builtArt);
|
|
gs->map->addNewArtifactInstance(combinedArt);
|
|
|
|
// Find slots for all involved artifacts
|
|
std::vector<ArtifactPosition> slotsInvolved;
|
|
for(const auto constituent : builtArt->getConstituents())
|
|
{
|
|
ArtifactPosition slot;
|
|
if(transformedArt->getTypeId() == constituent->getId())
|
|
slot = transformedArtSlot;
|
|
else
|
|
slot = hero->getArtPos(constituent->getId(), false, false);
|
|
|
|
assert(slot != ArtifactPosition::PRE_FIRST);
|
|
slotsInvolved.emplace_back(slot);
|
|
}
|
|
std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
|
|
|
|
// Find a slot for combined artifact
|
|
al.slot = transformedArtSlot;
|
|
for(const auto slot : slotsInvolved)
|
|
{
|
|
if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
|
|
{
|
|
|
|
if(ArtifactUtils::isSlotBackpack(slot))
|
|
{
|
|
al.slot = ArtifactPosition::BACKPACK_START;
|
|
break;
|
|
}
|
|
|
|
if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
|
|
&& vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
|
|
al.slot = slot;
|
|
}
|
|
else
|
|
{
|
|
if(ArtifactUtils::isSlotBackpack(slot))
|
|
al.slot = std::min(al.slot, slot);
|
|
}
|
|
}
|
|
|
|
// Delete parts from hero
|
|
for(const auto slot : slotsInvolved)
|
|
{
|
|
const auto constituentInstance = hero->getArt(slot);
|
|
constituentInstance->removeFrom(*hero, slot);
|
|
|
|
if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
|
|
combinedArt->addPart(constituentInstance, slot);
|
|
else
|
|
combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
|
|
}
|
|
|
|
// Put new combined artifacts
|
|
combinedArt->putAt(*hero, al.slot);
|
|
}
|
|
|
|
void DisassembledArtifact::applyGs(CGameState *gs)
|
|
{
|
|
auto hero = gs->getHero(al.artHolder);
|
|
assert(hero);
|
|
auto disassembledArt = hero->getArt(al.slot);
|
|
assert(disassembledArt);
|
|
|
|
auto parts = disassembledArt->getPartsInfo();
|
|
disassembledArt->removeFrom(*hero, al.slot);
|
|
for(auto & part : parts)
|
|
{
|
|
// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
|
|
auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
|
|
disassembledArt->detachFrom(*part.art);
|
|
part.art->putAt(*hero, slot);
|
|
}
|
|
gs->map->eraseArtifactInstance(disassembledArt);
|
|
}
|
|
|
|
void HeroVisit::applyGs(CGameState *gs)
|
|
{
|
|
}
|
|
|
|
void SetAvailableArtifacts::applyGs(CGameState *gs)
|
|
{
|
|
if(id != ObjectInstanceID::NONE)
|
|
{
|
|
if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
|
|
{
|
|
bm->artifacts = arts;
|
|
}
|
|
else
|
|
{
|
|
logNetwork->error("Wrong black market id!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gs->map->townMerchantArtifacts = arts;
|
|
}
|
|
}
|
|
|
|
void NewTurn::applyGs(CGameState *gs)
|
|
{
|
|
gs->day = day;
|
|
|
|
// Update bonuses before doing anything else so hero don't get more MP than needed
|
|
gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
|
|
gs->globalEffects.reduceBonusDurations(Bonus::NDays);
|
|
gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
|
|
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
|
|
|
|
for(auto & manaPack : heroesMana)
|
|
manaPack.applyGs(gs);
|
|
|
|
for(auto & movePack : heroesMovement)
|
|
movePack.applyGs(gs);
|
|
|
|
gs->heroesPool->onNewDay();
|
|
|
|
for(auto & entry : playerIncome)
|
|
{
|
|
gs->getPlayerState(entry.first)->resources += entry.second;
|
|
gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
|
|
}
|
|
|
|
for(auto & creatureSet : availableCreatures) //set available creatures in towns
|
|
creatureSet.applyGs(gs);
|
|
|
|
for(CGTownInstance* t : gs->map->towns)
