NetPacksLib.cpp 61 KB

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  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "PacksForClient.h"
  13. #include "PacksForClientBattle.h"
  14. #include "PacksForServer.h"
  15. #include "SaveLocalState.h"
  16. #include "SetRewardableConfiguration.h"
  17. #include "StackLocation.h"
  18. #include "PacksForLobby.h"
  19. #include "SetStackEffect.h"
  20. #include "NetPackVisitor.h"
  21. #include "texts/CGeneralTextHandler.h"
  22. #include "CArtHandler.h"
  23. #include "GameLibrary.h"
  24. #include "mapping/CMap.h"
  25. #include "spells/CSpellHandler.h"
  26. #include "CCreatureHandler.h"
  27. #include "gameState/CGameState.h"
  28. #include "gameState/TavernHeroesPool.h"
  29. #include "CStack.h"
  30. #include "battle/BattleInfo.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "entities/building/CBuilding.h"
  36. #include "entities/building/TownFortifications.h"
  37. #include "mapObjects/CGCreature.h"
  38. #include "mapObjects/CGMarket.h"
  39. #include "mapObjects/TownBuildingInstance.h"
  40. #include "mapObjects/CGTownInstance.h"
  41. #include "mapObjects/CQuest.h"
  42. #include "mapObjects/MiscObjects.h"
  43. #include "mapObjectConstructors/AObjectTypeHandler.h"
  44. #include "mapObjectConstructors/CObjectClassesHandler.h"
  45. #include "campaign/CampaignState.h"
  46. #include "IGameSettings.h"
  47. #include "mapObjects/FlaggableMapObject.h"
  48. VCMI_LIB_NAMESPACE_BEGIN
  49. void CPack::visit(ICPackVisitor & visitor)
  50. {
  51. visitBasic(visitor);
  52. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  53. if(visitor.callTyped())
  54. {
  55. visitTyped(visitor);
  56. }
  57. }
  58. void CPack::visitBasic(ICPackVisitor & visitor)
  59. {
  60. }
  61. void CPack::visitTyped(ICPackVisitor & visitor)
  62. {
  63. }
  64. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  65. {
  66. visitor.visitForClient(*this);
  67. }
  68. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  69. {
  70. visitor.visitForServer(*this);
  71. }
  72. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  73. {
  74. visitor.visitForLobby(*this);
  75. }
  76. bool CPackForLobby::isForServer() const
  77. {
  78. return false;
  79. }
  80. bool CLobbyPackToServer::isForServer() const
  81. {
  82. return true;
  83. }
  84. void SaveLocalState::visitTyped(ICPackVisitor & visitor)
  85. {
  86. visitor.visitSaveLocalState(*this);
  87. }
  88. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  89. {
  90. visitor.visitPackageApplied(*this);
  91. }
  92. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  93. {
  94. visitor.visitSystemMessage(*this);
  95. }
  96. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  97. {
  98. visitor.visitPlayerBlocked(*this);
  99. }
  100. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  101. {
  102. visitor.visitPlayerCheated(*this);
  103. }
  104. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  105. {
  106. visitor.visitPlayerStartsTurn(*this);
  107. }
  108. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  109. {
  110. visitor.visitDaysWithoutTown(*this);
  111. }
  112. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  113. {
  114. visitor.visitEntitiesChanged(*this);
  115. }
  116. void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
  117. {
  118. visitor.visitSetRewardableConfiguration(*this);
  119. }
  120. void SetResources::visitTyped(ICPackVisitor & visitor)
  121. {
  122. visitor.visitSetResources(*this);
  123. }
  124. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  125. {
  126. visitor.visitSetPrimSkill(*this);
  127. }
  128. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  129. {
  130. visitor.visitSetSecSkill(*this);
  131. }
  132. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  133. {
  134. visitor.visitHeroVisitCastle(*this);
  135. }
  136. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  137. {
  138. visitor.visitChangeSpells(*this);
  139. }
  140. void SetResearchedSpells::visitTyped(ICPackVisitor & visitor)
  141. {
  142. visitor.visitSetResearchedSpells(*this);
  143. }
  144. void SetMana::visitTyped(ICPackVisitor & visitor)
  145. {
  146. visitor.visitSetMana(*this);
  147. }
  148. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  149. {
  150. visitor.visitSetMovePoints(*this);
  151. }
  152. void FoWChange::visitTyped(ICPackVisitor & visitor)
  153. {
  154. visitor.visitFoWChange(*this);
  155. }
  156. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  157. {
  158. visitor.visitSetAvailableHeroes(*this);
  159. }
  160. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  161. {
  162. visitor.visitGiveBonus(*this);
  163. }
  164. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  165. {
  166. visitor.visitChangeObjPos(*this);
  167. }
  168. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  169. {
  170. visitor.visitPlayerEndsTurn(*this);
  171. }
  172. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  173. {
  174. visitor.visitPlayerEndsGame(*this);
  175. }
  176. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  177. {
  178. visitor.visitPlayerReinitInterface(*this);
  179. }
  180. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  181. {
  182. visitor.visitRemoveBonus(*this);
  183. }
  184. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  185. {
  186. visitor.visitSetCommanderProperty(*this);
  187. }
  188. void AddQuest::visitTyped(ICPackVisitor & visitor)
  189. {
  190. visitor.visitAddQuest(*this);
  191. }
  192. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  193. {
  194. visitor.visitUpdateArtHandlerLists(*this);
  195. }
  196. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  197. {
  198. visitor.visitChangeFormation(*this);
  199. }
  200. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  201. {
  202. visitor.visitRemoveObject(*this);
  203. }
  204. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  205. {
  206. visitor.visitTryMoveHero(*this);
  207. }
  208. void NewStructures::visitTyped(ICPackVisitor & visitor)
  209. {
  210. visitor.visitNewStructures(*this);
  211. }
  212. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  213. {
  214. visitor.visitRazeStructures(*this);
  215. }
  216. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  217. {
  218. visitor.visitSetAvailableCreatures(*this);
  219. }
  220. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  221. {
  222. visitor.visitSetHeroesInTown(*this);
  223. }
  224. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  225. {
  226. visitor.visitHeroRecruited(*this);
  227. }
  228. void GiveHero::visitTyped(ICPackVisitor & visitor)
  229. {
  230. visitor.visitGiveHero(*this);
  231. }
  232. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  233. {
  234. visitor.visitOpenWindow(*this);
  235. }
  236. void NewObject::visitTyped(ICPackVisitor & visitor)
  237. {
  238. visitor.visitNewObject(*this);
  239. }
  240. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  241. {
  242. visitor.visitSetAvailableArtifacts(*this);
  243. }
  244. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  245. {
  246. visitor.visitNewArtifact(*this);
  247. }
  248. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  249. {
  250. visitor.visitChangeStackCount(*this);
  251. }
  252. void SetStackType::visitTyped(ICPackVisitor & visitor)
  253. {
  254. visitor.visitSetStackType(*this);
  255. }
  256. void EraseStack::visitTyped(ICPackVisitor & visitor)
  257. {
  258. visitor.visitEraseStack(*this);
  259. }
  260. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  261. {
  262. visitor.visitSwapStacks(*this);
  263. }
  264. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  265. {
  266. visitor.visitInsertNewStack(*this);
  267. }
  268. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  269. {
  270. visitor.visitRebalanceStacks(*this);
  271. }
  272. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  273. {
  274. visitor.visitBulkRebalanceStacks(*this);
  275. }
  276. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  277. {
  278. visitor.visitBulkSmartRebalanceStacks(*this);
  279. }
  280. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  281. {
  282. visitor.visitPutArtifact(*this);
  283. }
  284. void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
  285. {
  286. visitor.visitEraseArtifact(*this);
  287. }
  288. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  289. {
  290. visitor.visitBulkMoveArtifacts(*this);
  291. }
  292. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  293. {
  294. visitor.visitAssembledArtifact(*this);
  295. }
  296. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  297. {
  298. visitor.visitDisassembledArtifact(*this);
  299. }
  300. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  301. {
  302. visitor.visitHeroVisit(*this);
  303. }
  304. void NewTurn::visitTyped(ICPackVisitor & visitor)
  305. {
  306. visitor.visitNewTurn(*this);
  307. }
  308. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  309. {
  310. visitor.visitInfoWindow(*this);
  311. }
  312. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  313. {
  314. visitor.visitSetObjectProperty(*this);
  315. }
  316. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  317. {
  318. visitor.visitChangeObjectVisitors(*this);
  319. }
  320. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  321. {
  322. visitor.visitChangeArtifactsCostume(*this);
  323. }
  324. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  325. {
