NetPacksLib.cpp 60 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451
  1. /*
  2. * NetPacksLib.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "PacksForClient.h"
  12. #include "PacksForClientBattle.h"
  13. #include "PacksForServer.h"
  14. #include "SaveLocalState.h"
  15. #include "SetRewardableConfiguration.h"
  16. #include "StackLocation.h"
  17. #include "PacksForLobby.h"
  18. #include "SetStackEffect.h"
  19. #include "NetPackVisitor.h"
  20. #include "texts/CGeneralTextHandler.h"
  21. #include "GameLibrary.h"
  22. #include "mapping/CMap.h"
  23. #include "spells/CSpellHandler.h"
  24. #include "CCreatureHandler.h"
  25. #include "gameState/CGameState.h"
  26. #include "gameState/TavernHeroesPool.h"
  27. #include "CStack.h"
  28. #include "battle/BattleInfo.h"
  29. #include "mapping/CMapInfo.h"
  30. #include "StartInfo.h"
  31. #include "CPlayerState.h"
  32. #include "TerrainHandler.h"
  33. #include "entities/artifact/ArtifactUtils.h"
  34. #include "entities/artifact/CArtifact.h"
  35. #include "entities/artifact/CArtifactFittingSet.h"
  36. #include "entities/building/CBuilding.h"
  37. #include "entities/building/TownFortifications.h"
  38. #include "mapObjects/CGCreature.h"
  39. #include "mapObjects/CGMarket.h"
  40. #include "mapObjects/TownBuildingInstance.h"
  41. #include "mapObjects/CGTownInstance.h"
  42. #include "mapObjects/CQuest.h"
  43. #include "mapObjects/MiscObjects.h"
  44. #include "mapObjectConstructors/AObjectTypeHandler.h"
  45. #include "mapObjectConstructors/CObjectClassesHandler.h"
  46. #include "campaign/CampaignState.h"
  47. #include "IGameSettings.h"
  48. #include "mapObjects/FlaggableMapObject.h"
  49. VCMI_LIB_NAMESPACE_BEGIN
  50. void CPack::visit(ICPackVisitor & visitor)
  51. {
  52. visitBasic(visitor);
  53. // visitBasic may destroy this and in such cases we do not want to call visitTyped
  54. if(visitor.callTyped())
  55. {
  56. visitTyped(visitor);
  57. }
  58. }
  59. void CPack::visitBasic(ICPackVisitor & visitor)
  60. {
  61. }
  62. void CPack::visitTyped(ICPackVisitor & visitor)
  63. {
  64. }
  65. void CPackForClient::visitBasic(ICPackVisitor & visitor)
  66. {
  67. visitor.visitForClient(*this);
  68. }
  69. void CPackForServer::visitBasic(ICPackVisitor & visitor)
  70. {
  71. visitor.visitForServer(*this);
  72. }
  73. void CPackForLobby::visitBasic(ICPackVisitor & visitor)
  74. {
  75. visitor.visitForLobby(*this);
  76. }
  77. bool CPackForLobby::isForServer() const
  78. {
  79. return false;
  80. }
  81. bool CLobbyPackToServer::isForServer() const
  82. {
  83. return true;
  84. }
  85. void SaveLocalState::visitTyped(ICPackVisitor & visitor)
  86. {
  87. visitor.visitSaveLocalState(*this);
  88. }
  89. void PackageApplied::visitTyped(ICPackVisitor & visitor)
  90. {
  91. visitor.visitPackageApplied(*this);
  92. }
  93. void SystemMessage::visitTyped(ICPackVisitor & visitor)
  94. {
  95. visitor.visitSystemMessage(*this);
  96. }
  97. void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
  98. {
  99. visitor.visitPlayerBlocked(*this);
  100. }
  101. void PlayerCheated::visitTyped(ICPackVisitor & visitor)
  102. {
  103. visitor.visitPlayerCheated(*this);
  104. }
  105. void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
  106. {
  107. visitor.visitPlayerStartsTurn(*this);
  108. }
  109. void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
  110. {
  111. visitor.visitDaysWithoutTown(*this);
  112. }
  113. void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
  114. {
  115. visitor.visitEntitiesChanged(*this);
  116. }
  117. void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
  118. {
  119. visitor.visitSetRewardableConfiguration(*this);
  120. }
  121. void SetResources::visitTyped(ICPackVisitor & visitor)
  122. {
  123. visitor.visitSetResources(*this);
  124. }
  125. void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
  126. {
  127. visitor.visitSetPrimSkill(*this);
  128. }
  129. void SetSecSkill::visitTyped(ICPackVisitor & visitor)
  130. {
  131. visitor.visitSetSecSkill(*this);
  132. }
  133. void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
  134. {
  135. visitor.visitHeroVisitCastle(*this);
  136. }
  137. void ChangeSpells::visitTyped(ICPackVisitor & visitor)
  138. {
  139. visitor.visitChangeSpells(*this);
  140. }
  141. void SetResearchedSpells::visitTyped(ICPackVisitor & visitor)
  142. {
  143. visitor.visitSetResearchedSpells(*this);
  144. }
  145. void SetMana::visitTyped(ICPackVisitor & visitor)
  146. {
  147. visitor.visitSetMana(*this);
  148. }
  149. void SetMovePoints::visitTyped(ICPackVisitor & visitor)
  150. {
  151. visitor.visitSetMovePoints(*this);
  152. }
  153. void FoWChange::visitTyped(ICPackVisitor & visitor)
  154. {
  155. visitor.visitFoWChange(*this);
  156. }
  157. void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
  158. {
  159. visitor.visitSetAvailableHeroes(*this);
  160. }
  161. void GiveBonus::visitTyped(ICPackVisitor & visitor)
  162. {
  163. visitor.visitGiveBonus(*this);
  164. }
  165. void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
  166. {
  167. visitor.visitChangeObjPos(*this);
  168. }
  169. void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
  170. {
  171. visitor.visitPlayerEndsTurn(*this);
  172. }
  173. void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
  174. {
  175. visitor.visitPlayerEndsGame(*this);
  176. }
  177. void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
  178. {
  179. visitor.visitPlayerReinitInterface(*this);
  180. }
  181. void RemoveBonus::visitTyped(ICPackVisitor & visitor)
  182. {
  183. visitor.visitRemoveBonus(*this);
  184. }
  185. void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
  186. {
  187. visitor.visitSetCommanderProperty(*this);
  188. }
  189. void AddQuest::visitTyped(ICPackVisitor & visitor)
  190. {
  191. visitor.visitAddQuest(*this);
  192. }
  193. void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
  194. {
  195. visitor.visitUpdateArtHandlerLists(*this);
  196. }
  197. void ChangeFormation::visitTyped(ICPackVisitor & visitor)
  198. {
  199. visitor.visitChangeFormation(*this);
  200. }
  201. void RemoveObject::visitTyped(ICPackVisitor & visitor)
  202. {
  203. visitor.visitRemoveObject(*this);
  204. }
  205. void TryMoveHero::visitTyped(ICPackVisitor & visitor)
  206. {
  207. visitor.visitTryMoveHero(*this);
  208. }
  209. void NewStructures::visitTyped(ICPackVisitor & visitor)
  210. {
  211. visitor.visitNewStructures(*this);
  212. }
  213. void RazeStructures::visitTyped(ICPackVisitor & visitor)
  214. {
  215. visitor.visitRazeStructures(*this);
  216. }
  217. void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
  218. {
  219. visitor.visitSetAvailableCreatures(*this);
  220. }
  221. void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
  222. {
  223. visitor.visitSetHeroesInTown(*this);
  224. }
  225. void HeroRecruited::visitTyped(ICPackVisitor & visitor)
  226. {
  227. visitor.visitHeroRecruited(*this);
  228. }
  229. void GiveHero::visitTyped(ICPackVisitor & visitor)
  230. {
  231. visitor.visitGiveHero(*this);
  232. }
  233. void OpenWindow::visitTyped(ICPackVisitor & visitor)
  234. {
  235. visitor.visitOpenWindow(*this);
  236. }
  237. void NewObject::visitTyped(ICPackVisitor & visitor)
  238. {
  239. visitor.visitNewObject(*this);
  240. }
  241. void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
  242. {
  243. visitor.visitSetAvailableArtifacts(*this);
  244. }
  245. void NewArtifact::visitTyped(ICPackVisitor & visitor)
  246. {
  247. visitor.visitNewArtifact(*this);
  248. }
  249. void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
  250. {
  251. visitor.visitChangeStackCount(*this);
  252. }
  253. void SetStackType::visitTyped(ICPackVisitor & visitor)
  254. {
  255. visitor.visitSetStackType(*this);
  256. }
  257. void EraseStack::visitTyped(ICPackVisitor & visitor)
  258. {
  259. visitor.visitEraseStack(*this);
  260. }
  261. void SwapStacks::visitTyped(ICPackVisitor & visitor)
  262. {
  263. visitor.visitSwapStacks(*this);
  264. }
  265. void InsertNewStack::visitTyped(ICPackVisitor & visitor)
  266. {
  267. visitor.visitInsertNewStack(*this);
  268. }
  269. void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
  270. {
  271. visitor.visitRebalanceStacks(*this);
  272. }
  273. void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  274. {
  275. visitor.visitBulkRebalanceStacks(*this);
  276. }
  277. void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
  278. {
  279. visitor.visitBulkSmartRebalanceStacks(*this);
  280. }
  281. void PutArtifact::visitTyped(ICPackVisitor & visitor)
  282. {
  283. visitor.visitPutArtifact(*this);
