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NetPacksLib.cpp 60 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 "VCMI_Lib.h"
  24. #include "mapping/CMap.h"
  25. #include "spells/CSpellHandler.h"
  26. #include "CCreatureHandler.h"
  27. #include "gameState/CGameState.h"
  28. #include "gameState/TavernHeroesPool.h"
  29. #include "CStack.h"
  30. #include "battle/BattleInfo.h"
  31. #include "mapping/CMapInfo.h"
  32. #include "StartInfo.h"
  33. #include "CPlayerState.h"
  34. #include "TerrainHandler.h"
  35. #include "entities/building/CBuilding.h"
  36. #include "entities/building/TownFortifications.h"
  37. #include "mapObjects/CBank.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 SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
  122. {
  123. visitor.visitSetBankConfiguration(*this);
  124. }
  125. void SetResources::visitTyped(ICPackVisitor & visitor)
  126. {
  127. visitor.visitSetResources(*this);
  128. }
  129. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  130. {
  131. visitor.visitSetPrimSkill(*this);
  132. }
  133. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  134. {
  135. visitor.visitSetSecSkill(*this);
  136. }
  137. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  138. {
  139. visitor.visitHeroVisitCastle(*this);
  140. }
  141. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  142. {
  143. visitor.visitChangeSpells(*this);
  144. }
  145. void SetResearchedSpells::visitTyped(ICPackVisitor & visitor)
  146. {
  147. visitor.visitSetResearchedSpells(*this);
  148. }
  149. void SetMana::visitTyped(ICPackVisitor & visitor)
  150. {
  151. visitor.visitSetMana(*this);
  152. }
  153. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  154. {
  155. visitor.visitSetMovePoints(*this);
  156. }
  157. void FoWChange::visitTyped(ICPackVisitor & visitor)
  158. {
  159. visitor.visitFoWChange(*this);
  160. }
  161. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  162. {
  163. visitor.visitSetAvailableHeroes(*this);
  164. }
  165. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  166. {
  167. visitor.visitGiveBonus(*this);
  168. }
  169. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  170. {
  171. visitor.visitChangeObjPos(*this);
  172. }
  173. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  174. {
  175. visitor.visitPlayerEndsTurn(*this);
  176. }
  177. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  178. {
  179. visitor.visitPlayerEndsGame(*this);
  180. }
  181. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  182. {
  183. visitor.visitPlayerReinitInterface(*this);
  184. }
  185. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  186. {
  187. visitor.visitRemoveBonus(*this);
  188. }
  189. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  190. {
  191. visitor.visitSetCommanderProperty(*this);
  192. }
  193. void AddQuest::visitTyped(ICPackVisitor & visitor)
  194. {
  195. visitor.visitAddQuest(*this);
  196. }
  197. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  198. {
  199. visitor.visitUpdateArtHandlerLists(*this);
  200. }
  201. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  202. {
  203. visitor.visitChangeFormation(*this);
  204. }
  205. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  206. {
  207. visitor.visitRemoveObject(*this);
  208. }
  209. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  210. {
  211. visitor.visitTryMoveHero(*this);
  212. }
  213. void NewStructures::visitTyped(ICPackVisitor & visitor)
  214. {
  215. visitor.visitNewStructures(*this);
  216. }
  217. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  218. {
  219. visitor.visitRazeStructures(*this);
  220. }
  221. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  222. {
  223. visitor.visitSetAvailableCreatures(*this);
  224. }
  225. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  226. {
  227. visitor.visitSetHeroesInTown(*this);
  228. }
  229. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  230. {
  231. visitor.visitHeroRecruited(*this);
  232. }
  233. void GiveHero::visitTyped(ICPackVisitor & visitor)
  234. {
  235. visitor.visitGiveHero(*this);
  236. }
  237. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  238. {
  239. visitor.visitOpenWindow(*this);
  240. }
  241. void NewObject::visitTyped(ICPackVisitor & visitor)
  242. {
  243. visitor.visitNewObject(*this);
  244. }
  245. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  246. {
  247. visitor.visitSetAvailableArtifacts(*this);
  248. }
  249. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  250. {
  251. visitor.visitNewArtifact(*this);
  252. }
  253. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  254. {
  255. visitor.visitChangeStackCount(*this);
  256. }
  257. void SetStackType::visitTyped(ICPackVisitor & visitor)
  258. {
  259. visitor.visitSetStackType(*this);
  260. }
  261. void EraseStack::visitTyped(ICPackVisitor & visitor)
  262. {
  263. visitor.visitEraseStack(*this);
  264. }
  265. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  266. {
  267. visitor.visitSwapStacks(*this);
  268. }
  269. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  270. {
  271. visitor.visitInsertNewStack(*this);
  272. }
  273. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  274. {
  275. visitor.visitRebalanceStacks(*this);
  276. }
  277. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  278. {
  279. visitor.visitBulkRebalanceStacks(*this);
  280. }
  281. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  282. {
  283. visitor.visitBulkSmartRebalanceStacks(*this);
  284. }
  285. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  286. {
  287. visitor.visitPutArtifact(*this);
  288. }
  289. void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
  290. {
  291. visitor.visitEraseArtifact(*this);
  292. }
  293. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  294. {
  295. visitor.visitBulkMoveArtifacts(*this);
  296. }
  297. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  298. {
  299. visitor.visitAssembledArtifact(*this);
  300. }
  301. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  302. {
  303. visitor.visitDisassembledArtifact(*this);
  304. }
  305. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  306. {
  307. visitor.visitHeroVisit(*this);
  308. }
  309. void NewTurn::visitTyped(ICPackVisitor & visitor)
  310. {
  311. visitor.visitNewTurn(*this);
  312. }
  313. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  314. {
  315. visitor.visitInfoWindow(*this);
  316. }
  317. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  318. {
  319. visitor.visitSetObjectProperty(*this);
  320. }
  321. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  322. {
  323. visitor.visitChangeObjectVisitors(*this);
  324. }
  325. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  326. {
  327. visitor.visitChangeArtifactsCostume(*this);
  328. }
  329. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  330. {
  331. visitor.visitHeroLevelUp(*this);
  332. }
  333. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  334. {
  335. visitor.visitCommanderLevelUp(*this);
  336. }
  337. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  338. {
  339. visitor.visitBlockingDialog(*this);
  340. }
  341. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  342. {
  343. visitor.visitGarrisonDialog(*this);
  344. }
  345. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  346. {
  347. visitor.visitExchangeDialog(*this);
  348. }
  349. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  350. {
  351. visitor.visitTeleportDialog(*this);
  352. }
  353. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  354. {
  355. visitor.visitMapObjectSelectDialog(*this);
  356. }
  357. void BattleStart::visitTyped(ICPackVisitor & visitor)
  358. {
  359. visitor.visitBattleStart(*this);
  360. }
  361. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  362. {
  363. visitor.visitBattleNextRound(*this);
  364. }
  365. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  366. {
  367. visitor.visitBattleSetActiveStack(*this);
  368. }
  369. void BattleResult::visitTyped(ICPackVisitor & visitor)
  370. {
  371. visitor.visitBattleResult(*this);
  372. }
  373. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  374. {
  375. visitor.visitBattleLogMessage(*this);
  376. }
  377. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  378. {
  379. visitor.visitBattleStackMoved(*this);
  380. }
  381. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  382. {
  383. visitor.visitBattleUnitsChanged(*this);
  384. }
  385. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  386. {