  326. visitor.visitHeroLevelUp(*this);
  327. }
  328. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  329. {
  330. visitor.visitCommanderLevelUp(*this);
  331. }
  332. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  333. {
  334. visitor.visitBlockingDialog(*this);
  335. }
  336. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  337. {
  338. visitor.visitGarrisonDialog(*this);
  339. }
  340. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  341. {
  342. visitor.visitExchangeDialog(*this);
  343. }
  344. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  345. {
  346. visitor.visitTeleportDialog(*this);
  347. }
  348. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  349. {
  350. visitor.visitMapObjectSelectDialog(*this);
  351. }
  352. void BattleStart::visitTyped(ICPackVisitor & visitor)
  353. {
  354. visitor.visitBattleStart(*this);
  355. }
  356. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  357. {
  358. visitor.visitBattleNextRound(*this);
  359. }
  360. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  361. {
  362. visitor.visitBattleSetActiveStack(*this);
  363. }
  364. void BattleResult::visitTyped(ICPackVisitor & visitor)
  365. {
  366. visitor.visitBattleResult(*this);
  367. }
  368. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  369. {
  370. visitor.visitBattleLogMessage(*this);
  371. }
  372. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  373. {
  374. visitor.visitBattleStackMoved(*this);
  375. }
  376. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  377. {
  378. visitor.visitBattleUnitsChanged(*this);
  379. }
  380. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  381. {
  382. visitor.visitBattleAttack(*this);
  383. }
  384. void StartAction::visitTyped(ICPackVisitor & visitor)
  385. {
  386. visitor.visitStartAction(*this);
  387. }
  388. void EndAction::visitTyped(ICPackVisitor & visitor)
  389. {
  390. visitor.visitEndAction(*this);
  391. }
  392. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  393. {
  394. visitor.visitBattleSpellCast(*this);
  395. }
  396. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  397. {
  398. visitor.visitSetStackEffect(*this);
  399. }
  400. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  401. {
  402. visitor.visitStacksInjured(*this);
  403. }
  404. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  405. {
  406. visitor.visitBattleResultsApplied(*this);
  407. }
  408. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  409. {
  410. visitor.visitBattleObstaclesChanged(*this);
  411. }
  412. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  413. {
  414. visitor.visitBattleSetStackProperty(*this);
  415. }
  416. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  417. {
  418. visitor.visitBattleTriggerEffect(*this);
  419. }
  420. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  421. {
  422. visitor.visitBattleUpdateGateState(*this);
  423. }
  424. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  425. {
  426. visitor.visitAdvmapSpellCast(*this);
  427. }
  428. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  429. {
  430. visitor.visitShowWorldViewEx(*this);
  431. }
  432. void EndTurn::visitTyped(ICPackVisitor & visitor)
  433. {
  434. visitor.visitEndTurn(*this);
  435. }
  436. void GamePause::visitTyped(ICPackVisitor & visitor)
  437. {
  438. visitor.visitGamePause(*this);
  439. }
  440. void DismissHero::visitTyped(ICPackVisitor & visitor)
  441. {
  442. visitor.visitDismissHero(*this);
  443. }
  444. void MoveHero::visitTyped(ICPackVisitor & visitor)
  445. {
  446. visitor.visitMoveHero(*this);
  447. }
  448. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  449. {
  450. visitor.visitCastleTeleportHero(*this);
  451. }
  452. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  453. {
  454. visitor.visitArrangeStacks(*this);
  455. }
  456. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  457. {
  458. visitor.visitBulkMoveArmy(*this);
  459. }
  460. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  461. {
  462. visitor.visitBulkSplitStack(*this);
  463. }
  464. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  465. {
  466. visitor.visitBulkMergeStacks(*this);
  467. }
  468. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  469. {
  470. visitor.visitBulkSmartSplitStack(*this);
  471. }
  472. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  473. {
  474. visitor.visitDisbandCreature(*this);
  475. }
  476. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  477. {
  478. visitor.visitBuildStructure(*this);
  479. }
  480. void VisitTownBuilding::visitTyped(ICPackVisitor & visitor)
  481. {
  482. visitor.visitVisitTownBuilding(*this);
  483. }
  484. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  485. {
  486. visitor.visitRazeStructure(*this);
  487. }
  488. void SpellResearch::visitTyped(ICPackVisitor & visitor)
  489. {
  490. visitor.visitSpellResearch(*this);
  491. }
  492. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  493. {
  494. visitor.visitRecruitCreatures(*this);
  495. }
  496. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  497. {
  498. visitor.visitUpgradeCreature(*this);
  499. }
  500. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  501. {
  502. visitor.visitGarrisonHeroSwap(*this);
  503. }
  504. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  505. {
  506. visitor.visitExchangeArtifacts(*this);
  507. }
  508. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  509. {
  510. visitor.visitBulkExchangeArtifacts(*this);
  511. }
  512. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  513. {
  514. visitor.visitManageBackpackArtifacts(*this);
  515. }
  516. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  517. {
  518. visitor.visitManageEquippedArtifacts(*this);
  519. }
  520. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  521. {
  522. visitor.visitAssembleArtifacts(*this);
  523. }
  524. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  525. {
  526. visitor.visitEraseArtifactByClient(*this);
  527. }
  528. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  529. {
  530. visitor.visitBuyArtifact(*this);
  531. }
  532. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  533. {
  534. visitor.visitTradeOnMarketplace(*this);
  535. }
  536. void SetFormation::visitTyped(ICPackVisitor & visitor)
  537. {
  538. visitor.visitSetFormation(*this);
  539. }
  540. void HireHero::visitTyped(ICPackVisitor & visitor)
  541. {
  542. visitor.visitHireHero(*this);
  543. }
  544. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  545. {
  546. visitor.visitBuildBoat(*this);
  547. }
  548. void QueryReply::visitTyped(ICPackVisitor & visitor)
  549. {
  550. visitor.visitQueryReply(*this);
  551. }
  552. void MakeAction::visitTyped(ICPackVisitor & visitor)
  553. {
  554. visitor.visitMakeAction(*this);
  555. }
  556. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  557. {
  558. visitor.visitDigWithHero(*this);
  559. }
  560. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  561. {
  562. visitor.visitCastAdvSpell(*this);
  563. }
  564. void SaveGame::visitTyped(ICPackVisitor & visitor)
  565. {
  566. visitor.visitSaveGame(*this);
  567. }
  568. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  569. {
  570. visitor.visitPlayerMessage(*this);
  571. }
  572. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  573. {
  574. visitor.visitPlayerMessageClient(*this);
  575. }
  576. void CenterView::visitTyped(ICPackVisitor & visitor)
  577. {
  578. visitor.visitCenterView(*this);
  579. }
  580. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  581. {
  582. visitor.visitLobbyClientConnected(*this);
  583. }
  584. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  585. {
  586. visitor.visitLobbyClientDisconnected(*this);
  587. }
  588. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  589. {
  590. visitor.visitLobbyChatMessage(*this);
  591. }
  592. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  593. {
  594. visitor.visitLobbyGuiAction(*this);
  595. }
  596. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  597. {
  598. visitor.visitLobbyLoadProgress(*this);
  599. }
  600. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  601. {
  602. visitor.visitLobbyRestartGame(*this);
  603. }
  604. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  605. {
  606. visitor.visitLobbyStartGame(*this);
  607. }
  608. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  609. {
  610. visitor.visitLobbyPrepareStartGame(*this);
  611. }
  612. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  613. {
  614. visitor.visitLobbyChangeHost(*this);
  615. }
  616. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  617. {
  618. visitor.visitLobbyUpdateState(*this);
  619. }
  620. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  621. {
  622. visitor.visitLobbySetMap(*this);
  623. }
  624. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  625. {
  626. visitor.visitLobbySetCampaign(*this);
  627. }
  628. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  629. {
  630. visitor.visitLobbySetCampaignMap(*this);
  631. }
  632. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  633. {
  634. visitor.visitLobbySetCampaignBonus(*this);
  635. }
  636. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  637. {
  638. visitor.visitLobbyChangePlayerOption(*this);
  639. }
  640. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  641. {
  642. visitor.visitLobbySetPlayer(*this);