  284. }
  285. void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
  286. {
  287. visitor.visitEraseArtifact(*this);
  288. }
  289. void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
  290. {
  291. visitor.visitBulkMoveArtifacts(*this);
  292. }
  293. void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
  294. {
  295. visitor.visitAssembledArtifact(*this);
  296. }
  297. void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
  298. {
  299. visitor.visitDisassembledArtifact(*this);
  300. }
  301. void HeroVisit::visitTyped(ICPackVisitor & visitor)
  302. {
  303. visitor.visitHeroVisit(*this);
  304. }
  305. void NewTurn::visitTyped(ICPackVisitor & visitor)
  306. {
  307. visitor.visitNewTurn(*this);
  308. }
  309. void InfoWindow::visitTyped(ICPackVisitor & visitor)
  310. {
  311. visitor.visitInfoWindow(*this);
  312. }
  313. void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
  314. {
  315. visitor.visitSetObjectProperty(*this);
  316. }
  317. void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
  318. {
  319. visitor.visitChangeObjectVisitors(*this);
  320. }
  321. void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
  322. {
  323. visitor.visitChangeArtifactsCostume(*this);
  324. }
  325. void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
  326. {
  327. visitor.visitHeroLevelUp(*this);
  328. }
  329. void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
  330. {
  331. visitor.visitCommanderLevelUp(*this);
  332. }
  333. void BlockingDialog::visitTyped(ICPackVisitor & visitor)
  334. {
  335. visitor.visitBlockingDialog(*this);
  336. }
  337. void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
  338. {
  339. visitor.visitGarrisonDialog(*this);
  340. }
  341. void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
  342. {
  343. visitor.visitExchangeDialog(*this);
  344. }
  345. void TeleportDialog::visitTyped(ICPackVisitor & visitor)
  346. {
  347. visitor.visitTeleportDialog(*this);
  348. }
  349. void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
  350. {
  351. visitor.visitMapObjectSelectDialog(*this);
  352. }
  353. void BattleStart::visitTyped(ICPackVisitor & visitor)
  354. {
  355. visitor.visitBattleStart(*this);
  356. }
  357. void BattleNextRound::visitTyped(ICPackVisitor & visitor)
  358. {
  359. visitor.visitBattleNextRound(*this);
  360. }
  361. void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
  362. {
  363. visitor.visitBattleSetActiveStack(*this);
  364. }
  365. void BattleResult::visitTyped(ICPackVisitor & visitor)
  366. {
  367. visitor.visitBattleResult(*this);
  368. }
  369. void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
  370. {
  371. visitor.visitBattleLogMessage(*this);
  372. }
  373. void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
  374. {
  375. visitor.visitBattleStackMoved(*this);
  376. }
  377. void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
  378. {
  379. visitor.visitBattleUnitsChanged(*this);
  380. }
  381. void BattleAttack::visitTyped(ICPackVisitor & visitor)
  382. {
  383. visitor.visitBattleAttack(*this);
  384. }
  385. void StartAction::visitTyped(ICPackVisitor & visitor)
  386. {
  387. visitor.visitStartAction(*this);
  388. }
  389. void EndAction::visitTyped(ICPackVisitor & visitor)
  390. {
  391. visitor.visitEndAction(*this);
  392. }
  393. void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
  394. {
  395. visitor.visitBattleSpellCast(*this);
  396. }
  397. void SetStackEffect::visitTyped(ICPackVisitor & visitor)
  398. {
  399. visitor.visitSetStackEffect(*this);
  400. }
  401. void StacksInjured::visitTyped(ICPackVisitor & visitor)
  402. {
  403. visitor.visitStacksInjured(*this);
  404. }
  405. void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
  406. {
  407. visitor.visitBattleResultsApplied(*this);
  408. }
  409. void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
  410. {
  411. visitor.visitBattleObstaclesChanged(*this);
  412. }
  413. void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
  414. {
  415. visitor.visitBattleSetStackProperty(*this);
  416. }
  417. void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
  418. {
  419. visitor.visitBattleTriggerEffect(*this);
  420. }
  421. void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
  422. {
  423. visitor.visitBattleUpdateGateState(*this);
  424. }
  425. void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
  426. {
  427. visitor.visitAdvmapSpellCast(*this);
  428. }
  429. void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
  430. {
  431. visitor.visitShowWorldViewEx(*this);
  432. }
  433. void EndTurn::visitTyped(ICPackVisitor & visitor)
  434. {
  435. visitor.visitEndTurn(*this);
  436. }
  437. void GamePause::visitTyped(ICPackVisitor & visitor)
  438. {
  439. visitor.visitGamePause(*this);
  440. }
  441. void DismissHero::visitTyped(ICPackVisitor & visitor)
  442. {
  443. visitor.visitDismissHero(*this);
  444. }
  445. void MoveHero::visitTyped(ICPackVisitor & visitor)
  446. {
  447. visitor.visitMoveHero(*this);
  448. }
  449. void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
  450. {
  451. visitor.visitCastleTeleportHero(*this);
  452. }
  453. void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
  454. {
  455. visitor.visitArrangeStacks(*this);
  456. }
  457. void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
  458. {
  459. visitor.visitBulkMoveArmy(*this);
  460. }
  461. void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
  462. {
  463. visitor.visitBulkSplitStack(*this);
  464. }
  465. void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
  466. {
  467. visitor.visitBulkMergeStacks(*this);
  468. }
  469. void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
  470. {
  471. visitor.visitBulkSmartSplitStack(*this);
  472. }
  473. void DisbandCreature::visitTyped(ICPackVisitor & visitor)
  474. {
  475. visitor.visitDisbandCreature(*this);
  476. }
  477. void BuildStructure::visitTyped(ICPackVisitor & visitor)
  478. {
  479. visitor.visitBuildStructure(*this);
  480. }
  481. void VisitTownBuilding::visitTyped(ICPackVisitor & visitor)
  482. {
  483. visitor.visitVisitTownBuilding(*this);
  484. }
  485. void RazeStructure::visitTyped(ICPackVisitor & visitor)
  486. {
  487. visitor.visitRazeStructure(*this);
  488. }
  489. void SpellResearch::visitTyped(ICPackVisitor & visitor)
  490. {
  491. visitor.visitSpellResearch(*this);
  492. }
  493. void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
  494. {
  495. visitor.visitRecruitCreatures(*this);
  496. }
  497. void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
  498. {
  499. visitor.visitUpgradeCreature(*this);
  500. }
  501. void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
  502. {
  503. visitor.visitGarrisonHeroSwap(*this);
  504. }
  505. void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  506. {
  507. visitor.visitExchangeArtifacts(*this);
  508. }
  509. void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
  510. {
  511. visitor.visitBulkExchangeArtifacts(*this);
  512. }
  513. void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
  514. {
  515. visitor.visitManageBackpackArtifacts(*this);
  516. }
  517. void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
  518. {
  519. visitor.visitManageEquippedArtifacts(*this);
  520. }
  521. void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
  522. {
  523. visitor.visitAssembleArtifacts(*this);
  524. }
  525. void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
  526. {
  527. visitor.visitEraseArtifactByClient(*this);
  528. }
  529. void BuyArtifact::visitTyped(ICPackVisitor & visitor)
  530. {
  531. visitor.visitBuyArtifact(*this);
  532. }
  533. void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
  534. {
  535. visitor.visitTradeOnMarketplace(*this);
  536. }
  537. void SetFormation::visitTyped(ICPackVisitor & visitor)
  538. {
  539. visitor.visitSetFormation(*this);
  540. }
  541. void HireHero::visitTyped(ICPackVisitor & visitor)
  542. {
  543. visitor.visitHireHero(*this);
  544. }
  545. void BuildBoat::visitTyped(ICPackVisitor & visitor)
  546. {
  547. visitor.visitBuildBoat(*this);
  548. }
  549. void QueryReply::visitTyped(ICPackVisitor & visitor)
  550. {
  551. visitor.visitQueryReply(*this);
  552. }
  553. void MakeAction::visitTyped(ICPackVisitor & visitor)
  554. {
  555. visitor.visitMakeAction(*this);
  556. }
  557. void DigWithHero::visitTyped(ICPackVisitor & visitor)
  558. {
  559. visitor.visitDigWithHero(*this);
  560. }
  561. void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
  562. {
  563. visitor.visitCastAdvSpell(*this);
  564. }