  387. visitor.visitBattleAttack(*this);
  388. }
  389. void StartAction::visitTyped(ICPackVisitor & visitor)
  390. {
  391. visitor.visitStartAction(*this);
  392. }
  393. void EndAction::visitTyped(ICPackVisitor & visitor)
  394. {
  395. visitor.visitEndAction(*this);
  396. }
  397. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  398. {
  399. visitor.visitBattleSpellCast(*this);
  400. }
  401. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  402. {
  403. visitor.visitSetStackEffect(*this);
  404. }
  405. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  406. {
  407. visitor.visitStacksInjured(*this);
  408. }
  409. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  410. {
  411. visitor.visitBattleResultsApplied(*this);
  412. }
  413. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  414. {
  415. visitor.visitBattleObstaclesChanged(*this);
  416. }
  417. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  418. {
  419. visitor.visitBattleSetStackProperty(*this);
  420. }
  421. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  422. {
  423. visitor.visitBattleTriggerEffect(*this);
  424. }
  425. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  426. {
  427. visitor.visitBattleUpdateGateState(*this);
  428. }
  429. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  430. {
  431. visitor.visitAdvmapSpellCast(*this);
  432. }
  433. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  434. {
  435. visitor.visitShowWorldViewEx(*this);
  436. }
  437. void EndTurn::visitTyped(ICPackVisitor & visitor)
  438. {
  439. visitor.visitEndTurn(*this);
  440. }
  441. void GamePause::visitTyped(ICPackVisitor & visitor)
  442. {
  443. visitor.visitGamePause(*this);
  444. }
  445. void DismissHero::visitTyped(ICPackVisitor & visitor)
  446. {
  447. visitor.visitDismissHero(*this);
  448. }
  449. void MoveHero::visitTyped(ICPackVisitor & visitor)
  450. {
  451. visitor.visitMoveHero(*this);
  452. }
  453. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  454. {
  455. visitor.visitCastleTeleportHero(*this);
  456. }
  457. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  458. {
  459. visitor.visitArrangeStacks(*this);
  460. }
  461. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  462. {
  463. visitor.visitBulkMoveArmy(*this);
  464. }
  465. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  466. {
  467. visitor.visitBulkSplitStack(*this);
  468. }
  469. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  470. {
  471. visitor.visitBulkMergeStacks(*this);
  472. }
  473. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  474. {
  475. visitor.visitBulkSmartSplitStack(*this);
  476. }
  477. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  478. {
  479. visitor.visitDisbandCreature(*this);
  480. }
  481. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  482. {
  483. visitor.visitBuildStructure(*this);
  484. }
  485. void VisitTownBuilding::visitTyped(ICPackVisitor & visitor)
  486. {
  487. visitor.visitVisitTownBuilding(*this);
  488. }
  489. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  490. {
  491. visitor.visitRazeStructure(*this);
  492. }
  493. void SpellResearch::visitTyped(ICPackVisitor & visitor)
  494. {
  495. visitor.visitSpellResearch(*this);
  496. }
  497. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  498. {
  499. visitor.visitRecruitCreatures(*this);
  500. }
  501. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  502. {
  503. visitor.visitUpgradeCreature(*this);
  504. }
  505. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  506. {
  507. visitor.visitGarrisonHeroSwap(*this);
  508. }
  509. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  510. {
  511. visitor.visitExchangeArtifacts(*this);
  512. }
  513. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  514. {
  515. visitor.visitBulkExchangeArtifacts(*this);
  516. }
  517. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  518. {
  519. visitor.visitManageBackpackArtifacts(*this);
  520. }
  521. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  522. {
  523. visitor.visitManageEquippedArtifacts(*this);
  524. }
  525. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  526. {
  527. visitor.visitAssembleArtifacts(*this);
  528. }
  529. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  530. {
  531. visitor.visitEraseArtifactByClient(*this);
  532. }
  533. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  534. {
  535. visitor.visitBuyArtifact(*this);
  536. }
  537. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  538. {
  539. visitor.visitTradeOnMarketplace(*this);
  540. }
  541. void SetFormation::visitTyped(ICPackVisitor & visitor)
  542. {
  543. visitor.visitSetFormation(*this);
  544. }
  545. void HireHero::visitTyped(ICPackVisitor & visitor)
  546. {
  547. visitor.visitHireHero(*this);
  548. }
  549. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  550. {
  551. visitor.visitBuildBoat(*this);
  552. }
  553. void QueryReply::visitTyped(ICPackVisitor & visitor)
  554. {
  555. visitor.visitQueryReply(*this);
  556. }
  557. void MakeAction::visitTyped(ICPackVisitor & visitor)
  558. {
  559. visitor.visitMakeAction(*this);
  560. }
  561. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  562. {
  563. visitor.visitDigWithHero(*this);
  564. }
  565. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  566. {
  567. visitor.visitCastAdvSpell(*this);
  568. }
  569. void SaveGame::visitTyped(ICPackVisitor & visitor)
  570. {
  571. visitor.visitSaveGame(*this);
  572. }
  573. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  574. {
  575. visitor.visitPlayerMessage(*this);
  576. }
  577. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  578. {
  579. visitor.visitPlayerMessageClient(*this);
  580. }
  581. void CenterView::visitTyped(ICPackVisitor & visitor)
  582. {
  583. visitor.visitCenterView(*this);
  584. }
  585. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  586. {
  587. visitor.visitLobbyClientConnected(*this);
  588. }
  589. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  590. {
  591. visitor.visitLobbyClientDisconnected(*this);
  592. }
  593. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  594. {
  595. visitor.visitLobbyChatMessage(*this);
  596. }
  597. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  598. {
  599. visitor.visitLobbyGuiAction(*this);
  600. }
  601. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  602. {
  603. visitor.visitLobbyLoadProgress(*this);
  604. }
  605. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  606. {
  607. visitor.visitLobbyRestartGame(*this);
  608. }
  609. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  610. {
  611. visitor.visitLobbyStartGame(*this);
  612. }
  613. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  614. {
  615. visitor.visitLobbyPrepareStartGame(*this);
  616. }
  617. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  618. {
  619. visitor.visitLobbyChangeHost(*this);
  620. }
  621. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  622. {
  623. visitor.visitLobbyUpdateState(*this);
  624. }
  625. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  626. {
  627. visitor.visitLobbySetMap(*this);
  628. }
  629. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  630. {
  631. visitor.visitLobbySetCampaign(*this);
  632. }
  633. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  634. {
  635. visitor.visitLobbySetCampaignMap(*this);
  636. }
  637. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  638. {
  639. visitor.visitLobbySetCampaignBonus(*this);
  640. }
  641. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  642. {
  643. visitor.visitLobbyChangePlayerOption(*this);
  644. }
  645. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  646. {
  647. visitor.visitLobbySetPlayer(*this);
  648. }
  649. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  650. {
  651. visitor.visitLobbySetPlayerName(*this);
  652. }
  653. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  654. {
  655. visitor.visitLobbySetPlayerHandicap(*this);
  656. }
  657. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  658. {
  659. visitor.visitLobbySetSimturns(*this);
  660. }
  661. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  662. {
  663. visitor.visitLobbySetTurnTime(*this);
  664. }
  665. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  666. {
  667. visitor.visitLobbySetExtraOptions(*this);
  668. }
  669. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  670. {
  671. visitor.visitLobbySetDifficulty(*this);
  672. }
  673. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  674. {