  643. }
  644. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  645. {
  646. visitor.visitLobbySetPlayerName(*this);
  647. }
  648. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  649. {
  650. visitor.visitLobbySetPlayerHandicap(*this);
  651. }
  652. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  653. {
  654. visitor.visitLobbySetSimturns(*this);
  655. }
  656. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  657. {
  658. visitor.visitLobbySetTurnTime(*this);
  659. }
  660. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  661. {
  662. visitor.visitLobbySetExtraOptions(*this);
  663. }
  664. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  665. {
  666. visitor.visitLobbySetDifficulty(*this);
  667. }
  668. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  669. {
  670. visitor.visitLobbyForceSetPlayer(*this);
  671. }
  672. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  673. {
  674. visitor.visitLobbyShowMessage(*this);
  675. }
  676. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  677. {
  678. visitor.visitLobbyPvPAction(*this);
  679. }
  680. void LobbyDelete::visitTyped(ICPackVisitor & visitor)
  681. {
  682. visitor.visitLobbyDelete(*this);
  683. }
  684. void SetResources::applyGs(CGameState *gs)
  685. {
  686. assert(player.isValidPlayer());
  687. if(abs)
  688. gs->getPlayerState(player)->resources = res;
  689. else
  690. gs->getPlayerState(player)->resources += res;
  691. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  692. //just ensure that player resources are not negative
  693. //server is responsible to check if player can afford deal
  694. //but events on server side are allowed to take more than player have
  695. gs->getPlayerState(player)->resources.positive();
  696. }
  697. void SetPrimSkill::applyGs(CGameState *gs)
  698. {
  699. CGHeroInstance * hero = gs->getHero(id);
  700. assert(hero);
  701. hero->setPrimarySkill(which, val, abs);
  702. }
  703. void SetSecSkill::applyGs(CGameState *gs)
  704. {
  705. CGHeroInstance *hero = gs->getHero(id);
  706. hero->setSecSkillLevel(which, val, abs);
  707. }
  708. void SetCommanderProperty::applyGs(CGameState *gs)
  709. {
  710. const auto & commander = gs->getHero(heroid)->getCommander();
  711. assert (commander);
  712. switch (which)
  713. {
  714. case BONUS:
  715. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  716. break;
  717. case SPECIAL_SKILL:
  718. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  719. commander->specialSkills.insert (additionalInfo);
  720. break;
  721. case SECONDARY_SKILL:
  722. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  723. break;
  724. case ALIVE:
  725. if (amount)
  726. commander->setAlive(true);
  727. else
  728. commander->setAlive(false);
  729. break;
  730. case EXPERIENCE:
  731. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  732. commander->nodeHasChanged();
  733. break;
  734. }
  735. }
  736. void AddQuest::applyGs(CGameState *gs)
  737. {
  738. assert (vstd::contains(gs->players, player));
  739. auto * vec = &gs->players[player].quests;
  740. if (!vstd::contains(*vec, quest))
  741. vec->push_back (quest);
  742. else
  743. logNetwork->warn("Warning! Attempt to add duplicated quest");
  744. }
  745. void UpdateArtHandlerLists::applyGs(CGameState *gs)
  746. {
  747. gs->allocatedArtifacts = allocatedArtifacts;
  748. }
  749. void ChangeFormation::applyGs(CGameState *gs)
  750. {
  751. gs->getHero(hid)->setFormation(formation);
  752. }
  753. void HeroVisitCastle::applyGs(CGameState *gs)
  754. {
  755. CGHeroInstance *h = gs->getHero(hid);
  756. CGTownInstance *t = gs->getTown(tid);
  757. assert(h);
  758. assert(t);
  759. if(start())
  760. t->setVisitingHero(h);
  761. else
  762. t->setVisitingHero(nullptr);
  763. }
  764. void ChangeSpells::applyGs(CGameState *gs)
  765. {
  766. CGHeroInstance *hero = gs->getHero(hid);
  767. if(learn)
  768. for(const auto & sid : spells)
  769. hero->addSpellToSpellbook(sid);
  770. else
  771. for(const auto & sid : spells)
  772. hero->removeSpellFromSpellbook(sid);
  773. }
  774. void SetResearchedSpells::applyGs(CGameState *gs)
  775. {
  776. CGTownInstance *town = gs->getTown(tid);
  777. town->spells[level] = spells;
  778. town->spellResearchCounterDay++;
  779. if(accepted)
  780. town->spellResearchAcceptedCounter++;
  781. }
  782. void SetMana::applyGs(CGameState *gs)
  783. {
  784. CGHeroInstance * hero = gs->getHero(hid);
  785. assert(hero);
  786. if(absolute)
  787. hero->mana = val;
  788. else
  789. hero->mana += val;
  790. vstd::amax(hero->mana, 0); //not less than 0
  791. }
  792. void SetMovePoints::applyGs(CGameState *gs)
  793. {
  794. CGHeroInstance *hero = gs->getHero(hid);
  795. assert(hero);
  796. if(absolute)
  797. hero->setMovementPoints(val);
  798. else
  799. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  800. }
  801. void FoWChange::applyGs(CGameState *gs)
  802. {
  803. TeamState * team = gs->getPlayerTeam(player);
  804. auto & fogOfWarMap = team->fogOfWarMap;
  805. for(const int3 & t : tiles)
  806. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  807. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  808. {
  809. std::unordered_set<int3> tilesRevealed;
  810. for (auto & elem : gs->getMap().objects)
  811. {
  812. const CGObjectInstance *o = elem;
  813. if (o)
  814. {
  815. switch(o->ID.toEnum())
  816. {
  817. case Obj::HERO:
  818. case Obj::MINE:
  819. case Obj::TOWN:
  820. case Obj::ABANDONED_MINE:
  821. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  822. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  823. break;
  824. }
  825. }
  826. }
  827. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  828. fogOfWarMap[t.z][t.x][t.y] = 1;
  829. }
  830. }
  831. void SetAvailableHero::applyGs(CGameState *gs)
  832. {
  833. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  834. }
  835. void GiveBonus::applyGs(CGameState *gs)
  836. {
  837. CBonusSystemNode *cbsn = nullptr;
  838. switch(who)
  839. {
  840. case ETarget::OBJECT:
  841. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  842. break;
  843. case ETarget::PLAYER:
  844. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  845. break;
  846. case ETarget::BATTLE:
  847. assert(Bonus::OneBattle(&bonus));
  848. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  849. break;
  850. }
  851. assert(cbsn);
  852. if(Bonus::OneWeek(&bonus))
  853. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  854. auto b = std::make_shared<Bonus>(bonus);
  855. cbsn->addNewBonus(b);
  856. }
  857. void ChangeObjPos::applyGs(CGameState *gs)
  858. {
  859. CGObjectInstance *obj = gs->getObjInstance(objid);
  860. if(!obj)
  861. {
  862. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  863. return;
  864. }
  865. gs->getMap().removeBlockVisTiles(obj);
  866. obj->setAnchorPos(nPos + obj->getVisitableOffset());
  867. gs->getMap().addBlockVisTiles(obj);
  868. }
  869. void ChangeObjectVisitors::applyGs(CGameState *gs)
  870. {
  871. switch (mode) {
  872. case VISITOR_ADD_HERO:
  873. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  874. gs->getHero(hero)->visitedObjects.insert(object);
  875. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  876. break;
  877. case VISITOR_ADD_PLAYER:
  878. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  879. for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)
  880. gs->getPlayerState(color)->visitedObjects.insert(object);
  881. break;
  882. case VISITOR_CLEAR:
  883. // remove visit info from all heroes, including those that are not present on map
  884. for (CGHeroInstance * hero : gs->getMap().allHeroes)
  885. if (hero)
  886. hero->visitedObjects.erase(object);
  887. for(auto &elem : gs->players)
  888. elem.second.visitedObjects.erase(object);
  889. for(auto &elem : gs->teams)
  890. elem.second.scoutedObjects.erase(object);
  891. break;
  892. case VISITOR_SCOUTED:
  893. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  894. break;
  895. case VISITOR_GLOBAL:
  896. {
  897. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  898. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  899. break;
  900. }
  901. }
  902. }
  903. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  904. {
  905. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  906. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  907. costume->second = costumeSet;
  908. else
  909. allCostumes.try_emplace(costumeIdx, costumeSet);
  910. }
  911. void PlayerEndsGame::applyGs(CGameState *gs)
  912. {
  913. PlayerState *p = gs->getPlayerState(player);
  914. if(victoryLossCheckResult.victory())
  915. {
  916. p->status = EPlayerStatus::WINNER;
  917. // TODO: Campaign-specific code might as well go somewhere else
  918. // keep all heroes from the winning player
  919. if(p->human && gs->getStartInfo()->campState)
  920. {
  921. std::vector<CGHeroInstance *> crossoverHeroes;
  922. for (CGHeroInstance * hero : gs->getMap().heroesOnMap)
  923. if (hero->tempOwner == player)
  924. crossoverHeroes.push_back(hero);
  925. gs->getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  926. }
  927. }
  928. else
  929. {
  930. p->status = EPlayerStatus::LOSER;
  931. }
  932. // defeated player may be making turn right now
  933. gs->actingPlayers.erase(player);
  934. }
  935. void PlayerReinitInterface::applyGs(CGameState *gs)
  936. {
  937. if(!gs || !gs->getStartInfo())
  938. return;
  939. //TODO: what does mean if more that one player connected?