  565. void SaveGame::visitTyped(ICPackVisitor & visitor)
  566. {
  567. visitor.visitSaveGame(*this);
  568. }
  569. void PlayerMessage::visitTyped(ICPackVisitor & visitor)
  570. {
  571. visitor.visitPlayerMessage(*this);
  572. }
  573. void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
  574. {
  575. visitor.visitPlayerMessageClient(*this);
  576. }
  577. void CenterView::visitTyped(ICPackVisitor & visitor)
  578. {
  579. visitor.visitCenterView(*this);
  580. }
  581. void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
  582. {
  583. visitor.visitLobbyClientConnected(*this);
  584. }
  585. void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
  586. {
  587. visitor.visitLobbyClientDisconnected(*this);
  588. }
  589. void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
  590. {
  591. visitor.visitLobbyChatMessage(*this);
  592. }
  593. void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
  594. {
  595. visitor.visitLobbyGuiAction(*this);
  596. }
  597. void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
  598. {
  599. visitor.visitLobbyLoadProgress(*this);
  600. }
  601. void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
  602. {
  603. visitor.visitLobbyRestartGame(*this);
  604. }
  605. void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
  606. {
  607. visitor.visitLobbyStartGame(*this);
  608. }
  609. void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
  610. {
  611. visitor.visitLobbyPrepareStartGame(*this);
  612. }
  613. void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
  614. {
  615. visitor.visitLobbyChangeHost(*this);
  616. }
  617. void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
  618. {
  619. visitor.visitLobbyUpdateState(*this);
  620. }
  621. void LobbySetMap::visitTyped(ICPackVisitor & visitor)
  622. {
  623. visitor.visitLobbySetMap(*this);
  624. }
  625. void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
  626. {
  627. visitor.visitLobbySetCampaign(*this);
  628. }
  629. void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
  630. {
  631. visitor.visitLobbySetCampaignMap(*this);
  632. }
  633. void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
  634. {
  635. visitor.visitLobbySetCampaignBonus(*this);
  636. }
  637. void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
  638. {
  639. visitor.visitLobbyChangePlayerOption(*this);
  640. }
  641. void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
  642. {
  643. visitor.visitLobbySetPlayer(*this);
  644. }
  645. void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
  646. {
  647. visitor.visitLobbySetPlayerName(*this);
  648. }
  649. void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
  650. {
  651. visitor.visitLobbySetPlayerHandicap(*this);
  652. }
  653. void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
  654. {
  655. visitor.visitLobbySetSimturns(*this);
  656. }
  657. void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
  658. {
  659. visitor.visitLobbySetTurnTime(*this);
  660. }
  661. void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
  662. {
  663. visitor.visitLobbySetExtraOptions(*this);
  664. }
  665. void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
  666. {
  667. visitor.visitLobbySetDifficulty(*this);
  668. }
  669. void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
  670. {
  671. visitor.visitLobbyForceSetPlayer(*this);
  672. }
  673. void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
  674. {
  675. visitor.visitLobbyShowMessage(*this);
  676. }
  677. void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
  678. {
  679. visitor.visitLobbyPvPAction(*this);
  680. }
  681. void LobbyDelete::visitTyped(ICPackVisitor & visitor)
  682. {
  683. visitor.visitLobbyDelete(*this);
  684. }
  685. void SetResources::applyGs(CGameState *gs)
  686. {
  687. assert(player.isValidPlayer());
  688. if(abs)
  689. gs->getPlayerState(player)->resources = res;
  690. else
  691. gs->getPlayerState(player)->resources += res;
  692. gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  693. //just ensure that player resources are not negative
  694. //server is responsible to check if player can afford deal
  695. //but events on server side are allowed to take more than player have
  696. gs->getPlayerState(player)->resources.positive();
  697. }
  698. void SetPrimSkill::applyGs(CGameState *gs)
  699. {
  700. CGHeroInstance * hero = gs->getHero(id);
  701. assert(hero);
  702. hero->setPrimarySkill(which, val, abs);
  703. }
  704. void SetSecSkill::applyGs(CGameState *gs)
  705. {
  706. CGHeroInstance *hero = gs->getHero(id);
  707. hero->setSecSkillLevel(which, val, abs);
  708. }
  709. void SetCommanderProperty::applyGs(CGameState *gs)
  710. {
  711. const auto & commander = gs->getHero(heroid)->getCommander();
  712. assert (commander);
  713. switch (which)
  714. {
  715. case BONUS:
  716. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  717. break;
  718. case SPECIAL_SKILL:
  719. commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
  720. commander->specialSkills.insert (additionalInfo);
  721. break;
  722. case SECONDARY_SKILL:
  723. commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
  724. break;
  725. case ALIVE:
  726. if (amount)
  727. commander->setAlive(true);
  728. else
  729. commander->setAlive(false);
  730. break;
  731. case EXPERIENCE:
  732. commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
  733. commander->nodeHasChanged();
  734. break;
  735. }
  736. }
  737. void AddQuest::applyGs(CGameState *gs)
  738. {
  739. assert (vstd::contains(gs->players, player));
  740. auto * vec = &gs->players.at(player).quests;
  741. if (!vstd::contains(*vec, quest))
  742. vec->push_back (quest);
  743. else
  744. logNetwork->warn("Warning! Attempt to add duplicated quest");
  745. }
  746. void UpdateArtHandlerLists::applyGs(CGameState *gs)
  747. {
  748. gs->allocatedArtifacts = allocatedArtifacts;
  749. }
  750. void ChangeFormation::applyGs(CGameState *gs)
  751. {
  752. gs->getHero(hid)->setFormation(formation);
  753. }
  754. void HeroVisitCastle::applyGs(CGameState *gs)
  755. {
  756. CGHeroInstance *h = gs->getHero(hid);
  757. CGTownInstance *t = gs->getTown(tid);
  758. assert(h);
  759. assert(t);
  760. if(start())
  761. t->setVisitingHero(h);
  762. else
  763. t->setVisitingHero(nullptr);
  764. }
  765. void ChangeSpells::applyGs(CGameState *gs)
  766. {
  767. CGHeroInstance *hero = gs->getHero(hid);
  768. if(learn)
  769. for(const auto & sid : spells)
  770. hero->addSpellToSpellbook(sid);
  771. else
  772. for(const auto & sid : spells)
  773. hero->removeSpellFromSpellbook(sid);
  774. }
  775. void SetResearchedSpells::applyGs(CGameState *gs)
  776. {
  777. CGTownInstance *town = gs->getTown(tid);
  778. town->spells[level] = spells;
  779. town->spellResearchCounterDay++;
  780. if(accepted)
  781. town->spellResearchAcceptedCounter++;
  782. }
  783. void SetMana::applyGs(CGameState *gs)
  784. {
  785. CGHeroInstance * hero = gs->getHero(hid);
  786. assert(hero);
  787. if(absolute)
  788. hero->mana = val;
  789. else
  790. hero->mana += val;
  791. vstd::amax(hero->mana, 0); //not less than 0
  792. }
  793. void SetMovePoints::applyGs(CGameState *gs)
  794. {
  795. CGHeroInstance *hero = gs->getHero(hid);
  796. assert(hero);
  797. if(absolute)
  798. hero->setMovementPoints(val);
  799. else
  800. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  801. }
  802. void FoWChange::applyGs(CGameState *gs)
  803. {
  804. TeamState * team = gs->getPlayerTeam(player);
  805. auto & fogOfWarMap = team->fogOfWarMap;
  806. for(const int3 & t : tiles)
  807. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  808. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  809. {
  810. std::unordered_set<int3> tilesRevealed;
  811. for (auto & o : gs->getMap().getObjects())
  812. {
  813. if (o->asOwnable())
  814. {
  815. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  816. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  817. }
  818. }
  819. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  820. fogOfWarMap[t.z][t.x][t.y] = 1;
  821. }
  822. }
  823. void SetAvailableHero::applyGs(CGameState *gs)
  824. {
  825. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  826. }
  827. void GiveBonus::applyGs(CGameState *gs)
  828. {
  829. CBonusSystemNode *cbsn = nullptr;
  830. switch(who)
  831. {
  832. case ETarget::OBJECT:
  833. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  834. break;
  835. case ETarget::PLAYER:
  836. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  837. break;
  838. case ETarget::BATTLE:
  839. assert(Bonus::OneBattle(&bonus));
