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. auto objectPtr = gs->getObjInstance(object);
  858. switch (mode) {
  859. case VISITOR_ADD_HERO:
  860. gs->getHero(hero)->visitedObjects.insert(object);
  861. [[fallthrough]];
  862. case VISITOR_ADD_PLAYER:
  863. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  864. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  865. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  866. break;
  867. case VISITOR_CLEAR:
  868. // remove visit info from all heroes, including those that are not present on map
  869. for (auto heroID : gs->getMap().getHeroesOnMap())
  870. gs->getHero(heroID)->visitedObjects.erase(object);
  871. for (auto heroID : gs->getMap().getHeroesInPool())
  872. gs->getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(object);
  873. for(auto &elem : gs->players)
  874. elem.second.visitedObjects.erase(object);
  875. for(auto &elem : gs->teams)
  876. elem.second.scoutedObjects.erase(object);
  877. break;
  878. case VISITOR_SCOUTED:
  879. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  880. break;
  881. }
  882. }
  883. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  884. {
  885. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  886. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  887. costume->second = costumeSet;
  888. else
  889. allCostumes.try_emplace(costumeIdx, costumeSet);
  890. }
  891. void PlayerEndsGame::applyGs(CGameState *gs)
  892. {
  893. PlayerState *p = gs->getPlayerState(player);
  894. if(victoryLossCheckResult.victory())
  895. {
  896. p->status = EPlayerStatus::WINNER;
  897. // TODO: Campaign-specific code might as well go somewhere else
  898. // keep all heroes from the winning player
  899. if(p->human && gs->getStartInfo()->campState)
  900. {
  901. std::vector<CGHeroInstance *> crossoverHeroes;
  902. for (auto hero : p->getHeroes())
  903. if (hero->tempOwner == player)
  904. crossoverHeroes.push_back(hero);
  905. gs->getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  906. }
  907. }
  908. else
  909. {
  910. p->status = EPlayerStatus::LOSER;
  911. }
  912. // defeated player may be making turn right now
  913. gs->actingPlayers.erase(player);
  914. }
  915. void PlayerReinitInterface::applyGs(CGameState *gs)
  916. {
  917. if(!gs || !gs->getStartInfo())
  918. return;
  919. //TODO: what does mean if more that one player connected?
  920. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  921. {
  922. for(const auto & player : players)
  923. gs->getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  924. }
  925. }
  926. void RemoveBonus::applyGs(CGameState *gs)
  927. {
  928. CBonusSystemNode *node = nullptr;
  929. switch(who)
  930. {
  931. case GiveBonus::ETarget::OBJECT:
  932. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  933. break;
  934. case GiveBonus::ETarget::PLAYER:
  935. node = gs->getPlayerState(whoID.as<PlayerColor>());
  936. break;
  937. case GiveBonus::ETarget::BATTLE:
  938. assert(Bonus::OneBattle(&bonus));
  939. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  940. break;
  941. }
  942. BonusList &bonuses = node->getExportedBonusList();
  943. for(const auto & b : bonuses)
  944. {
  945. if(b->source == source && b->sid == id)
  946. {
  947. bonus = *b; //backup bonus (to show to interfaces later)
  948. node->removeBonus(b);
  949. break;
  950. }
  951. }
  952. }
  953. void RemoveObject::applyGs(CGameState *gs)
  954. {
  955. CGObjectInstance *obj = gs->getObjInstance(objectID);
  956. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  957. if (initiator.isValidPlayer())
  958. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  959. if(obj->getOwner().isValidPlayer())
  960. {
  961. gs->getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  962. FlaggableMapObject* flaggableObject = dynamic_cast<FlaggableMapObject*>(obj);
  963. if(flaggableObject)
  964. {
  965. flaggableObject->markAsDeleted();
  966. }
  967. }
  968. if(obj->ID == Obj::HERO) //remove beaten hero
  969. {
  970. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  971. assert(beatenHero);
  972. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  973. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  974. {
  975. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  976. });
  977. if(beatenHero->getVisitedTown())
  978. {
  979. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  980. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  981. else
  982. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  983. beatenHero->setVisitedTown(nullptr, false);
  984. }
  985. beatenHero->detachFromBonusSystem(*gs);
  986. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  987. // FIXME: workaround:
  988. // hero should be attached to siegeNode after battle
  989. // however this code might also be called on dismissing hero while in town
  990. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  991. beatenHero->detachFrom(*siegeNode);