  940. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  941. {
  942. for(const auto & player : players)
  943. gs->getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  944. }
  945. }
  946. void RemoveBonus::applyGs(CGameState *gs)
  947. {
  948. CBonusSystemNode *node = nullptr;
  949. switch(who)
  950. {
  951. case GiveBonus::ETarget::OBJECT:
  952. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  953. break;
  954. case GiveBonus::ETarget::PLAYER:
  955. node = gs->getPlayerState(whoID.as<PlayerColor>());
  956. break;
  957. case GiveBonus::ETarget::BATTLE:
  958. assert(Bonus::OneBattle(&bonus));
  959. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  960. break;
  961. }
  962. BonusList &bonuses = node->getExportedBonusList();
  963. for(const auto & b : bonuses)
  964. {
  965. if(b->source == source && b->sid == id)
  966. {
  967. bonus = *b; //backup bonus (to show to interfaces later)
  968. node->removeBonus(b);
  969. break;
  970. }
  971. }
  972. }
  973. void RemoveObject::applyGs(CGameState *gs)
  974. {
  975. CGObjectInstance *obj = gs->getObjInstance(objectID);
  976. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  977. //unblock tiles
  978. gs->getMap().removeBlockVisTiles(obj);
  979. if (initiator.isValidPlayer())
  980. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  981. if(obj->getOwner().isValidPlayer())
  982. {
  983. gs->getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  984. FlaggableMapObject* flaggableObject = dynamic_cast<FlaggableMapObject*>(obj);
  985. if(flaggableObject)
  986. {
  987. flaggableObject->markAsDeleted();
  988. }
  989. }
  990. if(obj->ID == Obj::HERO) //remove beaten hero
  991. {
  992. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  993. assert(beatenHero);
  994. gs->getMap().heroesOnMap -= beatenHero;
  995. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  996. // FIXME: workaround:
  997. // hero should be attached to siegeNode after battle
  998. // however this code might also be called on dismissing hero while in town
  999. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  1000. beatenHero->detachFrom(*siegeNode);
  1001. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  1002. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  1003. {
  1004. return asi.artifact->getTypeId() == ArtifactID::GRAIL;
  1005. });
  1006. if(beatenHero->getVisitedTown())
  1007. {
  1008. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  1009. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  1010. else
  1011. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  1012. beatenHero->setVisitedTown(nullptr, false);
  1013. }
  1014. //return hero to the pool, so he may reappear in tavern
  1015. gs->heroesPool->addHeroToPool(beatenHero);
  1016. gs->getMap().objects[objectID.getNum()] = nullptr;
  1017. //If hero on Boat is removed, the Boat disappears
  1018. if(beatenHero->boat)
  1019. {
  1020. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1021. gs->getMap().instanceNames.erase(beatenHero->boat->instanceName);
  1022. gs->getMap().objects[beatenHero->boat->id.getNum()].dellNull();
  1023. beatenHero->boat = nullptr;
  1024. }
  1025. return;
  1026. }
  1027. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1028. if (quest)
  1029. {
  1030. gs->getMap().clearQuestInstance(quest->getQuest());
  1031. for (auto &player : gs->players)
  1032. {
  1033. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1034. return q.obj == obj;
  1035. });
  1036. }
  1037. }
  1038. gs->getMap().instanceNames.erase(obj->instanceName);
  1039. gs->getMap().objects[objectID.getNum()].dellNull();
  1040. gs->getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1041. }
  1042. static int getDir(const int3 & src, const int3 & dst)
  1043. {
  1044. int ret = -1;
  1045. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1046. {
  1047. ret = 1;
  1048. }
  1049. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1050. {
  1051. ret = 2;
  1052. }
  1053. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1054. {
  1055. ret = 3;
  1056. }
  1057. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1058. {
  1059. ret = 4;
  1060. }
  1061. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1062. {
  1063. ret = 5;
  1064. }
  1065. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1066. {
  1067. ret = 6;
  1068. }
  1069. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1070. {
  1071. ret = 7;
  1072. }
  1073. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1074. {
  1075. ret = 8;
  1076. }
  1077. return ret;
  1078. }
  1079. void TryMoveHero::applyGs(CGameState *gs)
  1080. {
  1081. CGHeroInstance *h = gs->getHero(id);
  1082. if (!h)
  1083. {
  1084. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1085. return;
  1086. }
  1087. const TerrainTile & fromTile = gs->getMap().getTile(h->convertToVisitablePos(start));
  1088. const TerrainTile & destTile = gs->getMap().getTile(h->convertToVisitablePos(end));
  1089. h->setMovementPoints(movePoints);
  1090. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1091. {
  1092. auto dir = getDir(start,end);
  1093. if(dir > 0 && dir <= 8)
  1094. h->moveDir = dir;
  1095. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1096. }
  1097. if(result == EMBARK) //hero enters boat at destination tile
  1098. {
  1099. assert(destTile.visitableObjects.size() >= 1 && destTile.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1100. auto * boat = dynamic_cast<CGBoat *>(destTile.visitableObjects.back());
  1101. assert(boat);
  1102. gs->getMap().removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1103. h->boat = boat;
  1104. h->attachTo(*boat);
  1105. boat->hero = h;
  1106. }
  1107. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1108. {
  1109. auto * b = const_cast<CGBoat *>(h->boat);
  1110. b->direction = h->moveDir;
  1111. b->pos = start;
  1112. b->hero = nullptr;
  1113. gs->getMap().addBlockVisTiles(b);
  1114. h->detachFrom(*b);
  1115. h->boat = nullptr;
  1116. }
  1117. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1118. {
  1119. gs->getMap().removeBlockVisTiles(h);
  1120. h->pos = end;
  1121. if(auto * b = const_cast<CGBoat *>(h->boat))
  1122. b->pos = end;
  1123. gs->getMap().addBlockVisTiles(h);
  1124. }
  1125. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1126. for(const int3 & t : fowRevealed)
  1127. fogOfWarMap[t.z][t.x][t.y] = 1;
  1128. if (fromTile.getTerrainID() != destTile.getTerrainID())
  1129. h->nodeHasChanged(); // update bonuses with terrain limiter
  1130. }
  1131. void NewStructures::applyGs(CGameState *gs)
  1132. {
  1133. CGTownInstance *t = gs->getTown(tid);
  1134. for(const auto & id : bid)
  1135. {
  1136. assert(t->getTown()->buildings.at(id) != nullptr);
  1137. t->addBuilding(id);
  1138. }
  1139. t->updateAppearance();
  1140. t->built = built;
  1141. t->recreateBuildingsBonuses();
  1142. }
  1143. void RazeStructures::applyGs(CGameState *gs)
  1144. {
  1145. CGTownInstance *t = gs->getTown(tid);
  1146. for(const auto & id : bid)
  1147. {
  1148. t->removeBuilding(id);
  1149. t->updateAppearance();
  1150. }
  1151. t->destroyed = destroyed; //yeaha
  1152. t->recreateBuildingsBonuses();
  1153. }
  1154. void SetAvailableCreatures::applyGs(CGameState *gs)
  1155. {
  1156. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1157. assert(dw);
  1158. dw->creatures = creatures;
  1159. }
  1160. void SetHeroesInTown::applyGs(CGameState *gs)
  1161. {
  1162. CGTownInstance *t = gs->getTown(tid);
  1163. CGHeroInstance * v = gs->getHero(visiting);
  1164. CGHeroInstance * g = gs->getHero(garrison);
  1165. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  1166. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  1167. if(newVisitorComesFromGarrison)
  1168. t->setGarrisonedHero(nullptr);
  1169. if(newGarrisonComesFromVisiting)
  1170. t->setVisitingHero(nullptr);
  1171. if(!newGarrisonComesFromVisiting || v)
  1172. t->setVisitingHero(v);
  1173. if(!newVisitorComesFromGarrison || g)
  1174. t->setGarrisonedHero(g);
  1175. if(v)
  1176. {
  1177. gs->getMap().addBlockVisTiles(v);
  1178. }
  1179. if(g)
  1180. {
  1181. gs->getMap().removeBlockVisTiles(g);