  840. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  841. break;
  842. }
  843. assert(cbsn);
  844. if(Bonus::OneWeek(&bonus))
  845. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  846. auto b = std::make_shared<Bonus>(bonus);
  847. cbsn->addNewBonus(b);
  848. }
  849. void ChangeObjPos::applyGs(CGameState *gs)
  850. {
  851. CGObjectInstance *obj = gs->getObjInstance(objid);
  852. if(!obj)
  853. {
  854. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  855. return;
  856. }
  857. gs->getMap().moveObject(objid, nPos + obj->getVisitableOffset());
  858. }
  859. void ChangeObjectVisitors::applyGs(CGameState *gs)
  860. {
  861. switch (mode) {
  862. case VISITOR_ADD_HERO:
  863. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  864. gs->getHero(hero)->visitedObjects.insert(object);
  865. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  866. break;
  867. case VISITOR_ADD_PLAYER:
  868. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  869. for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)
  870. gs->getPlayerState(color)->visitedObjects.insert(object);
  871. break;
  872. case VISITOR_CLEAR:
  873. // remove visit info from all heroes, including those that are not present on map
  874. for (auto heroID : gs->getMap().getHeroesOnMap())
  875. gs->getHero(heroID)->visitedObjects.erase(object);
  876. for (auto heroID : gs->getMap().getHeroesInPool())
  877. gs->getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(object);
  878. for(auto &elem : gs->players)
  879. elem.second.visitedObjects.erase(object);
  880. for(auto &elem : gs->teams)
  881. elem.second.scoutedObjects.erase(object);
  882. break;
  883. case VISITOR_SCOUTED:
  884. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  885. break;
  886. case VISITOR_GLOBAL:
  887. {
  888. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  889. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  890. break;
  891. }
  892. }
  893. }
  894. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  895. {
  896. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  897. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  898. costume->second = costumeSet;
  899. else
  900. allCostumes.try_emplace(costumeIdx, costumeSet);
  901. }
  902. void PlayerEndsGame::applyGs(CGameState *gs)
  903. {
  904. PlayerState *p = gs->getPlayerState(player);
  905. if(victoryLossCheckResult.victory())
  906. {
  907. p->status = EPlayerStatus::WINNER;
  908. // TODO: Campaign-specific code might as well go somewhere else
  909. // keep all heroes from the winning player
  910. if(p->human && gs->getStartInfo()->campState)
  911. {
  912. std::vector<CGHeroInstance *> crossoverHeroes;
  913. for (auto hero : p->getHeroes())
  914. if (hero->tempOwner == player)
  915. crossoverHeroes.push_back(hero);
  916. gs->getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  917. }
  918. }
  919. else
  920. {
  921. p->status = EPlayerStatus::LOSER;
  922. }
  923. // defeated player may be making turn right now
  924. gs->actingPlayers.erase(player);
  925. }
  926. void PlayerReinitInterface::applyGs(CGameState *gs)
  927. {
  928. if(!gs || !gs->getStartInfo())
  929. return;
  930. //TODO: what does mean if more that one player connected?
  931. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  932. {
  933. for(const auto & player : players)
  934. gs->getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  935. }
  936. }
  937. void RemoveBonus::applyGs(CGameState *gs)
  938. {
  939. CBonusSystemNode *node = nullptr;
  940. switch(who)
  941. {
  942. case GiveBonus::ETarget::OBJECT:
  943. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  944. break;
  945. case GiveBonus::ETarget::PLAYER:
  946. node = gs->getPlayerState(whoID.as<PlayerColor>());
  947. break;
  948. case GiveBonus::ETarget::BATTLE:
  949. assert(Bonus::OneBattle(&bonus));
  950. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  951. break;
  952. }
  953. BonusList &bonuses = node->getExportedBonusList();
  954. for(const auto & b : bonuses)
  955. {
  956. if(b->source == source && b->sid == id)
  957. {
  958. bonus = *b; //backup bonus (to show to interfaces later)
  959. node->removeBonus(b);
  960. break;
  961. }
  962. }
  963. }
  964. void RemoveObject::applyGs(CGameState *gs)
  965. {
  966. CGObjectInstance *obj = gs->getObjInstance(objectID);
  967. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  968. if (initiator.isValidPlayer())
  969. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  970. if(obj->getOwner().isValidPlayer())
  971. {
  972. gs->getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  973. FlaggableMapObject* flaggableObject = dynamic_cast<FlaggableMapObject*>(obj);
  974. if(flaggableObject)
  975. {
  976. flaggableObject->markAsDeleted();
  977. }
  978. }
  979. if(obj->ID == Obj::HERO) //remove beaten hero
  980. {
  981. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  982. assert(beatenHero);
  983. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  984. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  985. {
  986. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  987. });
  988. if(beatenHero->getVisitedTown())
  989. {
  990. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  991. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  992. else
  993. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  994. beatenHero->setVisitedTown(nullptr, false);
  995. }
  996. beatenHero->detachFromBonusSystem(*gs);
  997. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  998. // FIXME: workaround:
  999. // hero should be attached to siegeNode after battle
  1000. // however this code might also be called on dismissing hero while in town
  1001. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  1002. beatenHero->detachFrom(*siegeNode);
  1003. //If hero on Boat is removed, the Boat disappears
  1004. if(beatenHero->inBoat())
  1005. {
  1006. auto boat = beatenHero->getBoat();
  1007. beatenHero->setBoat(nullptr);
  1008. gs->getMap().eraseObject(boat->id);
  1009. }
  1010. auto beatenObject = gs->getMap().eraseObject(obj->id);
  1011. //return hero to the pool, so he may reappear in tavern
  1012. gs->heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  1013. gs->getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  1014. return;
  1015. }
  1016. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1017. if (quest)
  1018. {
  1019. for (auto &player : gs->players)
  1020. {
  1021. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1022. return q.obj == obj->id;
  1023. });
  1024. }
  1025. }
  1026. gs->getMap().eraseObject(objectID);
  1027. gs->getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1028. }
  1029. static int getDir(const int3 & src, const int3 & dst)
  1030. {
  1031. int ret = -1;
  1032. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1033. {
  1034. ret = 1;
  1035. }
  1036. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1037. {
  1038. ret = 2;
  1039. }
  1040. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1041. {
  1042. ret = 3;
  1043. }
  1044. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1045. {
  1046. ret = 4;
  1047. }
  1048. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1049. {
  1050. ret = 5;
  1051. }
  1052. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1053. {
  1054. ret = 6;
  1055. }
  1056. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1057. {
  1058. ret = 7;
  1059. }
  1060. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1061. {
  1062. ret = 8;
  1063. }
  1064. return ret;
  1065. }
  1066. void TryMoveHero::applyGs(CGameState *gs)
  1067. {
  1068. CGHeroInstance *h = gs->getHero(id);
  1069. if (!h)
  1070. {
  1071. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1072. return;
  1073. }
  1074. const TerrainTile & fromTile = gs->getMap().getTile(h->convertToVisitablePos(start));
  1075. const TerrainTile & destTile = gs->getMap().getTile(h->convertToVisitablePos(end));
  1076. h->setMovementPoints(movePoints);
  1077. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1078. {
  1079. auto dir = getDir(start,end);
  1080. if(dir > 0 && dir <= 8)
  1081. h->moveDir = dir;
  1082. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1083. }
  1084. if(result == EMBARK) //hero enters boat at destination tile
  1085. {
  1086. const TerrainTile &tt = gs->getMap().getTile(h->convertToVisitablePos(end));
  1087. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  1088. CGObjectInstance * topObject = gs->getObjInstance(topObjectID);
  1089. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1090. auto * boat = dynamic_cast<CGBoat *>(topObject);
  1091. assert(boat);