  675. visitor.visitLobbyForceSetPlayer(*this);
  676. }
  677. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  678. {
  679. visitor.visitLobbyShowMessage(*this);
  680. }
  681. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  682. {
  683. visitor.visitLobbyPvPAction(*this);
  684. }
  685. void LobbyDelete::visitTyped(ICPackVisitor & visitor)
  686. {
  687. visitor.visitLobbyDelete(*this);
  688. }
  689. void SetResources::applyGs(CGameState *gs)
  690. {
  691. assert(player.isValidPlayer());
  692. if(abs)
  693. gs->getPlayerState(player)->resources = res;
  694. else
  695. gs->getPlayerState(player)->resources += res;
  696. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  697. //just ensure that player resources are not negative
  698. //server is responsible to check if player can afford deal
  699. //but events on server side are allowed to take more than player have
  700. gs->getPlayerState(player)->resources.positive();
  701. }
  702. void SetPrimSkill::applyGs(CGameState *gs)
  703. {
  704. CGHeroInstance * hero = gs->getHero(id);
  705. assert(hero);
  706. hero->setPrimarySkill(which, val, abs);
  707. }
  708. void SetSecSkill::applyGs(CGameState *gs)
  709. {
  710. CGHeroInstance *hero = gs->getHero(id);
  711. hero->setSecSkillLevel(which, val, abs);
  712. }
  713. void SetCommanderProperty::applyGs(CGameState *gs)
  714. {
  715. CCommanderInstance * commander = gs->getHero(heroid)->commander;
  716. assert (commander);
  717. switch (which)
  718. {
  719. case BONUS:
  720. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  721. break;
  722. case SPECIAL_SKILL:
  723. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  724. commander->specialSkills.insert (additionalInfo);
  725. break;
  726. case SECONDARY_SKILL:
  727. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  728. break;
  729. case ALIVE:
  730. if (amount)
  731. commander->setAlive(true);
  732. else
  733. commander->setAlive(false);
  734. break;
  735. case EXPERIENCE:
  736. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  737. break;
  738. }
  739. }
  740. void AddQuest::applyGs(CGameState *gs)
  741. {
  742. assert (vstd::contains(gs->players, player));
  743. auto * vec = &gs->players[player].quests;
  744. if (!vstd::contains(*vec, quest))
  745. vec->push_back (quest);
  746. else
  747. logNetwork->warn("Warning! Attempt to add duplicated quest");
  748. }
  749. void UpdateArtHandlerLists::applyGs(CGameState *gs)
  750. {
  751. gs->allocatedArtifacts = allocatedArtifacts;
  752. }
  753. void ChangeFormation::applyGs(CGameState *gs)
  754. {
  755. gs->getHero(hid)->setFormation(formation);
  756. }
  757. void HeroVisitCastle::applyGs(CGameState *gs)
  758. {
  759. CGHeroInstance *h = gs->getHero(hid);
  760. CGTownInstance *t = gs->getTown(tid);
  761. assert(h);
  762. assert(t);
  763. if(start())
  764. t->setVisitingHero(h);
  765. else
  766. t->setVisitingHero(nullptr);
  767. }
  768. void ChangeSpells::applyGs(CGameState *gs)
  769. {
  770. CGHeroInstance *hero = gs->getHero(hid);
  771. if(learn)
  772. for(const auto & sid : spells)
  773. hero->addSpellToSpellbook(sid);
  774. else
  775. for(const auto & sid : spells)
  776. hero->removeSpellFromSpellbook(sid);
  777. }
  778. void SetResearchedSpells::applyGs(CGameState *gs)
  779. {
  780. CGTownInstance *town = gs->getTown(tid);
  781. town->spells[level] = spells;
  782. town->spellResearchCounterDay++;
  783. if(accepted)
  784. town->spellResearchAcceptedCounter++;
  785. }
  786. void SetMana::applyGs(CGameState *gs)
  787. {
  788. CGHeroInstance * hero = gs->getHero(hid);
  789. assert(hero);
  790. if(absolute)
  791. hero->mana = val;
  792. else
  793. hero->mana += val;
  794. vstd::amax(hero->mana, 0); //not less than 0
  795. }
  796. void SetMovePoints::applyGs(CGameState *gs)
  797. {
  798. CGHeroInstance *hero = gs->getHero(hid);
  799. assert(hero);
  800. if(absolute)
  801. hero->setMovementPoints(val);
  802. else
  803. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  804. }
  805. void FoWChange::applyGs(CGameState *gs)
  806. {
  807. TeamState * team = gs->getPlayerTeam(player);
  808. auto & fogOfWarMap = team->fogOfWarMap;
  809. for(const int3 & t : tiles)
  810. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  811. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  812. {
  813. std::unordered_set<int3> tilesRevealed;
  814. for (auto & elem : gs->map->objects)
  815. {
  816. const CGObjectInstance *o = elem;
  817. if (o)
  818. {
  819. switch(o->ID.toEnum())
  820. {
  821. case Obj::HERO:
  822. case Obj::MINE:
  823. case Obj::TOWN:
  824. case Obj::ABANDONED_MINE:
  825. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  826. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  827. break;
  828. }
  829. }
  830. }
  831. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  832. fogOfWarMap[t.z][t.x][t.y] = 1;
  833. }
  834. }
  835. void SetAvailableHero::applyGs(CGameState *gs)
  836. {
  837. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  838. }
  839. void GiveBonus::applyGs(CGameState *gs)
  840. {
  841. CBonusSystemNode *cbsn = nullptr;
  842. switch(who)
  843. {
  844. case ETarget::OBJECT:
  845. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  846. break;
  847. case ETarget::PLAYER:
  848. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  849. break;
  850. case ETarget::BATTLE:
  851. assert(Bonus::OneBattle(&bonus));
  852. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  853. break;
  854. }
  855. assert(cbsn);
  856. if(Bonus::OneWeek(&bonus))
  857. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  858. auto b = std::make_shared<Bonus>(bonus);
  859. cbsn->addNewBonus(b);
  860. }
  861. void ChangeObjPos::applyGs(CGameState *gs)
  862. {
  863. CGObjectInstance *obj = gs->getObjInstance(objid);
  864. if(!obj)
  865. {
  866. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  867. return;
  868. }
  869. gs->map->removeBlockVisTiles(obj);
  870. obj->setAnchorPos(nPos + obj->getVisitableOffset());
  871. gs->map->addBlockVisTiles(obj);
  872. }
  873. void ChangeObjectVisitors::applyGs(CGameState *gs)
  874. {
  875. switch (mode) {
  876. case VISITOR_ADD_HERO:
  877. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  878. gs->getHero(hero)->visitedObjects.insert(object);
  879. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  880. break;
  881. case VISITOR_ADD_PLAYER:
  882. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  883. for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)
  884. gs->getPlayerState(color)->visitedObjects.insert(object);
  885. break;
  886. case VISITOR_CLEAR:
  887. // remove visit info from all heroes, including those that are not present on map
  888. for (CGHeroInstance * hero : gs->map->allHeroes)
  889. if (hero)
  890. hero->visitedObjects.erase(object);
  891. for(auto &elem : gs->players)
  892. elem.second.visitedObjects.erase(object);
  893. for(auto &elem : gs->teams)
  894. elem.second.scoutedObjects.erase(object);
  895. break;
  896. case VISITOR_SCOUTED:
  897. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  898. break;
  899. case VISITOR_GLOBAL:
  900. {
  901. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  902. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  903. break;
  904. }
  905. }
  906. }
  907. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  908. {
  909. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  910. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  911. costume->second = costumeSet;
  912. else
  913. allCostumes.try_emplace(costumeIdx, costumeSet);
  914. }
  915. void PlayerEndsGame::applyGs(CGameState *gs)
  916. {
  917. PlayerState *p = gs->getPlayerState(player);
  918. if(victoryLossCheckResult.victory())
  919. {
  920. p->status = EPlayerStatus::WINNER;
  921. // TODO: Campaign-specific code might as well go somewhere else
  922. // keep all heroes from the winning player
  923. if(p->human && gs->scenarioOps->campState)
  924. {
  925. std::vector<CGHeroInstance *> crossoverHeroes;
  926. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  927. if (hero->tempOwner == player)
  928. crossoverHeroes.push_back(hero);
  929. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  930. }
  931. }
  932. else
  933. {
  934. p->status = EPlayerStatus::LOSER;
  935. }
  936. // defeated player may be making turn right now
  937. gs->actingPlayers.erase(player);
  938. }
  939. void PlayerReinitInterface::applyGs(CGameState *gs)
  940. {
  941. if(!gs || !gs->scenarioOps)
  942. return;
  943. //TODO: what does mean if more that one player connected?