  992. //If hero on Boat is removed, the Boat disappears
  993. if(beatenHero->inBoat())
  994. {
  995. auto boat = beatenHero->getBoat();
  996. beatenHero->setBoat(nullptr);
  997. gs->getMap().eraseObject(boat->id);
  998. }
  999. auto beatenObject = gs->getMap().eraseObject(obj->id);
  1000. //return hero to the pool, so he may reappear in tavern
  1001. gs->heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  1002. gs->getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  1003. return;
  1004. }
  1005. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1006. if (quest)
  1007. {
  1008. for (auto &player : gs->players)
  1009. {
  1010. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1011. return q.obj == obj->id;
  1012. });
  1013. }
  1014. }
  1015. gs->getMap().eraseObject(objectID);
  1016. gs->getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1017. }
  1018. static int getDir(const int3 & src, const int3 & dst)
  1019. {
  1020. int ret = -1;
  1021. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1022. {
  1023. ret = 1;
  1024. }
  1025. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1026. {
  1027. ret = 2;
  1028. }
  1029. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1030. {
  1031. ret = 3;
  1032. }
  1033. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1034. {
  1035. ret = 4;
  1036. }
  1037. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1038. {
  1039. ret = 5;
  1040. }
  1041. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1042. {
  1043. ret = 6;
  1044. }
  1045. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1046. {
  1047. ret = 7;
  1048. }
  1049. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1050. {
  1051. ret = 8;
  1052. }
  1053. return ret;
  1054. }
  1055. void TryMoveHero::applyGs(CGameState *gs)
  1056. {
  1057. CGHeroInstance *h = gs->getHero(id);
  1058. if (!h)
  1059. {
  1060. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1061. return;
  1062. }
  1063. const TerrainTile & fromTile = gs->getMap().getTile(h->convertToVisitablePos(start));
  1064. const TerrainTile & destTile = gs->getMap().getTile(h->convertToVisitablePos(end));
  1065. h->setMovementPoints(movePoints);
  1066. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1067. {
  1068. auto dir = getDir(start,end);
  1069. if(dir > 0 && dir <= 8)
  1070. h->moveDir = dir;
  1071. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1072. }
  1073. if(result == EMBARK) //hero enters boat at destination tile
  1074. {
  1075. const TerrainTile &tt = gs->getMap().getTile(h->convertToVisitablePos(end));
  1076. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  1077. CGObjectInstance * topObject = gs->getObjInstance(topObjectID);
  1078. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1079. auto * boat = dynamic_cast<CGBoat *>(topObject);
  1080. assert(boat);
  1081. gs->getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1082. h->setBoat(boat);
  1083. }
  1084. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1085. {
  1086. auto * b = h->getBoat();
  1087. b->direction = h->moveDir;
  1088. b->pos = start;
  1089. gs->getMap().showObject(b);
  1090. h->setBoat(nullptr);
  1091. }
  1092. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1093. {
  1094. gs->getMap().hideObject(h);
  1095. h->setAnchorPos(end);
  1096. if(auto * b = h->getBoat())
  1097. b->setAnchorPos(end);
  1098. gs->getMap().showObject(h);
  1099. }
  1100. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1101. for(const int3 & t : fowRevealed)
  1102. fogOfWarMap[t.z][t.x][t.y] = 1;
  1103. if (fromTile.getTerrainID() != destTile.getTerrainID())
  1104. h->nodeHasChanged(); // update bonuses with terrain limiter
  1105. }
  1106. void NewStructures::applyGs(CGameState *gs)
  1107. {
  1108. CGTownInstance *t = gs->getTown(tid);
  1109. for(const auto & id : bid)
  1110. {
  1111. assert(t->getTown()->buildings.at(id) != nullptr);
  1112. t->addBuilding(id);
  1113. }
  1114. t->updateAppearance();
  1115. t->built = built;
  1116. t->recreateBuildingsBonuses();
  1117. }
  1118. void RazeStructures::applyGs(CGameState *gs)
  1119. {
  1120. CGTownInstance *t = gs->getTown(tid);
  1121. for(const auto & id : bid)
  1122. {
  1123. t->removeBuilding(id);
  1124. t->updateAppearance();
  1125. }
  1126. t->destroyed = destroyed; //yeaha
  1127. t->recreateBuildingsBonuses();
  1128. }
  1129. void SetAvailableCreatures::applyGs(CGameState *gs)
  1130. {
  1131. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1132. assert(dw);
  1133. dw->creatures = creatures;
  1134. }
  1135. void SetHeroesInTown::applyGs(CGameState *gs)
  1136. {
  1137. CGTownInstance *t = gs->getTown(tid);
  1138. CGHeroInstance * v = gs->getHero(visiting);
  1139. CGHeroInstance * g = gs->getHero(garrison);
  1140. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  1141. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  1142. if(newVisitorComesFromGarrison)