  1182. }
  1183. }
  1184. void HeroRecruited::applyGs(CGameState *gs)
  1185. {
  1186. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1187. CGTownInstance *t = gs->getTown(tid);
  1188. PlayerState *p = gs->getPlayerState(player);
  1189. if (boatId != ObjectInstanceID::NONE)
  1190. {
  1191. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1192. auto * boat = dynamic_cast<CGBoat *>(obj);
  1193. if (boat)
  1194. {
  1195. gs->getMap().removeBlockVisTiles(boat);
  1196. h->attachToBoat(boat);
  1197. }
  1198. }
  1199. h->setOwner(player);
  1200. h->pos = tile;
  1201. h->updateAppearance();
  1202. if(h->id == ObjectInstanceID())
  1203. {
  1204. h->id = ObjectInstanceID(static_cast<si32>(gs->getMap().objects.size()));
  1205. gs->getMap().objects.emplace_back(h);
  1206. }
  1207. else
  1208. gs->getMap().objects[h->id.getNum()] = h;
  1209. gs->getMap().heroesOnMap.emplace_back(h);
  1210. p->addOwnedObject(h);
  1211. h->attachTo(*p);
  1212. gs->getMap().addBlockVisTiles(h);
  1213. if(t)
  1214. t->setVisitingHero(h);
  1215. }
  1216. void GiveHero::applyGs(CGameState *gs)
  1217. {
  1218. CGHeroInstance *h = gs->getHero(id);
  1219. if (boatId != ObjectInstanceID::NONE)
  1220. {
  1221. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1222. auto * boat = dynamic_cast<CGBoat *>(obj);
  1223. if (boat)
  1224. {
  1225. gs->getMap().removeBlockVisTiles(boat);
  1226. h->attachToBoat(boat);
  1227. }
  1228. }
  1229. //bonus system
  1230. h->detachFrom(gs->globalEffects);
  1231. h->attachTo(*gs->getPlayerState(player));
  1232. auto oldVisitablePos = h->visitablePos();
  1233. gs->getMap().removeBlockVisTiles(h,true);
  1234. h->updateAppearance();
  1235. h->setOwner(player);
  1236. h->setMovementPoints(h->movementPointsLimit(true));
  1237. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  1238. gs->getMap().heroesOnMap.emplace_back(h);
  1239. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1240. gs->getMap().addBlockVisTiles(h);
  1241. h->setVisitedTown(nullptr, false);
  1242. }
  1243. void NewObject::applyGs(CGameState *gs)
  1244. {
  1245. newObject->id = ObjectInstanceID(static_cast<si32>(gs->getMap().objects.size()));
  1246. gs->getMap().objects.emplace_back(newObject);
  1247. gs->getMap().addBlockVisTiles(newObject);
  1248. gs->getMap().calculateGuardingGreaturePositions();
  1249. // attach newly spawned wandering monster to global bonus system node
  1250. auto newArmy = dynamic_cast<CArmedInstance*>(newObject);
  1251. if (newArmy)
  1252. newArmy->whatShouldBeAttached().attachTo(newArmy->whereShouldBeAttached(gs));
  1253. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1254. }
  1255. void NewArtifact::applyGs(CGameState *gs)
  1256. {
  1257. auto art = ArtifactUtils::createArtifact(artId, spellId);
  1258. gs->getMap().addNewArtifactInstance(art);
  1259. PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
  1260. pa.applyGs(gs);
  1261. }
  1262. struct ObjectRetriever
  1263. {
  1264. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1265. {
  1266. return h;
  1267. }
  1268. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1269. {
  1270. return s->armyObj;
  1271. }
  1272. };
  1273. template<typename T>
  1274. struct GetBase
  1275. {
  1276. template <typename TArg>
  1277. T * operator()(TArg &arg) const
  1278. {
  1279. return arg;
  1280. }
  1281. };
  1282. void ChangeStackCount::applyGs(CGameState *gs)
  1283. {
  1284. auto * srcObj = gs->getArmyInstance(army);
  1285. if(!srcObj)
  1286. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1287. if(absoluteValue)
  1288. srcObj->setStackCount(slot, count);
  1289. else
  1290. srcObj->changeStackCount(slot, count);
  1291. }
  1292. void SetStackType::applyGs(CGameState *gs)
  1293. {
  1294. auto * srcObj = gs->getArmyInstance(army);
  1295. if(!srcObj)
  1296. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1297. srcObj->setStackType(slot, type);
  1298. }
  1299. void EraseStack::applyGs(CGameState *gs)
  1300. {
  1301. auto * srcObj = gs->getArmyInstance(army);
  1302. if(!srcObj)
  1303. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1304. srcObj->eraseStack(slot);
  1305. }
  1306. void SwapStacks::applyGs(CGameState *gs)
  1307. {
  1308. auto * srcObj = gs->getArmyInstance(srcArmy);
  1309. if(!srcObj)
  1310. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1311. auto * dstObj = gs->getArmyInstance(dstArmy);
  1312. if(!dstObj)
  1313. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1314. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1315. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1316. srcObj->putStack(srcSlot, s2);
  1317. dstObj->putStack(dstSlot, s1);
  1318. }
  1319. void InsertNewStack::applyGs(CGameState *gs)
  1320. {
  1321. if(auto * obj = gs->getArmyInstance(army))
  1322. obj->putStack(slot, new CStackInstance(type, count));
  1323. else
  1324. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1325. }
  1326. void RebalanceStacks::applyGs(CGameState *gs)
  1327. {
  1328. auto * srcObj = gs->getArmyInstance(srcArmy);
  1329. if(!srcObj)
  1330. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1331. auto * dstObj = gs->getArmyInstance(dstArmy);
  1332. if(!dstObj)
  1333. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1334. StackLocation src(srcObj->id, srcSlot);
  1335. StackLocation dst(dstObj->id, dstSlot);
  1336. const CCreature * srcType = srcObj->getCreature(src.slot);
  1337. TQuantity srcCount = srcObj->getStackCount(src.slot);
  1338. bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1339. if(srcCount == count) //moving whole stack
  1340. {
  1341. const auto c = dstObj->getCreature(dst.slot);
  1342. if(c) //stack at dest -> merge
  1343. {
  1344. assert(c == srcType);
  1345. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  1346. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  1347. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  1348. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  1349. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1350. {
  1351. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1352. {
  1353. bool artifactIsLost = true;
  1354. if(srcHero)
  1355. {
  1356. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1357. if (dstSlot != ArtifactPosition::PRE_FIRST)
  1358. {
  1359. gs->getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1360. artifactIsLost = false;
  1361. }
  1362. }
  1363. if (artifactIsLost)
  1364. {
  1365. BulkEraseArtifacts ea;
  1366. ea.artHolder = dstHero->id;
  1367. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1368. ea.creature = dst.slot;
  1369. ea.applyGs(gs);
  1370. logNetwork->warn("Cannot move artifact! No free slots");
  1371. }
  1372. gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1373. //TODO: choose from dialog
  1374. }
  1375. else //just move to the other slot before stack gets erased
  1376. {
  1377. gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1378. }
  1379. }
  1380. if (stackExp)
  1381. {
  1382. ui64 totalExp = srcCount * srcObj->getStackExperience(src.slot) + dstObj->getStackCount(dst.slot) * dstObj->getStackExperience(dst.slot);
  1383. srcObj->eraseStack(src.slot);
  1384. dstObj->changeStackCount(dst.slot, count);
  1385. dstObj->setStackExp(dst.slot, totalExp /(dstObj->getStackCount(dst.slot))); //mean
  1386. }
  1387. else
  1388. {
  1389. srcObj->eraseStack(src.slot);
  1390. dstObj->changeStackCount(dst.slot, count);
  1391. }
  1392. }
  1393. else //move stack to an empty slot, no exp change needed
  1394. {
  1395. CStackInstance *stackDetached = srcObj->detachStack(src.slot);
  1396. dstObj->putStack(dst.slot, stackDetached);
  1397. }
  1398. }
  1399. else
  1400. {
  1401. [[maybe_unused]] const CCreature *c = dstObj->getCreature(dst.slot);
  1402. if(c) //stack at dest -> rebalance
  1403. {
  1404. assert(c == srcType);
  1405. if (stackExp)
  1406. {
  1407. ui64 totalExp = srcCount * srcObj->getStackExperience(src.slot) + dstObj->getStackCount(dst.slot) * dstObj->getStackExperience(dst.slot);
  1408. srcObj->changeStackCount(src.slot, -count);
  1409. dstObj->changeStackCount(dst.slot, count);
