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