  1143. t->setGarrisonedHero(nullptr);
  1144. if(newGarrisonComesFromVisiting)
  1145. t->setVisitingHero(nullptr);
  1146. if(!newGarrisonComesFromVisiting || v)
  1147. t->setVisitingHero(v);
  1148. if(!newVisitorComesFromGarrison || g)
  1149. t->setGarrisonedHero(g);
  1150. if(v)
  1151. gs->getMap().showObject(v);
  1152. if(g)
  1153. gs->getMap().hideObject(g);
  1154. }
  1155. void HeroRecruited::applyGs(CGameState *gs)
  1156. {
  1157. auto h = gs->heroesPool->takeHeroFromPool(hid);
  1158. CGTownInstance *t = gs->getTown(tid);
  1159. PlayerState *p = gs->getPlayerState(player);
  1160. if (boatId != ObjectInstanceID::NONE)
  1161. {
  1162. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1163. auto * boat = dynamic_cast<CGBoat *>(obj);
  1164. if (boat)
  1165. {
  1166. gs->getMap().hideObject(boat);
  1167. h->setBoat(boat);
  1168. }
  1169. }
  1170. h->setOwner(player);
  1171. h->pos = tile;
  1172. h->updateAppearance();
  1173. assert(h->id.hasValue());
  1174. gs->getMap().addNewObject(h);
  1175. p->addOwnedObject(h.get());
  1176. h->attachToBonusSystem(*gs);
  1177. if(t)
  1178. t->setVisitingHero(h.get());
  1179. }
  1180. void GiveHero::applyGs(CGameState *gs)
  1181. {
  1182. CGHeroInstance *h = gs->getHero(id);
  1183. if (boatId != ObjectInstanceID::NONE)
  1184. {
  1185. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1186. auto * boat = dynamic_cast<CGBoat *>(obj);
  1187. if (boat)
  1188. {
  1189. gs->getMap().hideObject(boat);
  1190. h->setBoat(boat);
  1191. }
  1192. }
  1193. //bonus system
  1194. h->detachFrom(gs->globalEffects);
  1195. h->attachTo(*gs->getPlayerState(player));
  1196. auto oldVisitablePos = h->visitablePos();
  1197. gs->getMap().hideObject(h);
  1198. h->updateAppearance();
  1199. h->setOwner(player);
  1200. h->setMovementPoints(h->movementPointsLimit(true));
  1201. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  1202. gs->getMap().heroAddedToMap(h);
  1203. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1204. gs->getMap().showObject(h);
  1205. h->setVisitedTown(nullptr, false);
  1206. }
  1207. void NewObject::applyGs(CGameState *gs)
  1208. {
  1209. gs->getMap().addNewObject(newObject);
  1210. gs->getMap().calculateGuardingGreaturePositions();
  1211. // attach newly spawned wandering monster to global bonus system node
  1212. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(newObject);
  1213. if (newArmy)
  1214. newArmy->attachToBonusSystem(*gs);
  1215. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1216. }
  1217. void NewArtifact::applyGs(CGameState *gs)
  1218. {
  1219. auto art = gs->createArtifact(artId, spellId);
  1220. PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
  1221. pa.applyGs(gs);
  1222. }
  1223. void ChangeStackCount::applyGs(CGameState *gs)
  1224. {
  1225. auto * srcObj = gs->getArmyInstance(army);
  1226. if(!srcObj)
  1227. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1228. if(absoluteValue)
  1229. srcObj->setStackCount(slot, count);
  1230. else
  1231. srcObj->changeStackCount(slot, count);
  1232. }
  1233. void SetStackType::applyGs(CGameState *gs)
  1234. {
  1235. auto * srcObj = gs->getArmyInstance(army);
  1236. if(!srcObj)
  1237. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1238. srcObj->setStackType(slot, type);
  1239. }
  1240. void EraseStack::applyGs(CGameState *gs)
  1241. {
  1242. auto * srcObj = gs->getArmyInstance(army);
  1243. if(!srcObj)
  1244. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1245. srcObj->eraseStack(slot);
  1246. }
  1247. void SwapStacks::applyGs(CGameState *gs)
  1248. {
  1249. auto * srcObj = gs->getArmyInstance(srcArmy);
  1250. if(!srcObj)
  1251. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1252. auto * dstObj = gs->getArmyInstance(dstArmy);
  1253. if(!dstObj)
  1254. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1255. auto s1 = srcObj->detachStack(srcSlot);
  1256. auto s2 = dstObj->detachStack(dstSlot);
  1257. srcObj->putStack(srcSlot, std::move(s2));
  1258. dstObj->putStack(dstSlot, std::move(s1));
  1259. }
  1260. void InsertNewStack::applyGs(CGameState *gs)
  1261. {
  1262. if(auto * obj = gs->getArmyInstance(army))
  1263. obj->putStack(slot, std::make_unique<CStackInstance>(gs->cb, type, count));
  1264. else
  1265. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1266. }
  1267. void RebalanceStacks::applyGs(CGameState *gs)
  1268. {
  1269. auto * srcObj = gs->getArmyInstance(srcArmy);
  1270. if(!srcObj)
  1271. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1272. auto * dstObj = gs->getArmyInstance(dstArmy);
  1273. if(!dstObj)
  1274. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1275. StackLocation src(srcObj->id, srcSlot);
  1276. StackLocation dst(dstObj->id, dstSlot);
  1277. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  1278. const CCreature * dstType = dstObj->getCreature(dst.slot);
  1279. TQuantity srcCount = srcObj->getStackCount(src.slot);