  1410. dstObj->setStackExp(dst.slot, totalExp /(srcObj->getStackCount(src.slot) + dstObj->getStackCount(dst.slot))); //mean
  1411. }
  1412. else
  1413. {
  1414. srcObj->changeStackCount(src.slot, -count);
  1415. dstObj->changeStackCount(dst.slot, count);
  1416. }
  1417. }
  1418. else //split stack to an empty slot
  1419. {
  1420. srcObj->changeStackCount(src.slot, -count);
  1421. dstObj->addToSlot(dst.slot, srcType->getId(), count, false);
  1422. if (stackExp)
  1423. dstObj->setStackExp(dst.slot, srcObj->getStackExperience(src.slot));
  1424. }
  1425. }
  1426. srcObj->nodeHasChanged();
  1427. if (srcObj != dstObj)
  1428. dstObj->nodeHasChanged();
  1429. }
  1430. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1431. {
  1432. for(auto & move : moves)
  1433. move.applyGs(gs);
  1434. }
  1435. void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
  1436. {
  1437. for(auto & move : moves)
  1438. move.applyGs(gs);
  1439. for(auto & change : changes)
  1440. change.applyGs(gs);
  1441. }
  1442. void PutArtifact::applyGs(CGameState *gs)
  1443. {
  1444. auto art = gs->getArtInstance(id);
  1445. assert(!art->getParentNodes().empty());
  1446. auto hero = gs->getHero(al.artHolder);
  1447. assert(hero);
  1448. assert(art && art->canBePutAt(hero, al.slot));
  1449. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1450. gs->getMap().putArtifactInstance(*hero, art, al.slot);
  1451. }
  1452. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1453. {
  1454. const auto artSet = gs->getArtSet(artHolder);
  1455. assert(artSet);
  1456. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1457. {
  1458. return slot0.num > slot1.num;
  1459. });
  1460. for(const auto & slot : posPack)
  1461. {
  1462. const auto slotInfo = artSet->getSlot(slot);
  1463. if(slotInfo->locked)
  1464. {
  1465. logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->getType()->getNameTranslated());
  1466. DisassembledArtifact dis;
  1467. dis.al.artHolder = artHolder;
  1468. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1469. {
  1470. auto art = slotInfoWorn.second.artifact;
  1471. if(art->isCombined() && art->isPart(slotInfo->artifact))
  1472. {
  1473. dis.al.slot = artSet->getArtPos(art);
  1474. break;
  1475. }
  1476. }
  1477. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1478. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  1479. dis.applyGs(gs);
  1480. }
  1481. else
  1482. {
  1483. logGlobal->debug("Erasing artifact %s", slotInfo->artifact->getType()->getNameTranslated());
  1484. }
  1485. gs->getMap().removeArtifactInstance(*artSet, slot);
  1486. }
  1487. }
  1488. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1489. {
  1490. const auto bulkArtsRemove = [gs](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  1491. {
  1492. std::vector<ArtifactPosition> packToRemove;
  1493. for(const auto & slotsPair : artsPack)
  1494. packToRemove.push_back(slotsPair.srcPos);
  1495. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1496. {
  1497. return slot0.num > slot1.num;
  1498. });
  1499. for(const auto & slot : packToRemove)
  1500. gs->getMap().removeArtifactInstance(artSet, slot);
  1501. };
  1502. const auto bulkArtsPut = [gs](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1503. {
  1504. for(const auto & slotsPair : artsPack)
  1505. {
  1506. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1507. assert(art);
  1508. gs->getMap().putArtifactInstance(dstArtSet, art, slotsPair.dstPos);
  1509. }
  1510. };
  1511. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1512. assert(leftSet);
  1513. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1514. assert(rightSet);
  1515. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1516. bulkArtsRemove(artsPack0, *leftSet);
  1517. if(!artsPack1.empty())
  1518. {
  1519. CArtifactFittingSet artInitialSetRight(*rightSet);
  1520. bulkArtsRemove(artsPack1, *rightSet);
  1521. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1522. }
  1523. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1524. }
  1525. void AssembledArtifact::applyGs(CGameState *gs)
  1526. {
  1527. auto artSet = gs->getArtSet(al.artHolder);
  1528. assert(artSet);
  1529. const auto transformedArt = artSet->getArt(al.slot);
  1530. assert(transformedArt);
  1531. const auto builtArt = artId.toArtifact();
  1532. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1533. {
  1534. return art->getId() == builtArt->getId();
  1535. }));
  1536. auto * combinedArt = new CArtifactInstance(builtArt);
  1537. gs->getMap().addNewArtifactInstance(combinedArt);
  1538. // Find slots for all involved artifacts
  1539. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { al.slot };
  1540. CArtifactFittingSet fittingSet(*artSet);
  1541. auto parts = builtArt->getConstituents();
  1542. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  1543. for(const auto constituent : parts)
  1544. {
  1545. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  1546. fittingSet.lockSlot(slot);
  1547. assert(slot != ArtifactPosition::PRE_FIRST);
  1548. slotsInvolved.insert(slot);
  1549. }
  1550. // Find a slot for combined artifact
  1551. if(ArtifactUtils::isSlotEquipment(al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  1552. {
  1553. al.slot = ArtifactPosition::BACKPACK_START;
  1554. }
  1555. else if(ArtifactUtils::isSlotBackpack(al.slot))
  1556. {
  1557. for(const auto & slot : slotsInvolved)
  1558. if(ArtifactUtils::isSlotBackpack(slot))
  1559. al.slot = slot;
  1560. }
  1561. else
  1562. {
  1563. for(const auto & slot : slotsInvolved)
  1564. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1565. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  1566. {
  1567. al.slot = slot;
  1568. break;
  1569. }
  1570. }
  1571. // Delete parts from hero
  1572. for(const auto & slot : slotsInvolved)
  1573. {
  1574. const auto constituentInstance = artSet->getArt(slot);
  1575. gs->getMap().removeArtifactInstance(*artSet, slot);
  1576. if(!combinedArt->getType()->isFused())
  1577. {
  1578. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1579. combinedArt->addPart(constituentInstance, slot);
  1580. else
  1581. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1582. }
  1583. }
  1584. // Put new combined artifacts
  1585. gs->getMap().putArtifactInstance(*artSet, combinedArt, al.slot);
  1586. }
  1587. void DisassembledArtifact::applyGs(CGameState *gs)
  1588. {
  1589. auto hero = gs->getHero(al.artHolder);
  1590. assert(hero);
  1591. auto disassembledArt = hero->getArt(al.slot);
  1592. assert(disassembledArt);
  1593. const auto parts = disassembledArt->getPartsInfo();
  1594. gs->getMap().removeArtifactInstance(*hero, al.slot);
  1595. for(auto & part : parts)
  1596. {
  1597. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1598. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1599. disassembledArt->detachFrom(*part.art);
  1600. gs->getMap().putArtifactInstance(*hero, part.art, slot);
  1601. }
  1602. gs->getMap().eraseArtifactInstance(disassembledArt);
  1603. }
  1604. void HeroVisit::applyGs(CGameState *gs)
  1605. {
  1606. }
  1607. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1608. {
  1609. if(id != ObjectInstanceID::NONE)
  1610. {
  1611. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1612. {
  1613. bm->artifacts = arts;
  1614. }
  1615. else
  1616. {
  1617. logNetwork->error("Wrong black market id!");
  1618. }
  1619. }
  1620. else
  1621. {
  1622. gs->getMap().townMerchantArtifacts = arts;
  1623. }
  1624. }
  1625. void NewTurn::applyGs(CGameState *gs)
  1626. {
  1627. gs->day = day;
  1628. // Update bonuses before doing anything else so hero don't get more MP than needed
  1629. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1630. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1631. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1632. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1633. for(auto & manaPack : heroesMana)
  1634. manaPack.applyGs(gs);
  1635. for(auto & movePack : heroesMovement)
  1636. movePack.applyGs(gs);
  1637. gs->heroesPool->onNewDay();
  1638. for(auto & entry : playerIncome)
  1639. {
  1640. gs->getPlayerState(entry.first)->resources += entry.second;