  944. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  945. {
  946. for(const auto & player : players)
  947. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  948. }
  949. }
  950. void RemoveBonus::applyGs(CGameState *gs)
  951. {
  952. CBonusSystemNode *node = nullptr;
  953. switch(who)
  954. {
  955. case GiveBonus::ETarget::OBJECT:
  956. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  957. break;
  958. case GiveBonus::ETarget::PLAYER:
  959. node = gs->getPlayerState(whoID.as<PlayerColor>());
  960. break;
  961. case GiveBonus::ETarget::BATTLE:
  962. assert(Bonus::OneBattle(&bonus));
  963. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  964. break;
  965. }
  966. BonusList &bonuses = node->getExportedBonusList();
  967. for(const auto & b : bonuses)
  968. {
  969. if(b->source == source && b->sid == id)
  970. {
  971. bonus = *b; //backup bonus (to show to interfaces later)
  972. node->removeBonus(b);
  973. break;
  974. }
  975. }
  976. }
  977. void RemoveObject::applyGs(CGameState *gs)
  978. {
  979. CGObjectInstance *obj = gs->getObjInstance(objectID);
  980. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  981. //unblock tiles
  982. gs->map->removeBlockVisTiles(obj);
  983. if (initiator.isValidPlayer())
  984. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  985. if(obj->getOwner().isValidPlayer())
  986. {
  987. gs->getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  988. FlaggableMapObject* flaggableObject = dynamic_cast<FlaggableMapObject*>(obj);
  989. if(flaggableObject)
  990. {
  991. flaggableObject->markAsDeleted();
  992. }
  993. }
  994. if(obj->ID == Obj::HERO) //remove beaten hero
  995. {
  996. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  997. assert(beatenHero);
  998. gs->map->heroesOnMap -= beatenHero;
  999. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  1000. // FIXME: workaround:
  1001. // hero should be attached to siegeNode after battle
  1002. // however this code might also be called on dismissing hero while in town
  1003. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  1004. beatenHero->detachFrom(*siegeNode);
  1005. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  1006. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  1007. {
  1008. return asi.artifact->getTypeId() == ArtifactID::GRAIL;
  1009. });
  1010. if(beatenHero->visitedTown)
  1011. {
  1012. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  1013. beatenHero->visitedTown->garrisonHero = nullptr;
  1014. else
  1015. beatenHero->visitedTown->visitingHero = nullptr;
  1016. beatenHero->visitedTown = nullptr;
  1017. beatenHero->inTownGarrison = false;
  1018. }
  1019. //return hero to the pool, so he may reappear in tavern
  1020. gs->heroesPool->addHeroToPool(beatenHero);
  1021. gs->map->objects[objectID.getNum()] = nullptr;
  1022. //If hero on Boat is removed, the Boat disappears
  1023. if(beatenHero->boat)
  1024. {
  1025. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1026. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1027. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1028. beatenHero->boat = nullptr;
  1029. }
  1030. return;
  1031. }
  1032. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1033. if (quest)
  1034. {
  1035. gs->map->quests[quest->quest->qid] = nullptr;
  1036. for (auto &player : gs->players)
  1037. {
  1038. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1039. return q.obj == obj;
  1040. });
  1041. }
  1042. }
  1043. gs->map->instanceNames.erase(obj->instanceName);
  1044. gs->map->objects[objectID.getNum()].dellNull();
  1045. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1046. }
  1047. static int getDir(const int3 & src, const int3 & dst)
  1048. {
  1049. int ret = -1;
  1050. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1051. {
  1052. ret = 1;
  1053. }
  1054. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1055. {
  1056. ret = 2;
  1057. }
  1058. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1059. {
  1060. ret = 3;
  1061. }
  1062. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1063. {
  1064. ret = 4;
  1065. }
  1066. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1067. {
  1068. ret = 5;
  1069. }
  1070. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1071. {
  1072. ret = 6;
  1073. }
  1074. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1075. {
  1076. ret = 7;
  1077. }
  1078. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1079. {
  1080. ret = 8;
  1081. }
  1082. return ret;
  1083. }
  1084. void TryMoveHero::applyGs(CGameState *gs)
  1085. {
  1086. CGHeroInstance *h = gs->getHero(id);
  1087. if (!h)
  1088. {
  1089. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1090. return;
  1091. }
  1092. h->setMovementPoints(movePoints);
  1093. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1094. {
  1095. auto dir = getDir(start,end);
  1096. if(dir > 0 && dir <= 8)
  1097. h->moveDir = dir;
  1098. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1099. }
  1100. if(result == EMBARK) //hero enters boat at destination tile
  1101. {
  1102. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1103. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1104. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1105. assert(boat);
  1106. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1107. h->boat = boat;
  1108. h->attachTo(*boat);
  1109. boat->hero = h;
  1110. }
  1111. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1112. {
  1113. auto * b = const_cast<CGBoat *>(h->boat);
  1114. b->direction = h->moveDir;
  1115. b->pos = start;
  1116. b->hero = nullptr;
  1117. gs->map->addBlockVisTiles(b);
  1118. h->detachFrom(*b);
  1119. h->boat = nullptr;
  1120. }
  1121. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1122. {
  1123. gs->map->removeBlockVisTiles(h);
  1124. h->pos = end;
  1125. if(auto * b = const_cast<CGBoat *>(h->boat))
  1126. b->pos = end;
  1127. gs->map->addBlockVisTiles(h);
  1128. }
  1129. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1130. for(const int3 & t : fowRevealed)
  1131. fogOfWarMap[t.z][t.x][t.y] = 1;
  1132. }
  1133. void NewStructures::applyGs(CGameState *gs)
  1134. {
  1135. CGTownInstance *t = gs->getTown(tid);
  1136. for(const auto & id : bid)
  1137. {
  1138. assert(t->getTown()->buildings.at(id) != nullptr);
  1139. t->addBuilding(id);
  1140. }
  1141. t->updateAppearance();
  1142. t->built = built;
  1143. t->recreateBuildingsBonuses();
  1144. }
  1145. void RazeStructures::applyGs(CGameState *gs)
  1146. {
  1147. CGTownInstance *t = gs->getTown(tid);
  1148. for(const auto & id : bid)
  1149. {
  1150. t->removeBuilding(id);
  1151. t->updateAppearance();
  1152. }
  1153. t->destroyed = destroyed; //yeaha
  1154. t->recreateBuildingsBonuses();
  1155. }
  1156. void SetAvailableCreatures::applyGs(CGameState *gs)
  1157. {
  1158. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1159. assert(dw);
  1160. dw->creatures = creatures;
  1161. }
  1162. void SetHeroesInTown::applyGs(CGameState *gs)
  1163. {
  1164. CGTownInstance *t = gs->getTown(tid);
  1165. CGHeroInstance * v = gs->getHero(visiting);
  1166. CGHeroInstance * g = gs->getHero(garrison);
  1167. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1168. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1169. if(newVisitorComesFromGarrison)
  1170. t->setGarrisonedHero(nullptr);
  1171. if(newGarrisonComesFromVisiting)
  1172. t->setVisitingHero(nullptr);
  1173. if(!newGarrisonComesFromVisiting || v)
  1174. t->setVisitingHero(v);
  1175. if(!newVisitorComesFromGarrison || g)
  1176. t->setGarrisonedHero(g);
  1177. if(v)
  1178. {
  1179. gs->map->addBlockVisTiles(v);
  1180. }
  1181. if(g)
  1182. {
  1183. gs->map->removeBlockVisTiles(g);
  1184. }
  1185. }
  1186. void HeroRecruited::applyGs(CGameState *gs)
  1187. {
  1188. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1189. CGTownInstance *t = gs->getTown(tid);