  1280. if(srcCount == count) //moving whole stack
  1281. {
  1282. if(dstType) //stack at dest -> merge
  1283. {
  1284. assert(dstType == srcType);
  1285. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  1286. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  1287. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  1288. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  1289. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1290. {
  1291. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1292. {
  1293. bool artifactIsLost = true;
  1294. if(srcHero)
  1295. {
  1296. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1297. if (dstSlot != ArtifactPosition::PRE_FIRST)
  1298. {
  1299. gs->getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1300. artifactIsLost = false;
  1301. }
  1302. }
  1303. if (artifactIsLost)
  1304. {
  1305. BulkEraseArtifacts ea;
  1306. ea.artHolder = dstHero->id;
  1307. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1308. ea.creature = dst.slot;
  1309. ea.applyGs(gs);
  1310. logNetwork->warn("Cannot move artifact! No free slots");
  1311. }
  1312. gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1313. //TODO: choose from dialog
  1314. }
  1315. else //just move to the other slot before stack gets erased
  1316. {
  1317. gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1318. }
  1319. }
  1320. auto movedStack = srcObj->detachStack(src.slot);
  1321. dstObj->joinStack(dst.slot, std::move(movedStack));
  1322. }
  1323. else
  1324. {
  1325. auto movedStack = srcObj->detachStack(src.slot);
  1326. dstObj->putStack(dst.slot, std::move(movedStack));
  1327. }
  1328. }
  1329. else
  1330. {
  1331. auto movedStack = srcObj->splitStack(src.slot, count);
  1332. if(dstType) //stack at dest -> rebalance
  1333. {
  1334. assert(dstType == srcType);
  1335. dstObj->joinStack(dst.slot, std::move(movedStack));
  1336. }
  1337. else //move new stack to an empty slot
  1338. {
  1339. dstObj->putStack(dst.slot, std::move(movedStack));
  1340. }
  1341. }
  1342. srcObj->nodeHasChanged();
  1343. if (srcObj != dstObj)
  1344. dstObj->nodeHasChanged();
  1345. }
  1346. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1347. {
  1348. for(auto & move : moves)
  1349. move.applyGs(gs);
  1350. }
  1351. void PutArtifact::applyGs(CGameState *gs)
  1352. {
  1353. auto art = gs->getArtInstance(id);
  1354. assert(!art->getParentNodes().empty());
  1355. auto hero = gs->getHero(al.artHolder);
  1356. assert(hero);
  1357. assert(art && art->canBePutAt(hero, al.slot));
  1358. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1359. gs->getMap().putArtifactInstance(*hero, art->getId(), al.slot);
  1360. }
  1361. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1362. {
  1363. const auto artSet = gs->getArtSet(artHolder);
  1364. assert(artSet);
  1365. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1366. {
  1367. return slot0.num > slot1.num;
  1368. });
  1369. for(const auto & slot : posPack)
  1370. {
  1371. const auto slotInfo = artSet->getSlot(slot);
  1372. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  1373. const CArtifactInstance * artifact = gs->getArtInstance(artifactID);
  1374. if(slotInfo->locked)
  1375. {
  1376. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  1377. DisassembledArtifact dis;
  1378. dis.al.artHolder = artHolder;
  1379. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1380. {
  1381. auto art = slotInfoWorn.second.getArt();
  1382. if(art->isCombined() && art->isPart(artifact))
  1383. {
  1384. dis.al.slot = artSet->getArtPos(art);
  1385. break;
  1386. }
  1387. }
  1388. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1389. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  1390. dis.applyGs(gs);
  1391. }
  1392. else
  1393. {
  1394. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  1395. }
  1396. gs->getMap().removeArtifactInstance(*artSet, slot);
  1397. }
  1398. }
  1399. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1400. {
  1401. const auto bulkArtsRemove = [gs](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  1402. {
  1403. std::vector<ArtifactPosition> packToRemove;
  1404. for(const auto & slotsPair : artsPack)
  1405. packToRemove.push_back(slotsPair.srcPos);
  1406. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1407. {
  1408. return slot0.num > slot1.num;
  1409. });
  1410. for(const auto & slot : packToRemove)
  1411. gs->getMap().removeArtifactInstance(artSet, slot);
  1412. };
  1413. const auto bulkArtsPut = [gs](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1414. {
  1415. for(const auto & slotsPair : artsPack)
  1416. {
  1417. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1418. assert(art);
  1419. gs->getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  1420. }
  1421. };
  1422. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1423. assert(leftSet);
  1424. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1425. assert(rightSet);