  1092. gs->getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1093. h->setBoat(boat);
  1094. }
  1095. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1096. {
  1097. auto * b = h->getBoat();
  1098. b->direction = h->moveDir;
  1099. b->pos = start;
  1100. gs->getMap().showObject(b);
  1101. h->setBoat(nullptr);
  1102. }
  1103. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1104. {
  1105. gs->getMap().hideObject(h);
  1106. h->setAnchorPos(end);
  1107. if(auto * b = h->getBoat())
  1108. b->setAnchorPos(end);
  1109. gs->getMap().showObject(h);
  1110. }
  1111. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1112. for(const int3 & t : fowRevealed)
  1113. fogOfWarMap[t.z][t.x][t.y] = 1;
  1114. if (fromTile.getTerrainID() != destTile.getTerrainID())
  1115. h->nodeHasChanged(); // update bonuses with terrain limiter
  1116. }
  1117. void NewStructures::applyGs(CGameState *gs)
  1118. {
  1119. CGTownInstance *t = gs->getTown(tid);
  1120. for(const auto & id : bid)
  1121. {
  1122. assert(t->getTown()->buildings.at(id) != nullptr);
  1123. t->addBuilding(id);
  1124. }
  1125. t->updateAppearance();
  1126. t->built = built;
  1127. t->recreateBuildingsBonuses();
  1128. }
  1129. void RazeStructures::applyGs(CGameState *gs)
  1130. {
  1131. CGTownInstance *t = gs->getTown(tid);
  1132. for(const auto & id : bid)
  1133. {
  1134. t->removeBuilding(id);
  1135. t->updateAppearance();
  1136. }
  1137. t->destroyed = destroyed; //yeaha
  1138. t->recreateBuildingsBonuses();
  1139. }
  1140. void SetAvailableCreatures::applyGs(CGameState *gs)
  1141. {
  1142. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1143. assert(dw);
  1144. dw->creatures = creatures;
  1145. }
  1146. void SetHeroesInTown::applyGs(CGameState *gs)
  1147. {
  1148. CGTownInstance *t = gs->getTown(tid);
  1149. CGHeroInstance * v = gs->getHero(visiting);
  1150. CGHeroInstance * g = gs->getHero(garrison);
  1151. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  1152. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  1153. if(newVisitorComesFromGarrison)
  1154. t->setGarrisonedHero(nullptr);
  1155. if(newGarrisonComesFromVisiting)
  1156. t->setVisitingHero(nullptr);
  1157. if(!newGarrisonComesFromVisiting || v)
  1158. t->setVisitingHero(v);
  1159. if(!newVisitorComesFromGarrison || g)
  1160. t->setGarrisonedHero(g);
  1161. if(v)
  1162. gs->getMap().showObject(v);
  1163. if(g)
  1164. gs->getMap().hideObject(g);
  1165. }
  1166. void HeroRecruited::applyGs(CGameState *gs)
  1167. {
  1168. auto h = gs->heroesPool->takeHeroFromPool(hid);
  1169. CGTownInstance *t = gs->getTown(tid);
  1170. PlayerState *p = gs->getPlayerState(player);
  1171. if (boatId != ObjectInstanceID::NONE)
  1172. {
  1173. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1174. auto * boat = dynamic_cast<CGBoat *>(obj);
  1175. if (boat)
  1176. {
  1177. gs->getMap().hideObject(boat);
  1178. h->setBoat(boat);
  1179. }
  1180. }
  1181. h->setOwner(player);
  1182. h->pos = tile;
  1183. h->updateAppearance();
  1184. assert(h->id.hasValue());
  1185. gs->getMap().addNewObject(h);
  1186. p->addOwnedObject(h.get());
  1187. h->attachToBonusSystem(*gs);
  1188. if(t)
  1189. t->setVisitingHero(h.get());
  1190. }
  1191. void GiveHero::applyGs(CGameState *gs)
  1192. {
  1193. CGHeroInstance *h = gs->getHero(id);
  1194. if (boatId != ObjectInstanceID::NONE)
  1195. {
  1196. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1197. auto * boat = dynamic_cast<CGBoat *>(obj);
  1198. if (boat)
  1199. {
  1200. gs->getMap().hideObject(boat);
  1201. h->setBoat(boat);
  1202. }
  1203. }
  1204. //bonus system
  1205. h->detachFrom(gs->globalEffects);
  1206. h->attachTo(*gs->getPlayerState(player));
  1207. auto oldVisitablePos = h->visitablePos();
  1208. gs->getMap().hideObject(h);
  1209. h->updateAppearance();
  1210. h->setOwner(player);
  1211. h->setMovementPoints(h->movementPointsLimit(true));
  1212. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  1213. gs->getMap().heroAddedToMap(h);
  1214. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1215. gs->getMap().showObject(h);
  1216. h->setVisitedTown(nullptr, false);
  1217. }
  1218. void NewObject::applyGs(CGameState *gs)
  1219. {
  1220. gs->getMap().addNewObject(newObject);
  1221. gs->getMap().calculateGuardingGreaturePositions();
  1222. // attach newly spawned wandering monster to global bonus system node
  1223. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(newObject);
  1224. if (newArmy)
  1225. newArmy->attachToBonusSystem(*gs);
  1226. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1227. }
  1228. void NewArtifact::applyGs(CGameState *gs)
  1229. {
  1230. auto art = gs->createArtifact(artId, spellId);
  1231. PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
  1232. pa.applyGs(gs);
  1233. }
  1234. void ChangeStackCount::applyGs(CGameState *gs)
  1235. {
  1236. auto * srcObj = gs->getArmyInstance(army);
  1237. if(!srcObj)
  1238. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1239. if(absoluteValue)
  1240. srcObj->setStackCount(slot, count);
  1241. else
  1242. srcObj->changeStackCount(slot, count);
  1243. }
  1244. void SetStackType::applyGs(CGameState *gs)
  1245. {
  1246. auto * srcObj = gs->getArmyInstance(army);
  1247. if(!srcObj)
  1248. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1249. srcObj->setStackType(slot, type);
  1250. }
  1251. void EraseStack::applyGs(CGameState *gs)
  1252. {
  1253. auto * srcObj = gs->getArmyInstance(army);
  1254. if(!srcObj)
  1255. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1256. srcObj->eraseStack(slot);
  1257. }
  1258. void SwapStacks::applyGs(CGameState *gs)
  1259. {
  1260. auto * srcObj = gs->getArmyInstance(srcArmy);
  1261. if(!srcObj)
  1262. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1263. auto * dstObj = gs->getArmyInstance(dstArmy);
  1264. if(!dstObj)
  1265. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1266. auto s1 = srcObj->detachStack(srcSlot);
  1267. auto s2 = dstObj->detachStack(dstSlot);
  1268. srcObj->putStack(srcSlot, std::move(s2));
  1269. dstObj->putStack(dstSlot, std::move(s1));
  1270. }
  1271. void InsertNewStack::applyGs(CGameState *gs)
  1272. {
  1273. if(auto * obj = gs->getArmyInstance(army))
  1274. obj->putStack(slot, std::make_unique<CStackInstance>(gs->cb, type, count));
  1275. else
  1276. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1277. }
  1278. void RebalanceStacks::applyGs(CGameState *gs)
  1279. {
  1280. auto * srcObj = gs->getArmyInstance(srcArmy);
  1281. if(!srcObj)
  1282. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1283. auto * dstObj = gs->getArmyInstance(dstArmy);
  1284. if(!dstObj)
  1285. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1286. StackLocation src(srcObj->id, srcSlot);
  1287. StackLocation dst(dstObj->id, dstSlot);
  1288. const CCreature * srcType = srcObj->getCreature(src.slot);
  1289. TQuantity srcCount = srcObj->getStackCount(src.slot);
  1290. bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1291. if(srcCount == count) //moving whole stack
  1292. {
  1293. const auto c = dstObj->getCreature(dst.slot);
  1294. if(c) //stack at dest -> merge
  1295. {
  1296. assert(c == srcType);
  1297. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  1298. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  1299. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  1300. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  1301. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1302. {
  1303. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1304. {
  1305. bool artifactIsLost = true;
  1306. if(srcHero)
  1307. {
  1308. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1309. if (dstSlot != ArtifactPosition::PRE_FIRST)
  1310. {
  1311. gs->getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1312. artifactIsLost = false;
  1313. }
  1314. }
  1315. if (artifactIsLost)
  1316. {
  1317. BulkEraseArtifacts ea;
  1318. ea.artHolder = dstHero->id;
  1319. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1320. ea.creature = dst.slot;
  1321. ea.applyGs(gs);
  1322. logNetwork->warn("Cannot move artifact! No free slots");
  1323. }
  1324. gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1325. //TODO: choose from dialog
  1326. }
  1327. else //just move to the other slot before stack gets erased
  1328. {
  1329. gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1330. }
  1331. }
  1332. if (stackExp)
  1333. {
  1334. ui64 totalExp = srcCount * srcObj->getStackExperience(src.slot) + dstObj->getStackCount(dst.slot) * dstObj->getStackExperience(dst.slot);
  1335. srcObj->eraseStack(src.slot);
  1336. dstObj->changeStackCount(dst.slot, count);