  1190. PlayerState *p = gs->getPlayerState(player);
  1191. if (boatId != ObjectInstanceID::NONE)
  1192. {
  1193. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1194. auto * boat = dynamic_cast<CGBoat *>(obj);
  1195. if (boat)
  1196. {
  1197. gs->map->removeBlockVisTiles(boat);
  1198. h->attachToBoat(boat);
  1199. }
  1200. }
  1201. h->setOwner(player);
  1202. h->pos = tile;
  1203. h->updateAppearance();
  1204. if(h->id == ObjectInstanceID())
  1205. {
  1206. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1207. gs->map->objects.emplace_back(h);
  1208. }
  1209. else
  1210. gs->map->objects[h->id.getNum()] = h;
  1211. gs->map->heroesOnMap.emplace_back(h);
  1212. p->addOwnedObject(h);
  1213. h->attachTo(*p);
  1214. gs->map->addBlockVisTiles(h);
  1215. if(t)
  1216. t->setVisitingHero(h);
  1217. }
  1218. void GiveHero::applyGs(CGameState *gs)
  1219. {
  1220. CGHeroInstance *h = gs->getHero(id);
  1221. if (boatId != ObjectInstanceID::NONE)
  1222. {
  1223. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1224. auto * boat = dynamic_cast<CGBoat *>(obj);
  1225. if (boat)
  1226. {
  1227. gs->map->removeBlockVisTiles(boat);
  1228. h->attachToBoat(boat);
  1229. }
  1230. }
  1231. //bonus system
  1232. h->detachFrom(gs->globalEffects);
  1233. h->attachTo(*gs->getPlayerState(player));
  1234. auto oldVisitablePos = h->visitablePos();
  1235. gs->map->removeBlockVisTiles(h,true);
  1236. h->updateAppearance();
  1237. h->setOwner(player);
  1238. h->setMovementPoints(h->movementPointsLimit(true));
  1239. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  1240. gs->map->heroesOnMap.emplace_back(h);
  1241. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1242. gs->map->addBlockVisTiles(h);
  1243. h->inTownGarrison = false;
  1244. }
  1245. void NewObject::applyGs(CGameState *gs)
  1246. {
  1247. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1248. gs->map->objects.emplace_back(newObject);
  1249. gs->map->addBlockVisTiles(newObject);
  1250. gs->map->calculateGuardingGreaturePositions();
  1251. // attach newly spawned wandering monster to global bonus system node
  1252. auto newArmy = dynamic_cast<CArmedInstance*>(newObject);
  1253. if (newArmy)
  1254. newArmy->whatShouldBeAttached().attachTo(newArmy->whereShouldBeAttached(gs));
  1255. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1256. }
  1257. void NewArtifact::applyGs(CGameState *gs)
  1258. {
  1259. auto art = ArtifactUtils::createArtifact(artId, spellId);
  1260. gs->map->addNewArtifactInstance(art);
  1261. PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
  1262. pa.applyGs(gs);
  1263. }
  1264. const CStackInstance * StackLocation::getStack()
  1265. {
  1266. if(!army->hasStackAtSlot(slot))
  1267. {
  1268. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1269. return nullptr;
  1270. }
  1271. return &army->getStack(slot);
  1272. }
  1273. struct ObjectRetriever
  1274. {
  1275. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1276. {
  1277. return h;
  1278. }
  1279. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1280. {
  1281. return s->armyObj;
  1282. }
  1283. };
  1284. template<typename T>
  1285. struct GetBase
  1286. {
  1287. template <typename TArg>
  1288. T * operator()(TArg &arg) const
  1289. {
  1290. return arg;
  1291. }
  1292. };
  1293. void ChangeStackCount::applyGs(CGameState *gs)
  1294. {
  1295. auto * srcObj = gs->getArmyInstance(army);
  1296. if(!srcObj)
  1297. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1298. if(absoluteValue)
  1299. srcObj->setStackCount(slot, count);
  1300. else
  1301. srcObj->changeStackCount(slot, count);
  1302. }
  1303. void SetStackType::applyGs(CGameState *gs)
  1304. {
  1305. auto * srcObj = gs->getArmyInstance(army);
  1306. if(!srcObj)
  1307. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1308. srcObj->setStackType(slot, type);
  1309. }
  1310. void EraseStack::applyGs(CGameState *gs)
  1311. {
  1312. auto * srcObj = gs->getArmyInstance(army);
  1313. if(!srcObj)
  1314. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1315. srcObj->eraseStack(slot);
  1316. }
  1317. void SwapStacks::applyGs(CGameState *gs)
  1318. {
  1319. auto * srcObj = gs->getArmyInstance(srcArmy);
  1320. if(!srcObj)
  1321. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1322. auto * dstObj = gs->getArmyInstance(dstArmy);
  1323. if(!dstObj)
  1324. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1325. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1326. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1327. srcObj->putStack(srcSlot, s2);
  1328. dstObj->putStack(dstSlot, s1);
  1329. }
  1330. void InsertNewStack::applyGs(CGameState *gs)
  1331. {
  1332. if(auto * obj = gs->getArmyInstance(army))
  1333. obj->putStack(slot, new CStackInstance(type, count));
  1334. else
  1335. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1336. }
  1337. void RebalanceStacks::applyGs(CGameState *gs)
  1338. {
  1339. auto * srcObj = gs->getArmyInstance(srcArmy);
  1340. if(!srcObj)
  1341. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1342. auto * dstObj = gs->getArmyInstance(dstArmy);
  1343. if(!dstObj)
  1344. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1345. StackLocation src(srcObj, srcSlot);
  1346. StackLocation dst(dstObj, dstSlot);
  1347. const CCreature * srcType = src.army->getCreature(src.slot);
  1348. TQuantity srcCount = src.army->getStackCount(src.slot);
  1349. bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1350. if(srcCount == count) //moving whole stack
  1351. {
  1352. const auto c = dst.army->getCreature(dst.slot);
  1353. if(c) //stack at dest -> merge
  1354. {
  1355. assert(c == srcType);
  1356. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1357. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1358. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1359. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1360. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1361. {
  1362. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1363. {
  1364. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1365. if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
  1366. {
  1367. gs->map->moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1368. }
  1369. //else - artifact can be lost :/
  1370. else
  1371. {
  1372. BulkEraseArtifacts ea;
  1373. ea.artHolder = dstHero->id;
  1374. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1375. ea.creature = dst.slot;
  1376. ea.applyGs(gs);
  1377. logNetwork->warn("Cannot move artifact! No free slots");
  1378. }
  1379. gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1380. //TODO: choose from dialog
  1381. }
  1382. else //just move to the other slot before stack gets erased
  1383. {
  1384. gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1385. }
  1386. }
  1387. if (stackExp)
  1388. {
  1389. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1390. src.army->eraseStack(src.slot);
  1391. dst.army->changeStackCount(dst.slot, count);
  1392. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1393. }
  1394. else
  1395. {
  1396. src.army->eraseStack(src.slot);
  1397. dst.army->changeStackCount(dst.slot, count);
  1398. }
  1399. }
  1400. else //move stack to an empty slot, no exp change needed
  1401. {
  1402. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1403. dst.army->putStack(dst.slot, stackDetached);
  1404. }
  1405. }
  1406. else
  1407. {
  1408. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1409. if(c) //stack at dest -> rebalance
  1410. {
  1411. assert(c == srcType);
  1412. if (stackExp)
  1413. {
  1414. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1415. src.army->changeStackCount(src.slot, -count);
  1416. dst.army->changeStackCount(dst.slot, count);
  1417. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1418. }
  1419. else
  1420. {
  1421. src.army->changeStackCount(src.slot, -count);