  1426. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1427. bulkArtsRemove(artsPack0, *leftSet);
  1428. if(!artsPack1.empty())
  1429. {
  1430. CArtifactFittingSet artInitialSetRight(*rightSet);
  1431. bulkArtsRemove(artsPack1, *rightSet);
  1432. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1433. }
  1434. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1435. }
  1436. void AssembledArtifact::applyGs(CGameState *gs)
  1437. {
  1438. auto artSet = gs->getArtSet(al.artHolder);
  1439. assert(artSet);
  1440. const auto transformedArt = artSet->getArt(al.slot);
  1441. assert(transformedArt);
  1442. const auto builtArt = artId.toArtifact();
  1443. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1444. {
  1445. return art->getId() == builtArt->getId();
  1446. }));
  1447. auto * combinedArt = gs->getMap().createArtifactComponent(artId);
  1448. // Find slots for all involved artifacts
  1449. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { al.slot };
  1450. CArtifactFittingSet fittingSet(*artSet);
  1451. auto parts = builtArt->getConstituents();
  1452. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  1453. for(const auto constituent : parts)
  1454. {
  1455. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  1456. fittingSet.lockSlot(slot);
  1457. assert(slot != ArtifactPosition::PRE_FIRST);
  1458. slotsInvolved.insert(slot);
  1459. }
  1460. // Find a slot for combined artifact
  1461. if(ArtifactUtils::isSlotEquipment(al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  1462. {
  1463. al.slot = ArtifactPosition::BACKPACK_START;
  1464. }
  1465. else if(ArtifactUtils::isSlotBackpack(al.slot))
  1466. {
  1467. for(const auto & slot : slotsInvolved)
  1468. if(ArtifactUtils::isSlotBackpack(slot))
  1469. al.slot = slot;
  1470. }
  1471. else
  1472. {
  1473. for(const auto & slot : slotsInvolved)
  1474. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1475. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  1476. {
  1477. al.slot = slot;
  1478. break;
  1479. }
  1480. }
  1481. // Delete parts from hero
  1482. for(const auto & slot : slotsInvolved)
  1483. {
  1484. const auto constituentInstance = artSet->getArt(slot);
  1485. gs->getMap().removeArtifactInstance(*artSet, slot);
  1486. if(!combinedArt->getType()->isFused())
  1487. {
  1488. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1489. combinedArt->addPart(constituentInstance, slot);
  1490. else
  1491. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1492. }
  1493. }
  1494. // Put new combined artifacts
  1495. gs->getMap().putArtifactInstance(*artSet, combinedArt->getId(), al.slot);
  1496. }
  1497. void DisassembledArtifact::applyGs(CGameState *gs)
  1498. {
  1499. auto hero = gs->getHero(al.artHolder);
  1500. assert(hero);
  1501. auto disassembledArtID = hero->getArtID(al.slot);
  1502. auto disassembledArt = gs->getArtInstance(disassembledArtID);
  1503. assert(disassembledArt);
  1504. const auto parts = disassembledArt->getPartsInfo();
  1505. gs->getMap().removeArtifactInstance(*hero, al.slot);
  1506. for(auto & part : parts)
  1507. {
  1508. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1509. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1510. disassembledArt->detachFromSource(*part.getArtifact());
  1511. gs->getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  1512. }
  1513. gs->getMap().eraseArtifactInstance(disassembledArt->getId());
  1514. }
  1515. void HeroVisit::applyGs(CGameState *gs)
  1516. {
  1517. }
  1518. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1519. {
  1520. if(id != ObjectInstanceID::NONE)
  1521. {
  1522. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1523. {
  1524. bm->artifacts = arts;
  1525. }
  1526. else
  1527. {
  1528. logNetwork->error("Wrong black market id!");
  1529. }
  1530. }
  1531. else
  1532. {
  1533. gs->getMap().townMerchantArtifacts = arts;
  1534. }
  1535. }
  1536. void NewTurn::applyGs(CGameState *gs)
  1537. {
  1538. gs->day = day;
  1539. // Update bonuses before doing anything else so hero don't get more MP than needed
  1540. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1541. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1542. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1543. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1544. for(auto & manaPack : heroesMana)
  1545. manaPack.applyGs(gs);
  1546. for(auto & movePack : heroesMovement)
  1547. movePack.applyGs(gs);
  1548. gs->heroesPool->onNewDay();
  1549. for(auto & entry : playerIncome)
  1550. {
  1551. gs->getPlayerState(entry.first)->resources += entry.second;
  1552. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1553. }
  1554. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1555. creatureSet.applyGs(gs);
  1556. for (const auto & townID : gs->getMap().getAllTowns())
  1557. {
  1558. auto t = gs->getTown(townID);
  1559. t->built = 0;
  1560. t->spellResearchCounterDay = 0;
  1561. }