  1337. dstObj->setStackExp(dst.slot, totalExp /(dstObj->getStackCount(dst.slot))); //mean
  1338. }
  1339. else
  1340. {
  1341. srcObj->eraseStack(src.slot);
  1342. dstObj->changeStackCount(dst.slot, count);
  1343. }
  1344. }
  1345. else //move stack to an empty slot, no exp change needed
  1346. {
  1347. auto stackDetached = srcObj->detachStack(src.slot);
  1348. dstObj->putStack(dst.slot, std::move(stackDetached));
  1349. }
  1350. }
  1351. else
  1352. {
  1353. [[maybe_unused]] const CCreature *c = dstObj->getCreature(dst.slot);
  1354. if(c) //stack at dest -> rebalance
  1355. {
  1356. assert(c == srcType);
  1357. if (stackExp)
  1358. {
  1359. ui64 totalExp = srcCount * srcObj->getStackExperience(src.slot) + dstObj->getStackCount(dst.slot) * dstObj->getStackExperience(dst.slot);
  1360. srcObj->changeStackCount(src.slot, -count);
  1361. dstObj->changeStackCount(dst.slot, count);
  1362. dstObj->setStackExp(dst.slot, totalExp /(srcObj->getStackCount(src.slot) + dstObj->getStackCount(dst.slot))); //mean
  1363. }
  1364. else
  1365. {
  1366. srcObj->changeStackCount(src.slot, -count);
  1367. dstObj->changeStackCount(dst.slot, count);
  1368. }
  1369. }
  1370. else //split stack to an empty slot
  1371. {
  1372. srcObj->changeStackCount(src.slot, -count);
  1373. dstObj->addToSlot(dst.slot, srcType->getId(), count, false);
  1374. if (stackExp)
  1375. dstObj->setStackExp(dst.slot, srcObj->getStackExperience(src.slot));
  1376. }
  1377. }
  1378. srcObj->nodeHasChanged();
  1379. if (srcObj != dstObj)
  1380. dstObj->nodeHasChanged();
  1381. }
  1382. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1383. {
  1384. for(auto & move : moves)
  1385. move.applyGs(gs);
  1386. }
  1387. void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
  1388. {
  1389. for(auto & move : moves)
  1390. move.applyGs(gs);
  1391. for(auto & change : changes)
  1392. change.applyGs(gs);
  1393. }
  1394. void PutArtifact::applyGs(CGameState *gs)
  1395. {
  1396. auto art = gs->getArtInstance(id);
  1397. assert(!art->getParentNodes().empty());
  1398. auto hero = gs->getHero(al.artHolder);
  1399. assert(hero);
  1400. assert(art && art->canBePutAt(hero, al.slot));
  1401. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1402. gs->getMap().putArtifactInstance(*hero, art->getId(), al.slot);
  1403. }
  1404. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1405. {
  1406. const auto artSet = gs->getArtSet(artHolder);
  1407. assert(artSet);
  1408. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1409. {
  1410. return slot0.num > slot1.num;
  1411. });
  1412. for(const auto & slot : posPack)
  1413. {
  1414. const auto slotInfo = artSet->getSlot(slot);
  1415. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  1416. const CArtifactInstance * artifact = gs->getArtInstance(artifactID);
  1417. if(slotInfo->locked)
  1418. {
  1419. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  1420. DisassembledArtifact dis;
  1421. dis.al.artHolder = artHolder;
  1422. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1423. {
  1424. auto art = slotInfoWorn.second.getArt();
  1425. if(art->isCombined() && art->isPart(artifact))
  1426. {
  1427. dis.al.slot = artSet->getArtPos(art);
  1428. break;
  1429. }
  1430. }
  1431. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1432. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  1433. dis.applyGs(gs);
  1434. }
  1435. else
  1436. {
  1437. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  1438. }
  1439. gs->getMap().removeArtifactInstance(*artSet, slot);
  1440. }
  1441. }
  1442. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1443. {
  1444. const auto bulkArtsRemove = [gs](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  1445. {
  1446. std::vector<ArtifactPosition> packToRemove;
  1447. for(const auto & slotsPair : artsPack)
  1448. packToRemove.push_back(slotsPair.srcPos);
  1449. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1450. {
  1451. return slot0.num > slot1.num;
  1452. });
  1453. for(const auto & slot : packToRemove)
  1454. gs->getMap().removeArtifactInstance(artSet, slot);
  1455. };
  1456. const auto bulkArtsPut = [gs](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1457. {
  1458. for(const auto & slotsPair : artsPack)
  1459. {
  1460. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1461. assert(art);
  1462. gs->getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  1463. }
  1464. };
  1465. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1466. assert(leftSet);
  1467. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1468. assert(rightSet);
  1469. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1470. bulkArtsRemove(artsPack0, *leftSet);
  1471. if(!artsPack1.empty())
  1472. {
  1473. CArtifactFittingSet artInitialSetRight(*rightSet);
  1474. bulkArtsRemove(artsPack1, *rightSet);
  1475. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1476. }
  1477. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1478. }
  1479. void AssembledArtifact::applyGs(CGameState *gs)
  1480. {
  1481. auto artSet = gs->getArtSet(al.artHolder);
  1482. assert(artSet);
  1483. const auto transformedArt = artSet->getArt(al.slot);
  1484. assert(transformedArt);
  1485. const auto builtArt = artId.toArtifact();
  1486. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1487. {
  1488. return art->getId() == builtArt->getId();
  1489. }));
  1490. auto * combinedArt = gs->getMap().createArtifactComponent(artId);
  1491. // Find slots for all involved artifacts
  1492. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { al.slot };
  1493. CArtifactFittingSet fittingSet(*artSet);
  1494. auto parts = builtArt->getConstituents();
  1495. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  1496. for(const auto constituent : parts)
  1497. {
  1498. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  1499. fittingSet.lockSlot(slot);
  1500. assert(slot != ArtifactPosition::PRE_FIRST);
  1501. slotsInvolved.insert(slot);
  1502. }
  1503. // Find a slot for combined artifact
  1504. if(ArtifactUtils::isSlotEquipment(al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  1505. {
  1506. al.slot = ArtifactPosition::BACKPACK_START;
  1507. }
  1508. else if(ArtifactUtils::isSlotBackpack(al.slot))
  1509. {
  1510. for(const auto & slot : slotsInvolved)
  1511. if(ArtifactUtils::isSlotBackpack(slot))
  1512. al.slot = slot;
  1513. }
  1514. else
  1515. {
  1516. for(const auto & slot : slotsInvolved)
  1517. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1518. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  1519. {
  1520. al.slot = slot;
  1521. break;
  1522. }
  1523. }
  1524. // Delete parts from hero
  1525. for(const auto & slot : slotsInvolved)
  1526. {
  1527. const auto constituentInstance = artSet->getArt(slot);
  1528. gs->getMap().removeArtifactInstance(*artSet, slot);
  1529. if(!combinedArt->getType()->isFused())
  1530. {
  1531. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1532. combinedArt->addPart(constituentInstance, slot);
  1533. else
  1534. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1535. }
  1536. }
  1537. // Put new combined artifacts
  1538. gs->getMap().putArtifactInstance(*artSet, combinedArt->getId(), al.slot);
  1539. }
  1540. void DisassembledArtifact::applyGs(CGameState *gs)
  1541. {
  1542. auto hero = gs->getHero(al.artHolder);
  1543. assert(hero);
  1544. auto disassembledArtID = hero->getArtID(al.slot);
  1545. auto disassembledArt = gs->getArtInstance(disassembledArtID);
  1546. assert(disassembledArt);
  1547. const auto parts = disassembledArt->getPartsInfo();
  1548. gs->getMap().removeArtifactInstance(*hero, al.slot);
  1549. for(auto & part : parts)
  1550. {
  1551. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1552. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1553. disassembledArt->detachFromSource(*part.getArtifact());
  1554. gs->getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  1555. }
  1556. gs->getMap().eraseArtifactInstance(disassembledArt->getId());
  1557. }
  1558. void HeroVisit::applyGs(CGameState *gs)
  1559. {
  1560. }
  1561. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1562. {
  1563. if(id != ObjectInstanceID::NONE)
  1564. {
  1565. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1566. {
  1567. bm->artifacts = arts;
  1568. }
  1569. else
  1570. {
  1571. logNetwork->error("Wrong black market id!");
  1572. }
  1573. }
  1574. else
  1575. {
  1576. gs->getMap().townMerchantArtifacts = arts;
  1577. }
  1578. }
  1579. void NewTurn::applyGs(CGameState *gs)
  1580. {
  1581. gs->day = day;
  1582. // Update bonuses before doing anything else so hero don't get more MP than needed