  1422. dst.army->changeStackCount(dst.slot, count);
  1423. }
  1424. }
  1425. else //split stack to an empty slot
  1426. {
  1427. src.army->changeStackCount(src.slot, -count);
  1428. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1429. if (stackExp)
  1430. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1431. }
  1432. }
  1433. CBonusSystemNode::treeHasChanged();
  1434. }
  1435. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1436. {
  1437. for(auto & move : moves)
  1438. move.applyGs(gs);
  1439. }
  1440. void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
  1441. {
  1442. for(auto & move : moves)
  1443. move.applyGs(gs);
  1444. for(auto & change : changes)
  1445. change.applyGs(gs);
  1446. }
  1447. void PutArtifact::applyGs(CGameState *gs)
  1448. {
  1449. auto art = gs->getArtInstance(id);
  1450. assert(!art->getParentNodes().empty());
  1451. auto hero = gs->getHero(al.artHolder);
  1452. assert(hero);
  1453. assert(art && art->canBePutAt(hero, al.slot));
  1454. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1455. gs->map->putArtifactInstance(*hero, art, al.slot);
  1456. }
  1457. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1458. {
  1459. const auto artSet = gs->getArtSet(artHolder);
  1460. assert(artSet);
  1461. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1462. {
  1463. return slot0.num > slot1.num;
  1464. });
  1465. for(const auto & slot : posPack)
  1466. {
  1467. const auto slotInfo = artSet->getSlot(slot);
  1468. if(slotInfo->locked)
  1469. {
  1470. logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->getType()->getNameTranslated());
  1471. DisassembledArtifact dis;
  1472. dis.al.artHolder = artHolder;
  1473. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1474. {
  1475. auto art = slotInfoWorn.second.artifact;
  1476. if(art->isCombined() && art->isPart(slotInfo->artifact))
  1477. {
  1478. dis.al.slot = artSet->getArtPos(art);
  1479. break;
  1480. }
  1481. }
  1482. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1483. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  1484. dis.applyGs(gs);
  1485. }
  1486. else
  1487. {
  1488. logGlobal->debug("Erasing artifact %s", slotInfo->artifact->getType()->getNameTranslated());
  1489. }
  1490. gs->map->removeArtifactInstance(*artSet, slot);
  1491. }
  1492. }
  1493. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1494. {
  1495. const auto bulkArtsRemove = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1496. {
  1497. std::vector<ArtifactPosition> packToRemove;
  1498. for(const auto & slotsPair : artsPack)
  1499. packToRemove.push_back(slotsPair.srcPos);
  1500. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1501. {
  1502. return slot0.num > slot1.num;
  1503. });
  1504. for(const auto & slot : packToRemove)
  1505. gs->map->removeArtifactInstance(artSet, slot);
  1506. };
  1507. const auto bulkArtsPut = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1508. {
  1509. for(const auto & slotsPair : artsPack)
  1510. {
  1511. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1512. assert(art);
  1513. gs->map->putArtifactInstance(dstArtSet, art, slotsPair.dstPos);
  1514. }
  1515. };
  1516. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1517. assert(leftSet);
  1518. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1519. assert(rightSet);
  1520. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1521. bulkArtsRemove(artsPack0, *leftSet);
  1522. if(!artsPack1.empty())
  1523. {
  1524. CArtifactFittingSet artInitialSetRight(*rightSet);
  1525. bulkArtsRemove(artsPack1, *rightSet);
  1526. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1527. }
  1528. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1529. }
  1530. void AssembledArtifact::applyGs(CGameState *gs)
  1531. {
  1532. auto artSet = gs->getArtSet(al.artHolder);
  1533. assert(artSet);
  1534. const auto transformedArt = artSet->getArt(al.slot);
  1535. assert(transformedArt);
  1536. const auto builtArt = artId.toArtifact();
  1537. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1538. {
  1539. return art->getId() == builtArt->getId();
  1540. }));
  1541. auto * combinedArt = new CArtifactInstance(builtArt);
  1542. gs->map->addNewArtifactInstance(combinedArt);
  1543. // Find slots for all involved artifacts
  1544. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { al.slot };
  1545. CArtifactFittingSet fittingSet(*artSet);
  1546. auto parts = builtArt->getConstituents();
  1547. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  1548. for(const auto constituent : parts)
  1549. {
  1550. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  1551. fittingSet.lockSlot(slot);
  1552. assert(slot != ArtifactPosition::PRE_FIRST);
  1553. slotsInvolved.insert(slot);
  1554. }
  1555. // Find a slot for combined artifact
  1556. if(ArtifactUtils::isSlotEquipment(al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  1557. {
  1558. al.slot = ArtifactPosition::BACKPACK_START;
  1559. }
  1560. else if(ArtifactUtils::isSlotBackpack(al.slot))
  1561. {
  1562. for(const auto & slot : slotsInvolved)
  1563. if(ArtifactUtils::isSlotBackpack(slot))
  1564. al.slot = slot;
  1565. }
  1566. else
  1567. {
  1568. for(const auto & slot : slotsInvolved)
  1569. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1570. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  1571. {
  1572. al.slot = slot;
  1573. break;
  1574. }
  1575. }
  1576. // Delete parts from hero
  1577. for(const auto & slot : slotsInvolved)
  1578. {
  1579. const auto constituentInstance = artSet->getArt(slot);
  1580. gs->map->removeArtifactInstance(*artSet, slot);
  1581. if(!combinedArt->getType()->isFused())
  1582. {
  1583. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1584. combinedArt->addPart(constituentInstance, slot);
  1585. else
  1586. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1587. }
  1588. }
  1589. // Put new combined artifacts
  1590. gs->map->putArtifactInstance(*artSet, combinedArt, al.slot);
  1591. }
  1592. void DisassembledArtifact::applyGs(CGameState *gs)
  1593. {
  1594. auto hero = gs->getHero(al.artHolder);
  1595. assert(hero);
  1596. auto disassembledArt = hero->getArt(al.slot);
  1597. assert(disassembledArt);
  1598. const auto parts = disassembledArt->getPartsInfo();
  1599. gs->map->removeArtifactInstance(*hero, al.slot);
  1600. for(auto & part : parts)
  1601. {
  1602. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1603. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1604. disassembledArt->detachFrom(*part.art);
  1605. gs->map->putArtifactInstance(*hero, part.art, slot);
  1606. }
  1607. gs->map->eraseArtifactInstance(disassembledArt);
  1608. }
  1609. void HeroVisit::applyGs(CGameState *gs)
  1610. {
  1611. }
  1612. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1613. {
  1614. if(id != ObjectInstanceID::NONE)
  1615. {
  1616. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1617. {
  1618. bm->artifacts = arts;
  1619. }
  1620. else
  1621. {
  1622. logNetwork->error("Wrong black market id!");
  1623. }
  1624. }
  1625. else
  1626. {
  1627. gs->map->townMerchantArtifacts = arts;
  1628. }
  1629. }
  1630. void NewTurn::applyGs(CGameState *gs)
  1631. {
  1632. gs->day = day;
  1633. // Update bonuses before doing anything else so hero don't get more MP than needed
  1634. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1635. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1636. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1637. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1638. for(auto & manaPack : heroesMana)
  1639. manaPack.applyGs(gs);
  1640. for(auto & movePack : heroesMovement)
  1641. movePack.applyGs(gs);
  1642. gs->heroesPool->onNewDay();
  1643. for(auto & entry : playerIncome)
  1644. {
  1645. gs->getPlayerState(entry.first)->resources += entry.second;
  1646. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1647. }