  1562. if(newRumor)
  1563. gs->currentRumor = *newRumor;
  1564. }
  1565. void SetObjectProperty::applyGs(CGameState *gs)
  1566. {
  1567. CGObjectInstance *obj = gs->getObjInstance(id);
  1568. if(!obj)
  1569. {
  1570. logNetwork->error("Wrong object ID - property cannot be set!");
  1571. return;
  1572. }
  1573. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1574. if(what == ObjProperty::OWNER && obj->asOwnable())
  1575. {
  1576. PlayerColor oldOwner = obj->getOwner();
  1577. PlayerColor newOwner = identifier.as<PlayerColor>();
  1578. if(oldOwner.isValidPlayer())
  1579. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);
  1580. if(newOwner.isValidPlayer())
  1581. gs->getPlayerState(newOwner)->addOwnedObject(obj);
  1582. }
  1583. if(what == ObjProperty::OWNER && cai)
  1584. {
  1585. if(obj->ID == Obj::TOWN)
  1586. {
  1587. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1588. assert(t);
  1589. PlayerColor oldOwner = t->tempOwner;
  1590. if(oldOwner.isValidPlayer())
  1591. {
  1592. auto * state = gs->getPlayerState(oldOwner);
  1593. if(state->getTowns().empty())
  1594. state->daysWithoutCastle = 0;
  1595. }
  1596. if(identifier.as<PlayerColor>().isValidPlayer())
  1597. {
  1598. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1599. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1600. if(p->daysWithoutCastle)
  1601. p->daysWithoutCastle = std::nullopt;
  1602. }
  1603. }
  1604. cai->detachFromBonusSystem(*gs);
  1605. obj->setProperty(what, identifier);
  1606. cai->attachToBonusSystem(*gs);
  1607. }
  1608. else //not an armed instance
  1609. {
  1610. obj->setProperty(what, identifier);
  1611. }
  1612. }
  1613. void HeroLevelUp::applyGs(CGameState *gs)
  1614. {
  1615. auto * hero = gs->getHero(heroId);
  1616. assert(hero);
  1617. hero->levelUp(skills);
  1618. }
  1619. void CommanderLevelUp::applyGs(CGameState *gs)
  1620. {
  1621. auto * hero = gs->getHero(heroId);
  1622. assert(hero);
  1623. const auto & commander = hero->getCommander();
  1624. assert(commander);
  1625. commander->levelUp();
  1626. }
  1627. void BattleStart::applyGs(CGameState *gs)
  1628. {
  1629. assert(battleID == gs->nextBattleID);
  1630. info->battleID = gs->nextBattleID;
  1631. info->localInit();
  1632. gs->currentBattles.push_back(std::move(info));
  1633. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1634. }
  1635. void BattleNextRound::applyGs(CGameState *gs)
  1636. {
  1637. gs->getBattle(battleID)->nextRound();
  1638. }
  1639. void BattleSetActiveStack::applyGs(CGameState *gs)
  1640. {
  1641. gs->getBattle(battleID)->nextTurn(stack, reason);
  1642. }
  1643. void BattleTriggerEffect::applyGs(CGameState *gs)
  1644. {
  1645. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1646. assert(st);
  1647. switch(static_cast<BonusType>(effect))
  1648. {
  1649. case BonusType::HP_REGENERATION:
  1650. {
  1651. int64_t toHeal = val;
  1652. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1653. break;
  1654. }
  1655. case BonusType::MANA_DRAIN:
  1656. {
  1657. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1658. st->drainedMana = true;
  1659. h->mana -= val;
  1660. vstd::amax(h->mana, 0);
  1661. break;
  1662. }
  1663. case BonusType::POISON:
  1664. {
  1665. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1666. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1667. if (b)
  1668. b->val = val;
  1669. break;
  1670. }
  1671. case BonusType::ENCHANTER:
  1672. case BonusType::MORALE:
  1673. break;
  1674. case BonusType::FEAR:
  1675. st->fear = true;
  1676. break;
  1677. default:
  1678. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1679. }
  1680. }
  1681. void BattleUpdateGateState::applyGs(CGameState *gs)
  1682. {
  1683. if(gs->getBattle(battleID))
  1684. gs->getBattle(battleID)->si.gateState = state;
  1685. }
  1686. void BattleCancelled::applyGs(CGameState *gs)
  1687. {
  1688. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1689. {
  1690. return battle->battleID == battleID;
  1691. });
  1692. assert(currentBattle != gs->currentBattles.end());
  1693. gs->currentBattles.erase(currentBattle);
  1694. }
  1695. void BattleResultAccepted::applyGs(CGameState *gs)
  1696. {
  1697. // Remove any "until next battle" bonuses
  1698. if(const auto attackerHero = gs->getHero(heroResult[BattleSide::ATTACKER].heroID))
  1699. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1700. if(const auto defenderHero = gs->getHero(heroResult[BattleSide::DEFENDER].heroID))
  1701. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1702. if(winnerSide != BattleSide::NONE)
  1703. {
  1704. // Grow up growing artifacts
  1705. if(const auto winnerHero = gs->getHero(heroResult[winnerSide].heroID))
  1706. {
  1707. if(winnerHero->getCommander() && winnerHero->getCommander()->alive)
  1708. {
  1709. for(auto & art : winnerHero->getCommander()->artifactsWorn)
  1710. gs->getArtInstance(art.second.getID())->growingUp();
  1711. }