  1583. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1584. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1585. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1586. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1587. for(auto & manaPack : heroesMana)
  1588. manaPack.applyGs(gs);
  1589. for(auto & movePack : heroesMovement)
  1590. movePack.applyGs(gs);
  1591. gs->heroesPool->onNewDay();
  1592. for(auto & entry : playerIncome)
  1593. {
  1594. gs->getPlayerState(entry.first)->resources += entry.second;
  1595. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1596. }
  1597. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1598. creatureSet.applyGs(gs);
  1599. for (const auto & townID : gs->getMap().getAllTowns())
  1600. {
  1601. auto t = gs->getTown(townID);
  1602. t->built = 0;
  1603. t->spellResearchCounterDay = 0;
  1604. }
  1605. if(newRumor)
  1606. gs->currentRumor = *newRumor;
  1607. }
  1608. void SetObjectProperty::applyGs(CGameState *gs)
  1609. {
  1610. CGObjectInstance *obj = gs->getObjInstance(id);
  1611. if(!obj)
  1612. {
  1613. logNetwork->error("Wrong object ID - property cannot be set!");
  1614. return;
  1615. }
  1616. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1617. if(what == ObjProperty::OWNER && obj->asOwnable())
  1618. {
  1619. PlayerColor oldOwner = obj->getOwner();
  1620. PlayerColor newOwner = identifier.as<PlayerColor>();
  1621. if(oldOwner.isValidPlayer())
  1622. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);
  1623. if(newOwner.isValidPlayer())
  1624. gs->getPlayerState(newOwner)->addOwnedObject(obj);
  1625. }
  1626. if(what == ObjProperty::OWNER && cai)
  1627. {
  1628. if(obj->ID == Obj::TOWN)
  1629. {
  1630. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1631. assert(t);
  1632. PlayerColor oldOwner = t->tempOwner;
  1633. if(oldOwner.isValidPlayer())
  1634. {
  1635. auto * state = gs->getPlayerState(oldOwner);
  1636. if(state->getTowns().empty())
  1637. state->daysWithoutCastle = 0;
  1638. }
  1639. if(identifier.as<PlayerColor>().isValidPlayer())
  1640. {
  1641. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1642. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1643. if(p->daysWithoutCastle)
  1644. p->daysWithoutCastle = std::nullopt;
  1645. }
  1646. }
  1647. cai->detachFromBonusSystem(*gs);
  1648. obj->setProperty(what, identifier);
  1649. cai->attachToBonusSystem(*gs);
  1650. }
  1651. else //not an armed instance
  1652. {
  1653. obj->setProperty(what, identifier);
  1654. }
  1655. }
  1656. void HeroLevelUp::applyGs(CGameState *gs)
  1657. {
  1658. auto * hero = gs->getHero(heroId);
  1659. assert(hero);
  1660. hero->levelUp(skills);
  1661. }
  1662. void CommanderLevelUp::applyGs(CGameState *gs)
  1663. {
  1664. auto * hero = gs->getHero(heroId);
  1665. assert(hero);
  1666. const auto & commander = hero->getCommander();
  1667. assert(commander);
  1668. commander->levelUp();
  1669. }
  1670. void BattleStart::applyGs(CGameState *gs)
  1671. {
  1672. assert(battleID == gs->nextBattleID);
  1673. info->battleID = gs->nextBattleID;
  1674. info->localInit();
  1675. gs->currentBattles.push_back(std::move(info));
  1676. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1677. }
  1678. void BattleNextRound::applyGs(CGameState *gs)
  1679. {
  1680. gs->getBattle(battleID)->nextRound();
  1681. }
  1682. void BattleSetActiveStack::applyGs(CGameState *gs)
  1683. {
  1684. gs->getBattle(battleID)->nextTurn(stack);
  1685. }
  1686. void BattleTriggerEffect::applyGs(CGameState *gs)
  1687. {
  1688. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1689. assert(st);
  1690. switch(static_cast<BonusType>(effect))
  1691. {
  1692. case BonusType::HP_REGENERATION:
  1693. {
  1694. int64_t toHeal = val;
  1695. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1696. break;
  1697. }
  1698. case BonusType::MANA_DRAIN:
  1699. {
  1700. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1701. st->drainedMana = true;
  1702. h->mana -= val;
  1703. vstd::amax(h->mana, 0);
  1704. break;
  1705. }
  1706. case BonusType::POISON:
  1707. {
  1708. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1709. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1710. if (b)
  1711. b->val = val;
  1712. break;
  1713. }
  1714. case BonusType::ENCHANTER:
  1715. case BonusType::MORALE:
  1716. break;
  1717. case BonusType::FEAR:
  1718. st->fear = true;
  1719. break;
  1720. default:
  1721. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1722. }
  1723. }
  1724. void BattleUpdateGateState::applyGs(CGameState *gs)
  1725. {
  1726. if(gs->getBattle(battleID))
  1727. gs->getBattle(battleID)->si.gateState = state;
  1728. }
  1729. void BattleCancelled::applyGs(CGameState *gs)
  1730. {
  1731. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1732. {
  1733. return battle->battleID == battleID;
  1734. });
  1735. assert(currentBattle != gs->currentBattles.end());
  1736. gs->currentBattles.erase(currentBattle);
  1737. }
  1738. void BattleResultAccepted::applyGs(CGameState *gs)
  1739. {
  1740. // Remove any "until next battle" bonuses
  1741. if(const auto attackerHero = gs->getHero(heroResult[BattleSide::ATTACKER].heroID))
  1742. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1743. if(const auto defenderHero = gs->getHero(heroResult[BattleSide::DEFENDER].heroID))
  1744. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1745. if(winnerSide != BattleSide::NONE)
  1746. {
  1747. // Grow up growing artifacts
  1748. if(const auto winnerHero = gs->getHero(heroResult[winnerSide].heroID))
  1749. {
  1750. if(winnerHero->getCommander() && winnerHero->getCommander()->alive)
  1751. {
  1752. for(auto & art : winnerHero->getCommander()->artifactsWorn)
  1753. gs->getArtInstance(art.second.getID())->growingUp();
  1754. }
  1755. for(auto & art : winnerHero->artifactsWorn)
  1756. gs->getArtInstance(art.second.getID())->growingUp();
  1757. }
  1758. }
  1759. if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1760. {
  1761. if(const auto attackerArmy = gs->getArmyInstance(heroResult[BattleSide::ATTACKER].armyID))
  1762. {
  1763. attackerArmy->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1764. attackerArmy->nodeHasChanged();
  1765. }
  1766. if(const auto defenderArmy = gs->getArmyInstance(heroResult[BattleSide::DEFENDER].armyID))
  1767. {
  1768. defenderArmy->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1769. defenderArmy->nodeHasChanged();
  1770. }
  1771. }
  1772. }
  1773. void BattleLogMessage::applyGs(CGameState *gs)
  1774. {
  1775. //nothing
  1776. }
  1777. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1778. {
  1779. //nothing
  1780. }
  1781. void BattleStackMoved::applyGs(CGameState *gs)
  1782. {
  1783. applyBattle(gs->getBattle(battleID));
  1784. }
  1785. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1786. {
  1787. battleState->moveUnit(stack, tilesToMove.back());
  1788. }
  1789. void BattleStackAttacked::applyGs(CGameState *gs)
  1790. {
  1791. applyBattle(gs->getBattle(battleID));
  1792. }
  1793. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1794. {
  1795. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1796. }
  1797. void BattleAttack::applyGs(CGameState *gs)
  1798. {
  1799. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1800. assert(attacker);
  1801. attackerChanges.applyGs(gs);
  1802. for(BattleStackAttacked & stackAttacked : bsa)
  1803. stackAttacked.applyGs(gs);
  1804. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1805. if(!this->counter())
  1806. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1807. }
  1808. void StartAction::applyGs(CGameState *gs)
  1809. {
  1810. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1811. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1812. {
  1813. gs->getBattle(battleID)->tacticDistance = 0;
  1814. return;
  1815. }
  1816. if(gs->getBattle(battleID)->tacticDistance)
  1817. {
  1818. // moves in tactics phase do not affect creature status
  1819. // (tactics stack queue is managed by client)
  1820. return;
  1821. }
  1822. if (ba.isUnitAction())
  1823. {
  1824. assert(st); // stack must exists for all non-hero actions
  1825. switch(ba.actionType)
  1826. {
  1827. case EActionType::DEFEND:
  1828. st->waiting = false;
  1829. st->defending = true;
  1830. st->defendingAnim = true;
  1831. break;
  1832. case EActionType::WAIT:
  1833. st->defendingAnim = false;
  1834. st->waiting = true;
  1835. st->waitedThisTurn = true;
  1836. break;
  1837. case EActionType::HERO_SPELL: //no change in current stack state
  1838. break;
  1839. default: //any active stack action - attack, catapult, heal, spell...