  1648. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1649. creatureSet.applyGs(gs);
  1650. for(CGTownInstance* t : gs->map->towns)
  1651. {
  1652. t->built = 0;
  1653. t->spellResearchCounterDay = 0;
  1654. }
  1655. if(newRumor)
  1656. gs->currentRumor = *newRumor;
  1657. }
  1658. void SetObjectProperty::applyGs(CGameState *gs)
  1659. {
  1660. CGObjectInstance *obj = gs->getObjInstance(id);
  1661. if(!obj)
  1662. {
  1663. logNetwork->error("Wrong object ID - property cannot be set!");
  1664. return;
  1665. }
  1666. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1667. if(what == ObjProperty::OWNER && obj->asOwnable())
  1668. {
  1669. PlayerColor oldOwner = obj->getOwner();
  1670. PlayerColor newOwner = identifier.as<PlayerColor>();
  1671. if(oldOwner.isValidPlayer())
  1672. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
  1673. if(newOwner.isValidPlayer())
  1674. gs->getPlayerState(newOwner)->addOwnedObject(obj);;
  1675. }
  1676. if(what == ObjProperty::OWNER && cai)
  1677. {
  1678. if(obj->ID == Obj::TOWN)
  1679. {
  1680. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1681. assert(t);
  1682. PlayerColor oldOwner = t->tempOwner;
  1683. if(oldOwner.isValidPlayer())
  1684. {
  1685. auto * state = gs->getPlayerState(oldOwner);
  1686. if(state->getTowns().empty())
  1687. state->daysWithoutCastle = 0;
  1688. }
  1689. if(identifier.as<PlayerColor>().isValidPlayer())
  1690. {
  1691. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1692. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1693. if(p->daysWithoutCastle)
  1694. p->daysWithoutCastle = std::nullopt;
  1695. }
  1696. }
  1697. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1698. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1699. obj->setProperty(what, identifier);
  1700. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1701. }
  1702. else //not an armed instance
  1703. {
  1704. obj->setProperty(what, identifier);
  1705. }
  1706. }
  1707. void HeroLevelUp::applyGs(CGameState *gs)
  1708. {
  1709. auto * hero = gs->getHero(heroId);
  1710. assert(hero);
  1711. hero->levelUp(skills);
  1712. }
  1713. void CommanderLevelUp::applyGs(CGameState *gs)
  1714. {
  1715. auto * hero = gs->getHero(heroId);
  1716. assert(hero);
  1717. auto commander = hero->commander;
  1718. assert(commander);
  1719. commander->levelUp();
  1720. }
  1721. void BattleStart::applyGs(CGameState *gs)
  1722. {
  1723. assert(battleID == gs->nextBattleID);
  1724. gs->currentBattles.emplace_back(info);
  1725. info->battleID = gs->nextBattleID;
  1726. info->localInit();
  1727. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1728. }
  1729. void BattleNextRound::applyGs(CGameState *gs)
  1730. {
  1731. gs->getBattle(battleID)->nextRound();
  1732. }
  1733. void BattleSetActiveStack::applyGs(CGameState *gs)
  1734. {
  1735. gs->getBattle(battleID)->nextTurn(stack);
  1736. }
  1737. void BattleTriggerEffect::applyGs(CGameState *gs)
  1738. {
  1739. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1740. assert(st);
  1741. switch(static_cast<BonusType>(effect))
  1742. {
  1743. case BonusType::HP_REGENERATION:
  1744. {
  1745. int64_t toHeal = val;
  1746. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1747. break;
  1748. }
  1749. case BonusType::MANA_DRAIN:
  1750. {
  1751. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1752. st->drainedMana = true;
  1753. h->mana -= val;
  1754. vstd::amax(h->mana, 0);
  1755. break;
  1756. }
  1757. case BonusType::POISON:
  1758. {
  1759. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1760. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1761. if (b)
  1762. b->val = val;
  1763. break;
  1764. }
  1765. case BonusType::ENCHANTER:
  1766. case BonusType::MORALE:
  1767. break;
  1768. case BonusType::FEAR:
  1769. st->fear = true;
  1770. break;
  1771. default:
  1772. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1773. }
  1774. }
  1775. void BattleUpdateGateState::applyGs(CGameState *gs)
  1776. {
  1777. if(gs->getBattle(battleID))
  1778. gs->getBattle(battleID)->si.gateState = state;
  1779. }
  1780. void BattleCancelled::applyGs(CGameState *gs)
  1781. {
  1782. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1783. {
  1784. return battle->battleID == battleID;
  1785. });
  1786. assert(currentBattle != gs->currentBattles.end());
  1787. gs->currentBattles.erase(currentBattle);
  1788. }
  1789. void BattleResultAccepted::applyGs(CGameState *gs)
  1790. {
  1791. // Remove any "until next battle" bonuses
  1792. for(auto & res : heroResult)
  1793. {
  1794. if(res.hero)
  1795. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1796. }
  1797. if(winnerSide != BattleSide::NONE)
  1798. {
  1799. // Grow up growing artifacts
  1800. const auto hero = heroResult[winnerSide].hero;
  1801. if (hero)
  1802. {
  1803. if(hero->commander && hero->commander->alive)
  1804. {
  1805. for(auto & art : hero->commander->artifactsWorn)
  1806. art.second.artifact->growingUp();
  1807. }
  1808. for(auto & art : hero->artifactsWorn)
  1809. {
  1810. art.second.artifact->growingUp();
  1811. }
  1812. }
  1813. }
  1814. if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1815. {
  1816. if(heroResult[BattleSide::ATTACKER].army)
  1817. heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1818. if(heroResult[BattleSide::DEFENDER].army)
  1819. heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1820. CBonusSystemNode::treeHasChanged();
  1821. }
  1822. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1823. {
  1824. return battle->battleID == battleID;
  1825. });
  1826. assert(currentBattle != gs->currentBattles.end());
  1827. gs->currentBattles.erase(currentBattle);
  1828. }
  1829. void BattleLogMessage::applyGs(CGameState *gs)
  1830. {
  1831. //nothing
  1832. }
  1833. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1834. {
  1835. //nothing
  1836. }
  1837. void BattleStackMoved::applyGs(CGameState *gs)
  1838. {
  1839. applyBattle(gs->getBattle(battleID));
  1840. }
  1841. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1842. {
  1843. battleState->moveUnit(stack, tilesToMove.back());
  1844. }
  1845. void BattleStackAttacked::applyGs(CGameState *gs)
  1846. {
  1847. applyBattle(gs->getBattle(battleID));
  1848. }
  1849. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1850. {
  1851. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1852. }
  1853. void BattleAttack::applyGs(CGameState *gs)
  1854. {
  1855. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1856. assert(attacker);
  1857. attackerChanges.applyGs(gs);
  1858. for(BattleStackAttacked & stackAttacked : bsa)
  1859. stackAttacked.applyGs(gs);
  1860. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1861. if(!this->counter())
  1862. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1863. }
  1864. void StartAction::applyGs(CGameState *gs)
  1865. {
  1866. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1867. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1868. {
  1869. gs->getBattle(battleID)->tacticDistance = 0;
  1870. return;
  1871. }
  1872. if(gs->getBattle(battleID)->tacticDistance)
  1873. {
  1874. // moves in tactics phase do not affect creature status
  1875. // (tactics stack queue is managed by client)
  1876. return;
  1877. }
  1878. if (ba.isUnitAction())
  1879. {
  1880. assert(st); // stack must exists for all non-hero actions
  1881. switch(ba.actionType)
  1882. {
  1883. case EActionType::DEFEND:
  1884. st->waiting = false;
  1885. st->defending = true;
  1886. st->defendingAnim = true;
  1887. break;
  1888. case EActionType::WAIT:
  1889. st->defendingAnim = false;
  1890. st->waiting = true;
  1891. st->waitedThisTurn = true;
  1892. break;
  1893. case EActionType::HERO_SPELL: //no change in current stack state
  1894. break;
  1895. default: //any active stack action - attack, catapult, heal, spell...