  1641. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1642. }
  1643. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1644. creatureSet.applyGs(gs);
  1645. for(CGTownInstance* t : gs->getMap().towns)
  1646. {
  1647. t->built = 0;
  1648. t->spellResearchCounterDay = 0;
  1649. }
  1650. if(newRumor)
  1651. gs->currentRumor = *newRumor;
  1652. }
  1653. void SetObjectProperty::applyGs(CGameState *gs)
  1654. {
  1655. CGObjectInstance *obj = gs->getObjInstance(id);
  1656. if(!obj)
  1657. {
  1658. logNetwork->error("Wrong object ID - property cannot be set!");
  1659. return;
  1660. }
  1661. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1662. if(what == ObjProperty::OWNER && obj->asOwnable())
  1663. {
  1664. PlayerColor oldOwner = obj->getOwner();
  1665. PlayerColor newOwner = identifier.as<PlayerColor>();
  1666. if(oldOwner.isValidPlayer())
  1667. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);
  1668. if(newOwner.isValidPlayer())
  1669. gs->getPlayerState(newOwner)->addOwnedObject(obj);
  1670. }
  1671. if(what == ObjProperty::OWNER && cai)
  1672. {
  1673. if(obj->ID == Obj::TOWN)
  1674. {
  1675. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1676. assert(t);
  1677. PlayerColor oldOwner = t->tempOwner;
  1678. if(oldOwner.isValidPlayer())
  1679. {
  1680. auto * state = gs->getPlayerState(oldOwner);
  1681. if(state->getTowns().empty())
  1682. state->daysWithoutCastle = 0;
  1683. }
  1684. if(identifier.as<PlayerColor>().isValidPlayer())
  1685. {
  1686. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1687. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1688. if(p->daysWithoutCastle)
  1689. p->daysWithoutCastle = std::nullopt;
  1690. }
  1691. }
  1692. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1693. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1694. obj->setProperty(what, identifier);
  1695. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1696. }
  1697. else //not an armed instance
  1698. {
  1699. obj->setProperty(what, identifier);
  1700. }
  1701. }
  1702. void HeroLevelUp::applyGs(CGameState *gs)
  1703. {
  1704. auto * hero = gs->getHero(heroId);
  1705. assert(hero);
  1706. hero->levelUp(skills);
  1707. }
  1708. void CommanderLevelUp::applyGs(CGameState *gs)
  1709. {
  1710. auto * hero = gs->getHero(heroId);
  1711. assert(hero);
  1712. const auto & commander = hero->getCommander();
  1713. assert(commander);
  1714. commander->levelUp();
  1715. }
  1716. void BattleStart::applyGs(CGameState *gs)
  1717. {
  1718. assert(battleID == gs->nextBattleID);
  1719. gs->currentBattles.emplace_back(info);
  1720. info->battleID = gs->nextBattleID;
  1721. info->localInit();
  1722. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1723. }
  1724. void BattleNextRound::applyGs(CGameState *gs)
  1725. {
  1726. gs->getBattle(battleID)->nextRound();
  1727. }
  1728. void BattleSetActiveStack::applyGs(CGameState *gs)
  1729. {
  1730. gs->getBattle(battleID)->nextTurn(stack);
  1731. }
  1732. void BattleTriggerEffect::applyGs(CGameState *gs)
  1733. {
  1734. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1735. assert(st);
  1736. switch(static_cast<BonusType>(effect))
  1737. {
  1738. case BonusType::HP_REGENERATION:
  1739. {
  1740. int64_t toHeal = val;
  1741. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1742. break;
  1743. }
  1744. case BonusType::MANA_DRAIN:
  1745. {
  1746. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1747. st->drainedMana = true;
  1748. h->mana -= val;
  1749. vstd::amax(h->mana, 0);
  1750. break;
  1751. }
  1752. case BonusType::POISON:
  1753. {
  1754. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1755. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1756. if (b)
  1757. b->val = val;
  1758. break;
  1759. }
  1760. case BonusType::ENCHANTER:
  1761. case BonusType::MORALE:
  1762. break;
  1763. case BonusType::FEAR:
  1764. st->fear = true;
  1765. break;
  1766. default:
  1767. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1768. }
  1769. }
  1770. void BattleUpdateGateState::applyGs(CGameState *gs)
  1771. {
  1772. if(gs->getBattle(battleID))
  1773. gs->getBattle(battleID)->si.gateState = state;
  1774. }
  1775. void BattleCancelled::applyGs(CGameState *gs)
  1776. {
  1777. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1778. {
  1779. return battle->battleID == battleID;
  1780. });
  1781. assert(currentBattle != gs->currentBattles.end());
  1782. gs->currentBattles.erase(currentBattle);
  1783. }
  1784. void BattleResultAccepted::applyGs(CGameState *gs)
  1785. {
  1786. // Remove any "until next battle" bonuses
  1787. if(const auto attackerHero = gs->getHero(heroResult[BattleSide::ATTACKER].heroId))
  1788. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1789. if(const auto defenderHero = gs->getHero(heroResult[BattleSide::DEFENDER].heroId))
  1790. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1791. if(winnerSide != BattleSide::NONE)
  1792. {
  1793. // Grow up growing artifacts
  1794. if(const auto winnerHero = gs->getHero(heroResult[winnerSide].heroId))
  1795. {
  1796. if(winnerHero->getCommander() && winnerHero->getCommander()->alive)
  1797. {
  1798. for(auto & art : winnerHero->getCommander()->artifactsWorn)
  1799. art.second.artifact->growingUp();
  1800. }
  1801. for(auto & art : winnerHero->artifactsWorn)
  1802. {
  1803. art.second.artifact->growingUp();
  1804. }
  1805. }
  1806. }
  1807. if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1808. {
  1809. if(const auto attackerArmy = gs->getArmyInstance(heroResult[BattleSide::ATTACKER].armyId))
  1810. {
  1811. attackerArmy->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1812. attackerArmy->nodeHasChanged();
  1813. }
  1814. if(const auto defenderArmy = gs->getArmyInstance(heroResult[BattleSide::DEFENDER].armyId))
  1815. {
  1816. defenderArmy->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1817. defenderArmy->nodeHasChanged();
  1818. }
  1819. }
  1820. }
  1821. void BattleLogMessage::applyGs(CGameState *gs)
  1822. {
  1823. //nothing
  1824. }
  1825. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1826. {
  1827. //nothing
  1828. }
  1829. void BattleStackMoved::applyGs(CGameState *gs)
  1830. {
  1831. applyBattle(gs->getBattle(battleID));
  1832. }
  1833. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1834. {
  1835. battleState->moveUnit(stack, tilesToMove.back());
  1836. }
  1837. void BattleStackAttacked::applyGs(CGameState *gs)
  1838. {
  1839. applyBattle(gs->getBattle(battleID));
  1840. }
  1841. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1842. {
  1843. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1844. }
  1845. void BattleAttack::applyGs(CGameState *gs)
  1846. {
  1847. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1848. assert(attacker);
  1849. attackerChanges.applyGs(gs);
  1850. for(BattleStackAttacked & stackAttacked : bsa)
  1851. stackAttacked.applyGs(gs);
  1852. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1853. if(!this->counter())
  1854. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1855. }
  1856. void StartAction::applyGs(CGameState *gs)
  1857. {
  1858. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1859. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1860. {
  1861. gs->getBattle(battleID)->tacticDistance = 0;
  1862. return;
  1863. }
  1864. if(gs->getBattle(battleID)->tacticDistance)
  1865. {
  1866. // moves in tactics phase do not affect creature status
  1867. // (tactics stack queue is managed by client)
  1868. return;
  1869. }
  1870. if (ba.isUnitAction())
  1871. {
  1872. assert(st); // stack must exists for all non-hero actions
  1873. switch(ba.actionType)
  1874. {
  1875. case EActionType::DEFEND:
  1876. st->waiting = false;
  1877. st->defending = true;
  1878. st->defendingAnim = true;
  1879. break;
  1880. case EActionType::WAIT:
  1881. st->defendingAnim = false;
  1882. st->waiting = true;
  1883. st->waitedThisTurn = true;
  1884. break;
  1885. case EActionType::HERO_SPELL: //no change in current stack state
  1886. break;
  1887. default: //any active stack action - attack, catapult, heal, spell...