  1712. for(auto & art : winnerHero->artifactsWorn)
  1713. gs->getArtInstance(art.second.getID())->growingUp();
  1714. }
  1715. }
  1716. if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1717. {
  1718. if(const auto attackerArmy = gs->getArmyInstance(heroResult[BattleSide::ATTACKER].armyID))
  1719. attackerArmy->giveAverageStackExperience(heroResult[BattleSide::ATTACKER].exp);
  1720. if(const auto defenderArmy = gs->getArmyInstance(heroResult[BattleSide::DEFENDER].armyID))
  1721. defenderArmy->giveAverageStackExperience(heroResult[BattleSide::DEFENDER].exp);
  1722. }
  1723. }
  1724. void BattleLogMessage::applyGs(CGameState *gs)
  1725. {
  1726. //nothing
  1727. }
  1728. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1729. {
  1730. //nothing
  1731. }
  1732. void BattleStackMoved::applyGs(CGameState *gs)
  1733. {
  1734. applyBattle(gs->getBattle(battleID));
  1735. }
  1736. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1737. {
  1738. battleState->moveUnit(stack, tilesToMove.back());
  1739. }
  1740. void BattleStackAttacked::applyGs(CGameState *gs)
  1741. {
  1742. applyBattle(gs->getBattle(battleID));
  1743. }
  1744. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1745. {
  1746. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1747. }
  1748. void BattleAttack::applyGs(CGameState *gs)
  1749. {
  1750. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1751. assert(attacker);
  1752. attackerChanges.applyGs(gs);
  1753. for(BattleStackAttacked & stackAttacked : bsa)
  1754. stackAttacked.applyGs(gs);
  1755. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1756. if(!this->counter())
  1757. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1758. }
  1759. void StartAction::applyGs(CGameState *gs)
  1760. {
  1761. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1762. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1763. {
  1764. gs->getBattle(battleID)->tacticDistance = 0;
  1765. return;
  1766. }
  1767. if(gs->getBattle(battleID)->tacticDistance)
  1768. {
  1769. // moves in tactics phase do not affect creature status
  1770. // (tactics stack queue is managed by client)
  1771. return;
  1772. }
  1773. if (ba.isUnitAction())
  1774. {
  1775. assert(st); // stack must exists for all non-hero actions
  1776. switch(ba.actionType)
  1777. {
  1778. case EActionType::DEFEND:
  1779. st->waiting = false;
  1780. st->defending = true;
  1781. st->defendingAnim = true;
  1782. break;
  1783. case EActionType::WAIT:
  1784. st->defendingAnim = false;
  1785. st->waiting = true;
  1786. st->waitedThisTurn = true;
  1787. break;
  1788. case EActionType::HERO_SPELL: //no change in current stack state
  1789. break;
  1790. default: //any active stack action - attack, catapult, heal, spell...
  1791. st->waiting = false;
  1792. st->defendingAnim = false;
  1793. st->movedThisRound = true;
  1794. st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
  1795. break;
  1796. }
  1797. }
  1798. else
  1799. {
  1800. if(ba.actionType == EActionType::HERO_SPELL)
  1801. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1802. }
  1803. }
  1804. void BattleSpellCast::applyGs(CGameState *gs)
  1805. {
  1806. if(castByHero && side != BattleSide::NONE)
  1807. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1808. }
  1809. void SetStackEffect::applyGs(CGameState *gs)
  1810. {
  1811. applyBattle(gs->getBattle(battleID));
  1812. }
  1813. void SetStackEffect::applyBattle(IBattleState * battleState)
  1814. {
  1815. for(const auto & stackData : toRemove)
  1816. battleState->removeUnitBonus(stackData.first, stackData.second);
  1817. for(const auto & stackData : toUpdate)
  1818. battleState->updateUnitBonus(stackData.first, stackData.second);
  1819. for(const auto & stackData : toAdd)
  1820. battleState->addUnitBonus(stackData.first, stackData.second);
  1821. }
  1822. void StacksInjured::applyGs(CGameState *gs)
  1823. {
  1824. applyBattle(gs->getBattle(battleID));
  1825. }
  1826. void StacksInjured::applyBattle(IBattleState * battleState)
  1827. {
  1828. for(BattleStackAttacked stackAttacked : stacks)
  1829. stackAttacked.applyBattle(battleState);
  1830. }
  1831. void BattleUnitsChanged::applyGs(CGameState *gs)
  1832. {
  1833. applyBattle(gs->getBattle(battleID));
  1834. }
  1835. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1836. {
  1837. for(auto & elem : changedStacks)
  1838. {
  1839. switch(elem.operation)
  1840. {
  1841. case BattleChanges::EOperation::RESET_STATE:
  1842. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1843. break;
  1844. case BattleChanges::EOperation::REMOVE:
  1845. battleState->removeUnit(elem.id);
  1846. break;
  1847. case BattleChanges::EOperation::ADD:
  1848. battleState->addUnit(elem.id, elem.data);
  1849. break;
  1850. case BattleChanges::EOperation::UPDATE:
  1851. battleState->updateUnit(elem.id, elem.data);
  1852. break;
  1853. default:
  1854. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1855. break;