  1840. st->waiting = false;
  1841. st->defendingAnim = false;
  1842. st->movedThisRound = true;
  1843. st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
  1844. break;
  1845. }
  1846. }
  1847. else
  1848. {
  1849. if(ba.actionType == EActionType::HERO_SPELL)
  1850. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1851. }
  1852. }
  1853. void BattleSpellCast::applyGs(CGameState *gs)
  1854. {
  1855. if(castByHero && side != BattleSide::NONE)
  1856. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1857. }
  1858. void SetStackEffect::applyGs(CGameState *gs)
  1859. {
  1860. applyBattle(gs->getBattle(battleID));
  1861. }
  1862. void SetStackEffect::applyBattle(IBattleState * battleState)
  1863. {
  1864. for(const auto & stackData : toRemove)
  1865. battleState->removeUnitBonus(stackData.first, stackData.second);
  1866. for(const auto & stackData : toUpdate)
  1867. battleState->updateUnitBonus(stackData.first, stackData.second);
  1868. for(const auto & stackData : toAdd)
  1869. battleState->addUnitBonus(stackData.first, stackData.second);
  1870. }
  1871. void StacksInjured::applyGs(CGameState *gs)
  1872. {
  1873. applyBattle(gs->getBattle(battleID));
  1874. }
  1875. void StacksInjured::applyBattle(IBattleState * battleState)
  1876. {
  1877. for(BattleStackAttacked stackAttacked : stacks)
  1878. stackAttacked.applyBattle(battleState);
  1879. }
  1880. void BattleUnitsChanged::applyGs(CGameState *gs)
  1881. {
  1882. applyBattle(gs->getBattle(battleID));
  1883. }
  1884. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1885. {
  1886. for(auto & elem : changedStacks)
  1887. {
  1888. switch(elem.operation)
  1889. {
  1890. case BattleChanges::EOperation::RESET_STATE:
  1891. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1892. break;
  1893. case BattleChanges::EOperation::REMOVE:
  1894. battleState->removeUnit(elem.id);
  1895. break;
  1896. case BattleChanges::EOperation::ADD:
  1897. battleState->addUnit(elem.id, elem.data);
  1898. break;
  1899. case BattleChanges::EOperation::UPDATE:
  1900. battleState->updateUnit(elem.id, elem.data);
  1901. break;
  1902. default:
  1903. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1904. break;
  1905. }
  1906. }
  1907. }
  1908. void BattleResultsApplied::applyGs(CGameState * gs)
  1909. {
  1910. learnedSpells.applyGs(gs);
  1911. for(auto & artPack : artifacts)
  1912. artPack.applyGs(gs);
  1913. const auto currentBattle = std::find_if(gs->currentBattles.begin(), gs->currentBattles.end(),
  1914. [this](const auto & battle)
  1915. {
  1916. return battle->battleID == battleID;
  1917. });
  1918. assert(currentBattle != gs->currentBattles.end());
  1919. gs->currentBattles.erase(currentBattle);
  1920. }
  1921. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1922. {
  1923. applyBattle(gs->getBattle(battleID));
  1924. }
  1925. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1926. {
  1927. for(const auto & change : changes)
  1928. {
  1929. switch(change.operation)
  1930. {
  1931. case BattleChanges::EOperation::REMOVE:
  1932. battleState->removeObstacle(change.id);
  1933. break;
  1934. case BattleChanges::EOperation::ADD:
  1935. battleState->addObstacle(change);
  1936. break;
  1937. case BattleChanges::EOperation::UPDATE:
  1938. battleState->updateObstacle(change);
  1939. break;
  1940. default:
  1941. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1942. break;
  1943. }
  1944. }
  1945. }
  1946. CatapultAttack::CatapultAttack() = default;
  1947. CatapultAttack::~CatapultAttack() = default;
  1948. void CatapultAttack::applyGs(CGameState *gs)
  1949. {
  1950. applyBattle(gs->getBattle(battleID));
  1951. }
  1952. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  1953. {
  1954. visitor.visitCatapultAttack(*this);
  1955. }
  1956. void CatapultAttack::applyBattle(IBattleState * battleState)
  1957. {
  1958. const auto * town = battleState->getDefendedTown();
  1959. if(!town)
  1960. return;
  1961. if(town->fortificationsLevel().wallsHealth == 0)
  1962. return;
  1963. for(const auto & part : attackedParts)
  1964. {
  1965. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  1966. battleState->setWallState(part.attackedPart, newWallState);
  1967. }
  1968. }
  1969. void BattleSetStackProperty::applyGs(CGameState *gs)
  1970. {
  1971. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  1972. switch(which)
  1973. {
  1974. case CASTS:
  1975. {
  1976. if(absolute)
  1977. logNetwork->error("Can not change casts in absolute mode");
  1978. else
  1979. stack->casts.use(-val);
  1980. break;
  1981. }
  1982. case ENCHANTER_COUNTER:
  1983. {
  1984. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1985. if(absolute)
  1986. counter = val;
  1987. else
  1988. counter += val;
  1989. vstd::amax(counter, 0);
  1990. break;
  1991. }
  1992. case UNBIND:
  1993. {
  1994. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1995. break;
  1996. }
  1997. case CLONED:
  1998. {
  1999. stack->cloned = true;
  2000. break;
  2001. }
  2002. case HAS_CLONE:
  2003. {
  2004. stack->cloneID = val;
  2005. break;
  2006. }
  2007. }
  2008. }
  2009. void PlayerCheated::applyGs(CGameState *gs)
  2010. {
  2011. if(!player.isValidPlayer())
  2012. return;
  2013. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2014. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2015. gs->getPlayerState(player)->cheated = true;
  2016. }
  2017. void PlayerStartsTurn::applyGs(CGameState *gs)
  2018. {
  2019. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2020. gs->actingPlayers.insert(player);
  2021. }
  2022. void PlayerEndsTurn::applyGs(CGameState *gs)
  2023. {
  2024. assert(gs->actingPlayers.count(player) == 1);
  2025. gs->actingPlayers.erase(player);
  2026. }
  2027. void DaysWithoutTown::applyGs(CGameState *gs)
  2028. {
  2029. auto & playerState = gs->players.at(player);
  2030. playerState.daysWithoutCastle = daysWithoutCastle;
  2031. }
  2032. void TurnTimeUpdate::applyGs(CGameState *gs)
  2033. {
  2034. auto & playerState = gs->players.at(player);
  2035. playerState.turnTimer = turnTimer;
  2036. }
  2037. void EntitiesChanged::applyGs(CGameState *gs)
  2038. {
  2039. for(const auto & change : changes)
  2040. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2041. }
  2042. void SetRewardableConfiguration::applyGs(CGameState *gs)
  2043. {
  2044. auto * objectPtr = gs->getObjInstance(objectID);
  2045. if (!buildingID.hasValue())
  2046. {
  2047. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2048. assert(rewardablePtr);
  2049. rewardablePtr->configuration = configuration;
  2050. rewardablePtr->initializeGuards();
  2051. }
  2052. else
  2053. {
  2054. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2055. TownBuildingInstance * buildingPtr = nullptr;
  2056. for (auto & building : townPtr->rewardableBuildings)
  2057. if (building.second->getBuildingType() == buildingID)
  2058. buildingPtr = building.second.get();
  2059. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2060. assert(rewardablePtr);
  2061. rewardablePtr->configuration = configuration;
  2062. }
  2063. }
  2064. VCMI_LIB_NAMESPACE_END