|
|
t->built = 0;
|
|
|
|
if(newRumor)
|
|
gs->currentRumor = *newRumor;
|
|
}
|
|
|
|
void SetObjectProperty::applyGs(CGameState *gs)
|
|
{
|
|
CGObjectInstance *obj = gs->getObjInstance(id);
|
|
if(!obj)
|
|
{
|
|
logNetwork->error("Wrong object ID - property cannot be set!");
|
|
return;
|
|
}
|
|
|
|
auto * cai = dynamic_cast<CArmedInstance *>(obj);
|
|
|
|
if(what == ObjProperty::OWNER && obj->asOwnable())
|
|
{
|
|
PlayerColor oldOwner = obj->getOwner();
|
|
PlayerColor newOwner = identifier.as<PlayerColor>();
|
|
if(oldOwner.isValidPlayer())
|
|
gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
|
|
|
|
if(newOwner.isValidPlayer())
|
|
gs->getPlayerState(newOwner)->addOwnedObject(obj);;
|
|
}
|
|
|
|
if(what == ObjProperty::OWNER && cai)
|
|
{
|
|
if(obj->ID == Obj::TOWN)
|
|
{
|
|
auto * t = dynamic_cast<CGTownInstance *>(obj);
|
|
assert(t);
|
|
|
|
PlayerColor oldOwner = t->tempOwner;
|
|
if(oldOwner.isValidPlayer())
|
|
{
|
|
auto * state = gs->getPlayerState(oldOwner);
|
|
if(state->getTowns().empty())
|
|
state->daysWithoutCastle = 0;
|
|
}
|
|
if(identifier.as<PlayerColor>().isValidPlayer())
|
|
{
|
|
//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
|
|
PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
|
|
if(p->daysWithoutCastle)
|
|
p->daysWithoutCastle = std::nullopt;
|
|
}
|
|
}
|
|
|
|
CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
|
|
nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
|
|
obj->setProperty(what, identifier);
|
|
nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
|
|
}
|
|
else //not an armed instance
|
|
{
|
|
obj->setProperty(what, identifier);
|
|
}
|
|
}
|
|
|
|
void HeroLevelUp::applyGs(CGameState *gs)
|
|
{
|
|
auto * hero = gs->getHero(heroId);
|
|
assert(hero);
|
|
hero->levelUp(skills);
|
|
}
|
|
|
|
void CommanderLevelUp::applyGs(CGameState *gs)
|
|
{
|
|
auto * hero = gs->getHero(heroId);
|
|
assert(hero);
|
|
auto commander = hero->commander;
|
|
assert(commander);
|
|
commander->levelUp();
|
|
}
|
|
|
|
void BattleStart::applyGs(CGameState *gs)
|
|
{
|
|
assert(battleID == gs->nextBattleID);
|
|
|
|
gs->currentBattles.emplace_back(info);
|
|
|
|
info->battleID = gs->nextBattleID;
|
|
info->localInit();
|
|
|
|
gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
|
|
}
|
|
|
|
void BattleNextRound::applyGs(CGameState *gs)
|
|
{
|
|
gs->getBattle(battleID)->nextRound();
|
|
}
|
|
|
|
void BattleSetActiveStack::applyGs(CGameState *gs)
|
|
{
|
|
gs->getBattle(battleID)->nextTurn(stack);
|
|
}
|
|
|
|
void BattleTriggerEffect::applyGs(CGameState *gs)
|
|
{
|
|
CStack * st = gs->getBattle(battleID)->getStack(stackID);
|
|
assert(st);
|
|
switch(static_cast<BonusType>(effect))
|
|
{
|
|
case BonusType::HP_REGENERATION:
|
|
{
|
|
int64_t toHeal = val;
|
|
st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
|
|
break;
|
|
}
|
|
case BonusType::MANA_DRAIN:
|
|
{
|
|
CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
|
|
st->drainedMana = true;
|
|
h->mana -= val;
|
|
vstd::amax(h->mana, 0);
|
|
break;
|
|
}
|
|
case BonusType::POISON:
|
|
{
|
|
auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
|
|
.And(Selector::type()(BonusType::STACK_HEALTH)));
|
|
if (b)
|
|
b->val = val;
|
|
break;
|
|
}
|
|
case BonusType::ENCHANTER:
|
|
case BonusType::MORALE:
|
|
break;
|
|
case BonusType::FEAR:
|
|
st->fear = true;
|
|
break;
|
|
default:
|
|
logNetwork->error("Unrecognized trigger effect type %d", effect);
|
|
}
|
|
}
|
|
|
|
void BattleUpdateGateState::applyGs(CGameState *gs)
|
|
{
|
|
if(gs->getBattle(battleID))
|
|