  1896. st->waiting = false;
  1897. st->defendingAnim = false;
  1898. st->movedThisRound = true;
  1899. st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
  1900. break;
  1901. }
  1902. }
  1903. else
  1904. {
  1905. if(ba.actionType == EActionType::HERO_SPELL)
  1906. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1907. }
  1908. }
  1909. void BattleSpellCast::applyGs(CGameState *gs)
  1910. {
  1911. if(castByHero && side != BattleSide::NONE)
  1912. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1913. }
  1914. void SetStackEffect::applyGs(CGameState *gs)
  1915. {
  1916. applyBattle(gs->getBattle(battleID));
  1917. }
  1918. void SetStackEffect::applyBattle(IBattleState * battleState)
  1919. {
  1920. for(const auto & stackData : toRemove)
  1921. battleState->removeUnitBonus(stackData.first, stackData.second);
  1922. for(const auto & stackData : toUpdate)
  1923. battleState->updateUnitBonus(stackData.first, stackData.second);
  1924. for(const auto & stackData : toAdd)
  1925. battleState->addUnitBonus(stackData.first, stackData.second);
  1926. }
  1927. void StacksInjured::applyGs(CGameState *gs)
  1928. {
  1929. applyBattle(gs->getBattle(battleID));
  1930. }
  1931. void StacksInjured::applyBattle(IBattleState * battleState)
  1932. {
  1933. for(BattleStackAttacked stackAttacked : stacks)
  1934. stackAttacked.applyBattle(battleState);
  1935. }
  1936. void BattleUnitsChanged::applyGs(CGameState *gs)
  1937. {
  1938. applyBattle(gs->getBattle(battleID));
  1939. }
  1940. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1941. {
  1942. for(auto & elem : changedStacks)
  1943. {
  1944. switch(elem.operation)
  1945. {
  1946. case BattleChanges::EOperation::RESET_STATE:
  1947. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1948. break;
  1949. case BattleChanges::EOperation::REMOVE:
  1950. battleState->removeUnit(elem.id);
  1951. break;
  1952. case BattleChanges::EOperation::ADD:
  1953. battleState->addUnit(elem.id, elem.data);
  1954. break;
  1955. case BattleChanges::EOperation::UPDATE:
  1956. battleState->updateUnit(elem.id, elem.data);
  1957. break;
  1958. default:
  1959. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1960. break;
  1961. }
  1962. }
  1963. }
  1964. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1965. {
  1966. applyBattle(gs->getBattle(battleID));
  1967. }
  1968. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1969. {
  1970. for(const auto & change : changes)
  1971. {
  1972. switch(change.operation)
  1973. {
  1974. case BattleChanges::EOperation::REMOVE:
  1975. battleState->removeObstacle(change.id);
  1976. break;
  1977. case BattleChanges::EOperation::ADD:
  1978. battleState->addObstacle(change);
  1979. break;
  1980. case BattleChanges::EOperation::UPDATE:
  1981. battleState->updateObstacle(change);
  1982. break;
  1983. default:
  1984. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1985. break;
  1986. }
  1987. }
  1988. }
  1989. CatapultAttack::CatapultAttack() = default;
  1990. CatapultAttack::~CatapultAttack() = default;
  1991. void CatapultAttack::applyGs(CGameState *gs)
  1992. {
  1993. applyBattle(gs->getBattle(battleID));
  1994. }
  1995. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1996. {
  1997. visitor.visitCatapultAttack(*this);
  1998. }
  1999. void CatapultAttack::applyBattle(IBattleState * battleState)
  2000. {
  2001. const auto * town = battleState->getDefendedTown();
  2002. if(!town)
  2003. return;
  2004. if(town->fortificationsLevel().wallsHealth == 0)
  2005. return;
  2006. for(const auto & part : attackedParts)
  2007. {
  2008. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2009. battleState->setWallState(part.attackedPart, newWallState);
  2010. }
  2011. }
  2012. void BattleSetStackProperty::applyGs(CGameState *gs)
  2013. {
  2014. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  2015. switch(which)
  2016. {
  2017. case CASTS:
  2018. {
  2019. if(absolute)
  2020. logNetwork->error("Can not change casts in absolute mode");
  2021. else
  2022. stack->casts.use(-val);
  2023. break;
  2024. }
  2025. case ENCHANTER_COUNTER:
  2026. {
  2027. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  2028. if(absolute)
  2029. counter = val;
  2030. else
  2031. counter += val;
  2032. vstd::amax(counter, 0);
  2033. break;
  2034. }
  2035. case UNBIND:
  2036. {
  2037. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2038. break;
  2039. }
  2040. case CLONED:
  2041. {
  2042. stack->cloned = true;
  2043. break;
  2044. }
  2045. case HAS_CLONE:
  2046. {
  2047. stack->cloneID = val;
  2048. break;
  2049. }
  2050. }
  2051. }
  2052. void PlayerCheated::applyGs(CGameState *gs)
  2053. {
  2054. if(!player.isValidPlayer())
  2055. return;
  2056. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2057. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2058. gs->getPlayerState(player)->cheated = true;
  2059. }
  2060. void PlayerStartsTurn::applyGs(CGameState *gs)
  2061. {
  2062. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2063. gs->actingPlayers.insert(player);
  2064. }
  2065. void PlayerEndsTurn::applyGs(CGameState *gs)
  2066. {
  2067. assert(gs->actingPlayers.count(player) == 1);
  2068. gs->actingPlayers.erase(player);
  2069. }
  2070. void DaysWithoutTown::applyGs(CGameState *gs)
  2071. {
  2072. auto & playerState = gs->players[player];
  2073. playerState.daysWithoutCastle = daysWithoutCastle;
  2074. }
  2075. void TurnTimeUpdate::applyGs(CGameState *gs)
  2076. {
  2077. auto & playerState = gs->players[player];
  2078. playerState.turnTimer = turnTimer;
  2079. }
  2080. void EntitiesChanged::applyGs(CGameState *gs)
  2081. {
  2082. for(const auto & change : changes)
  2083. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2084. }
  2085. void SetRewardableConfiguration::applyGs(CGameState *gs)
  2086. {
  2087. auto * objectPtr = gs->getObjInstance(objectID);
  2088. if (!buildingID.hasValue())
  2089. {
  2090. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2091. assert(rewardablePtr);
  2092. rewardablePtr->configuration = configuration;
  2093. rewardablePtr->initializeGuards();
  2094. }
  2095. else
  2096. {
  2097. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2098. TownBuildingInstance * buildingPtr = nullptr;
  2099. for (auto & building : townPtr->rewardableBuildings)
  2100. if (building.second->getBuildingType() == buildingID)
  2101. buildingPtr = building.second;
  2102. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2103. assert(rewardablePtr);
  2104. rewardablePtr->configuration = configuration;
  2105. }
  2106. }
  2107. void SetBankConfiguration::applyGs(CGameState *gs)
  2108. {
  2109. auto * objectPtr = gs->getObjInstance(objectID);
  2110. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2111. assert(bankPtr);
  2112. bankPtr->setConfig(configuration);
  2113. }
  2114. const CArtifactInstance * ArtSlotInfo::getArt() const
  2115. {
  2116. if(locked)
  2117. return nullptr;
  2118. return artifact;
  2119. }
  2120. VCMI_LIB_NAMESPACE_END