  1856. }
  1857. }
  1858. }
  1859. void BattleResultsApplied::applyGs(CGameState * gs)
  1860. {
  1861. learnedSpells.applyGs(gs);
  1862. for(auto & artPack : artifacts)
  1863. artPack.applyGs(gs);
  1864. const auto currentBattle = std::find_if(gs->currentBattles.begin(), gs->currentBattles.end(),
  1865. [this](const auto & battle)
  1866. {
  1867. return battle->battleID == battleID;
  1868. });
  1869. assert(currentBattle != gs->currentBattles.end());
  1870. gs->currentBattles.erase(currentBattle);
  1871. }
  1872. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1873. {
  1874. applyBattle(gs->getBattle(battleID));
  1875. }
  1876. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1877. {
  1878. for(const auto & change : changes)
  1879. {
  1880. switch(change.operation)
  1881. {
  1882. case BattleChanges::EOperation::REMOVE:
  1883. battleState->removeObstacle(change.id);
  1884. break;
  1885. case BattleChanges::EOperation::ADD:
  1886. battleState->addObstacle(change);
  1887. break;
  1888. case BattleChanges::EOperation::UPDATE:
  1889. battleState->updateObstacle(change);
  1890. break;
  1891. default:
  1892. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1893. break;
  1894. }
  1895. }
  1896. }
  1897. CatapultAttack::CatapultAttack() = default;
  1898. CatapultAttack::~CatapultAttack() = default;
  1899. void CatapultAttack::applyGs(CGameState *gs)
  1900. {
  1901. applyBattle(gs->getBattle(battleID));
  1902. }
  1903. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1904. {
  1905. visitor.visitCatapultAttack(*this);
  1906. }
  1907. void CatapultAttack::applyBattle(IBattleState * battleState)
  1908. {
  1909. const auto * town = battleState->getDefendedTown();
  1910. if(!town)
  1911. return;
  1912. if(town->fortificationsLevel().wallsHealth == 0)
  1913. return;
  1914. for(const auto & part : attackedParts)
  1915. {
  1916. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  1917. battleState->setWallState(part.attackedPart, newWallState);
  1918. }
  1919. }
  1920. void BattleSetStackProperty::applyGs(CGameState *gs)
  1921. {
  1922. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  1923. switch(which)
  1924. {
  1925. case CASTS:
  1926. {
  1927. if(absolute)
  1928. logNetwork->error("Can not change casts in absolute mode");
  1929. else
  1930. stack->casts.use(-val);
  1931. break;
  1932. }
  1933. case ENCHANTER_COUNTER:
  1934. {
  1935. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1936. if(absolute)
  1937. counter = val;
  1938. else
  1939. counter += val;
  1940. vstd::amax(counter, 0);
  1941. break;
  1942. }
  1943. case UNBIND:
  1944. {
  1945. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1946. break;
  1947. }
  1948. case CLONED:
  1949. {
  1950. stack->cloned = true;
  1951. break;
  1952. }
  1953. case HAS_CLONE:
  1954. {
  1955. stack->cloneID = val;
  1956. break;
  1957. }
  1958. }
  1959. }
  1960. void PlayerCheated::applyGs(CGameState *gs)
  1961. {
  1962. if(!player.isValidPlayer())
  1963. return;
  1964. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  1965. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  1966. gs->getPlayerState(player)->cheated = true;
  1967. }
  1968. void PlayerStartsTurn::applyGs(CGameState *gs)
  1969. {
  1970. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1971. gs->actingPlayers.insert(player);
  1972. }
  1973. void PlayerEndsTurn::applyGs(CGameState *gs)
  1974. {
  1975. assert(gs->actingPlayers.count(player) == 1);
  1976. gs->actingPlayers.erase(player);
  1977. }
  1978. void DaysWithoutTown::applyGs(CGameState *gs)
  1979. {
  1980. auto & playerState = gs->players.at(player);
  1981. playerState.daysWithoutCastle = daysWithoutCastle;
  1982. }
  1983. void TurnTimeUpdate::applyGs(CGameState *gs)
  1984. {
  1985. auto & playerState = gs->players.at(player);
  1986. playerState.turnTimer = turnTimer;
  1987. }
  1988. void EntitiesChanged::applyGs(CGameState *gs)
  1989. {
  1990. for(const auto & change : changes)
  1991. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  1992. }
  1993. void SetRewardableConfiguration::applyGs(CGameState *gs)
  1994. {
  1995. auto * objectPtr = gs->getObjInstance(objectID);
  1996. if (!buildingID.hasValue())
  1997. {
  1998. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1999. assert(rewardablePtr);
  2000. rewardablePtr->configuration = configuration;
  2001. rewardablePtr->initializeGuards();
  2002. }
  2003. else
  2004. {
  2005. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2006. TownBuildingInstance * buildingPtr = nullptr;
  2007. for (auto & building : townPtr->rewardableBuildings)
  2008. if (building.second->getBuildingType() == buildingID)
  2009. buildingPtr = building.second.get();
  2010. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2011. assert(rewardablePtr);
  2012. rewardablePtr->configuration = configuration;
  2013. }
  2014. }
  2015. VCMI_LIB_NAMESPACE_END