gs->getBattle(battleID)->si.gateState = state;
|
|
}
|
|
|
|
void BattleCancelled::applyGs(CGameState *gs)
|
|
{
|
|
auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
|
|
{
|
|
return battle->battleID == battleID;
|
|
});
|
|
|
|
assert(currentBattle != gs->currentBattles.end());
|
|
gs->currentBattles.erase(currentBattle);
|
|
}
|
|
|
|
void BattleResultAccepted::applyGs(CGameState *gs)
|
|
{
|
|
// Remove any "until next battle" bonuses
|
|
for(auto & res : heroResult)
|
|
{
|
|
if(res.hero)
|
|
res.hero->removeBonusesRecursive(Bonus::OneBattle);
|
|
}
|
|
|
|
if(winnerSide != BattleSide::NONE)
|
|
{
|
|
// Grow up growing artifacts
|
|
const auto hero = heroResult[winnerSide].hero;
|
|
|
|
if (hero)
|
|
{
|
|
if(hero->commander && hero->commander->alive)
|
|
{
|
|
for(auto & art : hero->commander->artifactsWorn)
|
|
art.second.artifact->growingUp();
|
|
}
|
|
for(auto & art : hero->artifactsWorn)
|
|
{
|
|
art.second.artifact->growingUp();
|
|
}
|
|
}
|
|
}
|
|
|
|
if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
|
|
{
|
|
if(heroResult[BattleSide::ATTACKER].army)
|
|
heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
|
|
if(heroResult[BattleSide::DEFENDER].army)
|
|
heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
|
|
auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
|
|
{
|
|
return battle->battleID == battleID;
|
|
});
|
|
|
|
assert(currentBattle != gs->currentBattles.end());
|
|
gs->currentBattles.erase(currentBattle);
|
|
}
|
|
|
|
void BattleLogMessage::applyGs(CGameState *gs)
|
|
{
|
|
//nothing
|
|
}
|
|
|
|
void BattleLogMessage::applyBattle(IBattleState * battleState)
|
|
{
|
|
//nothing
|
|
}
|
|
|
|
void BattleStackMoved::applyGs(CGameState *gs)
|
|
{
|
|
applyBattle(gs->getBattle(battleID));
|
|
}
|
|
|
|
void BattleStackMoved::applyBattle(IBattleState * battleState)
|
|
{
|
|
battleState->moveUnit(stack, tilesToMove.back());
|
|
}
|
|
|
|
void BattleStackAttacked::applyGs(CGameState *gs)
|
|
{
|
|
applyBattle(gs->getBattle(battleID));
|
|
}
|
|
|
|
void BattleStackAttacked::applyBattle(IBattleState * battleState)
|
|
{
|
|
battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
|
|
}
|
|
|
|
void BattleAttack::applyGs(CGameState *gs)
|
|
{
|
|
CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
|
|
assert(attacker);
|
|
|
|
attackerChanges.applyGs(gs);
|
|
|
|
for(BattleStackAttacked & stackAttacked : bsa)
|
|
stackAttacked.applyGs(gs);
|
|
|
|
attacker->removeBonusesRecursive(Bonus::UntilAttack);
|
|
|
|
if(!this->counter())
|
|
attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
|
|
}
|
|
|
|
void StartAction::applyGs(CGameState *gs)
|
|
{
|
|
CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
|
|
|
|
if(ba.actionType == EActionType::END_TACTIC_PHASE)
|
|
{
|
|
gs->getBattle(battleID)->tacticDistance = 0;
|
|
return;
|
|
}
|
|
|
|
if(gs->getBattle(battleID)->tacticDistance)
|
|
{
|
|
// moves in tactics phase do not affect creature status
|
|
// (tactics stack queue is managed by client)
|
|
return;
|
|
}
|
|
|
|
if (ba.isUnitAction())
|
|
{
|
|
assert(st); // stack must exists for all non-hero actions
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case EActionType::DEFEND:
|
|
st->waiting = false;
|
|
st->defending = true;
|
|
st->defendingAnim = true;
|
|
break;
|
|
case EActionType::WAIT:
|
|
st->defendingAnim = false;
|
|
st->waiting = true;
|
|
st->waitedThisTurn = true;
|
|
break;
|
|
case EActionType::HERO_SPELL: //no change in current stack state
|
|
break;
|
|
default: //any active stack action - attack, catapult, heal, spell...