  1888. st->waiting = false;
  1889. st->defendingAnim = false;
  1890. st->movedThisRound = true;
  1891. st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
  1892. break;
  1893. }
  1894. }
  1895. else
  1896. {
  1897. if(ba.actionType == EActionType::HERO_SPELL)
  1898. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1899. }
  1900. }
  1901. void BattleSpellCast::applyGs(CGameState *gs)
  1902. {
  1903. if(castByHero && side != BattleSide::NONE)
  1904. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1905. }
  1906. void SetStackEffect::applyGs(CGameState *gs)
  1907. {
  1908. applyBattle(gs->getBattle(battleID));
  1909. }
  1910. void SetStackEffect::applyBattle(IBattleState * battleState)
  1911. {
  1912. for(const auto & stackData : toRemove)
  1913. battleState->removeUnitBonus(stackData.first, stackData.second);
  1914. for(const auto & stackData : toUpdate)
  1915. battleState->updateUnitBonus(stackData.first, stackData.second);
  1916. for(const auto & stackData : toAdd)
  1917. battleState->addUnitBonus(stackData.first, stackData.second);
  1918. }
  1919. void StacksInjured::applyGs(CGameState *gs)
  1920. {
  1921. applyBattle(gs->getBattle(battleID));
  1922. }
  1923. void StacksInjured::applyBattle(IBattleState * battleState)
  1924. {
  1925. for(BattleStackAttacked stackAttacked : stacks)
  1926. stackAttacked.applyBattle(battleState);
  1927. }
  1928. void BattleUnitsChanged::applyGs(CGameState *gs)
  1929. {
  1930. applyBattle(gs->getBattle(battleID));
  1931. }
  1932. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1933. {
  1934. for(auto & elem : changedStacks)
  1935. {
  1936. switch(elem.operation)
  1937. {
  1938. case BattleChanges::EOperation::RESET_STATE:
  1939. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1940. break;
  1941. case BattleChanges::EOperation::REMOVE:
  1942. battleState->removeUnit(elem.id);
  1943. break;
  1944. case BattleChanges::EOperation::ADD:
  1945. battleState->addUnit(elem.id, elem.data);
  1946. break;
  1947. case BattleChanges::EOperation::UPDATE:
  1948. battleState->updateUnit(elem.id, elem.data);
  1949. break;
  1950. default:
  1951. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1952. break;
  1953. }
  1954. }
  1955. }
  1956. void BattleResultsApplied::applyGs(CGameState * gs)
  1957. {
  1958. learnedSpells.applyGs(gs);
  1959. for(auto & artPack : artifacts)
  1960. artPack.applyGs(gs);
  1961. const auto currentBattle = std::find_if(gs->currentBattles.begin(), gs->currentBattles.end(),
  1962. [this](const auto & battle)
  1963. {
  1964. return battle->battleID == battleID;
  1965. });
  1966. assert(currentBattle != gs->currentBattles.end());
  1967. gs->currentBattles.erase(currentBattle);
  1968. }
  1969. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1970. {
  1971. applyBattle(gs->getBattle(battleID));
  1972. }
  1973. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1974. {
  1975. for(const auto & change : changes)
  1976. {
  1977. switch(change.operation)
  1978. {
  1979. case BattleChanges::EOperation::REMOVE:
  1980. battleState->removeObstacle(change.id);
  1981. break;
  1982. case BattleChanges::EOperation::ADD:
  1983. battleState->addObstacle(change);
  1984. break;
  1985. case BattleChanges::EOperation::UPDATE:
  1986. battleState->updateObstacle(change);
  1987. break;
  1988. default:
  1989. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1990. break;
  1991. }
  1992. }
  1993. }
  1994. CatapultAttack::CatapultAttack() = default;
  1995. CatapultAttack::~CatapultAttack() = default;
  1996. void CatapultAttack::applyGs(CGameState *gs)
  1997. {
  1998. applyBattle(gs->getBattle(battleID));
  1999. }
  2000. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2001. {
  2002. visitor.visitCatapultAttack(*this);
  2003. }
  2004. void CatapultAttack::applyBattle(IBattleState * battleState)
  2005. {
  2006. const auto * town = battleState->getDefendedTown();
  2007. if(!town)
  2008. return;
  2009. if(town->fortificationsLevel().wallsHealth == 0)
  2010. return;
  2011. for(const auto & part : attackedParts)
  2012. {
  2013. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2014. battleState->setWallState(part.attackedPart, newWallState);
  2015. }
  2016. }
  2017. void BattleSetStackProperty::applyGs(CGameState *gs)
  2018. {
  2019. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  2020. switch(which)
  2021. {
  2022. case CASTS:
  2023. {
  2024. if(absolute)
  2025. logNetwork->error("Can not change casts in absolute mode");
  2026. else
  2027. stack->casts.use(-val);
  2028. break;
  2029. }
  2030. case ENCHANTER_COUNTER:
  2031. {
  2032. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  2033. if(absolute)
  2034. counter = val;
  2035. else
  2036. counter += val;
  2037. vstd::amax(counter, 0);
  2038. break;
  2039. }
  2040. case UNBIND:
  2041. {
  2042. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2043. break;
  2044. }
  2045. case CLONED:
  2046. {
  2047. stack->cloned = true;
  2048. break;
  2049. }
  2050. case HAS_CLONE:
  2051. {
  2052. stack->cloneID = val;
  2053. break;
  2054. }
  2055. }
  2056. }
  2057. void PlayerCheated::applyGs(CGameState *gs)
  2058. {
  2059. if(!player.isValidPlayer())
  2060. return;
  2061. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2062. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2063. gs->getPlayerState(player)->cheated = true;
  2064. }
  2065. void PlayerStartsTurn::applyGs(CGameState *gs)
  2066. {
  2067. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2068. gs->actingPlayers.insert(player);
  2069. }
  2070. void PlayerEndsTurn::applyGs(CGameState *gs)
  2071. {
  2072. assert(gs->actingPlayers.count(player) == 1);
  2073. gs->actingPlayers.erase(player);
  2074. }
  2075. void DaysWithoutTown::applyGs(CGameState *gs)
  2076. {
  2077. auto & playerState = gs->players[player];
  2078. playerState.daysWithoutCastle = daysWithoutCastle;
  2079. }
  2080. void TurnTimeUpdate::applyGs(CGameState *gs)
  2081. {
  2082. auto & playerState = gs->players[player];
  2083. playerState.turnTimer = turnTimer;
  2084. }
  2085. void EntitiesChanged::applyGs(CGameState *gs)
  2086. {
  2087. for(const auto & change : changes)
  2088. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2089. }
  2090. void SetRewardableConfiguration::applyGs(CGameState *gs)
  2091. {
  2092. auto * objectPtr = gs->getObjInstance(objectID);
  2093. if (!buildingID.hasValue())
  2094. {
  2095. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2096. assert(rewardablePtr);
  2097. rewardablePtr->configuration = configuration;
  2098. rewardablePtr->initializeGuards();
  2099. }
  2100. else
  2101. {
  2102. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2103. TownBuildingInstance * buildingPtr = nullptr;
  2104. for (auto & building : townPtr->rewardableBuildings)
  2105. if (building.second->getBuildingType() == buildingID)
  2106. buildingPtr = building.second;
  2107. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2108. assert(rewardablePtr);
  2109. rewardablePtr->configuration = configuration;
  2110. }
  2111. }
  2112. const CArtifactInstance * ArtSlotInfo::getArt() const
  2113. {
  2114. if(locked)
  2115. return nullptr;
  2116. return artifact;
  2117. }
  2118. VCMI_LIB_NAMESPACE_END