|
|
st->waiting = false;
|
|
st->defendingAnim = false;
|
|
st->movedThisRound = true;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(ba.actionType == EActionType::HERO_SPELL)
|
|
gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
|
|
}
|
|
}
|
|
|
|
void BattleSpellCast::applyGs(CGameState *gs)
|
|
{
|
|
if(castByHero && side != BattleSide::NONE)
|
|
gs->getBattle(battleID)->getSide(side).castSpellsCount++;
|
|
}
|
|
|
|
void SetStackEffect::applyGs(CGameState *gs)
|
|
{
|
|
applyBattle(gs->getBattle(battleID));
|
|
}
|
|
|
|
void SetStackEffect::applyBattle(IBattleState * battleState)
|
|
{
|
|
for(const auto & stackData : toRemove)
|
|
battleState->removeUnitBonus(stackData.first, stackData.second);
|
|
|
|
for(const auto & stackData : toUpdate)
|
|
battleState->updateUnitBonus(stackData.first, stackData.second);
|
|
|
|
for(const auto & stackData : toAdd)
|
|
battleState->addUnitBonus(stackData.first, stackData.second);
|
|
}
|
|
|
|
|
|
void StacksInjured::applyGs(CGameState *gs)
|
|
{
|
|
applyBattle(gs->getBattle(battleID));
|
|
}
|
|
|
|
void StacksInjured::applyBattle(IBattleState * battleState)
|
|
{
|
|
for(BattleStackAttacked stackAttacked : stacks)
|
|
stackAttacked.applyBattle(battleState);
|
|
}
|
|
|
|
void BattleUnitsChanged::applyGs(CGameState *gs)
|
|
{
|
|
applyBattle(gs->getBattle(battleID));
|
|
}
|
|
|
|
void BattleUnitsChanged::applyBattle(IBattleState * battleState)
|
|
{
|
|
for(auto & elem : changedStacks)
|
|
{
|
|
switch(elem.operation)
|
|
{
|
|
case BattleChanges::EOperation::RESET_STATE:
|
|
battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
|
|
break;
|
|
case BattleChanges::EOperation::REMOVE:
|
|
battleState->removeUnit(elem.id);
|
|
break;
|
|
case BattleChanges::EOperation::ADD:
|
|
battleState->addUnit(elem.id, elem.data);
|
|
break;
|
|
case BattleChanges::EOperation::UPDATE:
|
|
battleState->updateUnit(elem.id, elem.data);
|
|
break;
|
|
default:
|
|
logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleObstaclesChanged::applyGs(CGameState *gs)
|
|
{
|
|
applyBattle(gs->getBattle(battleID));
|
|
}
|
|
|
|
void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
|
|
{
|
|
for(const auto & change : changes)
|
|
{
|
|
switch(change.operation)
|
|
{
|
|
case BattleChanges::EOperation::REMOVE:
|
|
battleState->removeObstacle(change.id);
|
|
break;
|
|
case BattleChanges::EOperation::ADD:
|
|
battleState->addObstacle(change);
|
|
break;
|
|
case BattleChanges::EOperation::UPDATE:
|
|
battleState->updateObstacle(change);
|
|
break;
|
|
default:
|
|
logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
CatapultAttack::CatapultAttack() = default;
|
|
|
|
CatapultAttack::~CatapultAttack() = default;
|
|
|
|
void CatapultAttack::applyGs(CGameState *gs)
|
|
{
|
|
applyBattle(gs->getBattle(battleID));
|
|
}
|
|
|
|
void CatapultAttack::visitTyped(ICPackVisitor & visitor)
|
|
{
|
|
visitor.visitCatapultAttack(*this);
|
|
}
|
|
|
|
void CatapultAttack::applyBattle(IBattleState * battleState)
|
|
{
|
|
const auto * town = battleState->getDefendedTown();
|
|
if(!town)
|
|
return;
|
|
|
|
if(town->fortificationsLevel().wallsHealth == 0)
|
|
return;
|
|
|
|
for(const auto & part : attackedParts)
|
|
{
|
|
auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
|
|
battleState->setWallState(part.attackedPart, newWallState);
|
|
}
|
|
}
|
|
|
|
void BattleSetStackProperty::applyGs(CGameState *gs)
|
|
{
|
|
CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
|
|
switch(which)
|
|
{
|
|
case CASTS:
|
|
{
|
|
if(absolute)
|
|
logNetwork->error("Can not change casts in absolute mode");
|
|
else
|
|
stack->casts.use(-val);
|
|
break;
|
|
}
|
|
case ENCHANTER_COUNTER:
|
|
{
|
|
auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
|
|
if(absolute)
|
|
counter = val;
|
|
else
|
|
counter += val;
|
|
vstd::amax(counter, 0);
|
|
break;
|
|
}
|
|
case UNBIND:
|
|
{
|
|
stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
|
|
break;
|
|
}
|
|
case CLONED:
|
|
{
|
|
stack->cloned = true;
|
|
break;
|
|
}
|
|
case HAS_CLONE:
|
|
{
|
|
stack->cloneID = val;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerCheated::applyGs(CGameState *gs)
|
|
{
|
|
if(!player.isValidPlayer())
|
|
return;
|
|
|
|
gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
|
|
gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
|
|
gs->getPlayerState(player)->cheated = true;
|
|
}
|
|
|
|
void PlayerStartsTurn::applyGs(CGameState *gs)
|
|
{
|
|
//assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
|
|
gs->actingPlayers.insert(player);
|
|
}
|
|
|
|
void PlayerEndsTurn::applyGs(CGameState *gs)
|
|
{
|
|
assert(gs->actingPlayers.count(player) == 1);
|
|
gs->actingPlayers.erase(player);
|
|
}
|
|
|
|
void DaysWithoutTown::applyGs(CGameState *gs)
|
|
{
|
|
auto & playerState = gs->players[player];
|
|
playerState.daysWithoutCastle = daysWithoutCastle;
|
|
}
|
|
|
|
void TurnTimeUpdate::applyGs(CGameState *gs)
|
|
{
|
|
auto & playerState = gs->players[player];
|
|
playerState.turnTimer = turnTimer;
|
|
}
|
|
|
|
void EntitiesChanged::applyGs(CGameState *gs)
|
|
{
|
|
for(const auto & change : changes)
|
|
gs->updateEntity(change.metatype, change.entityIndex, change.data);
|
|
}
|
|
|
|
void SetRewardableConfiguration::applyGs(CGameState *gs)
|
|
{
|
|
auto * objectPtr = gs->getObjInstance(objectID);
|
|
|
|
if (!buildingID.hasValue())
|
|
{
|
|
auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
|
|
assert(rewardablePtr);
|
|
rewardablePtr->configuration = configuration;
|
|
}
|
|
else
|
|
{
|
|
auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
|
|
TownBuildingInstance * buildingPtr = nullptr;
|
|
|
|
for (auto & building : townPtr->rewardableBuildings)
|
|
if (building.second->getBuildingType() == buildingID)
|
|
buildingPtr = building.second;
|
|
|
|
auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
|
|
assert(rewardablePtr);
|
|
rewardablePtr->configuration = configuration;
|
|
}
|
|
}
|
|
|
|
void SetBankConfiguration::applyGs(CGameState *gs)
|
|
{
|
|
auto * objectPtr = gs->getObjInstance(objectID);
|
|
auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
|
|
|
|
assert(bankPtr);
|
|
|
|
bankPtr->setConfig(configuration);
|
|
}
|
|
|
|
const CArtifactInstance * ArtSlotInfo::getArt() const
|
|
{
|
|
if(locked)
|
|
{
|
|
logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
|
|
return nullptr;
|
|
}
|
|
return artifact;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|