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. commander->nodeHasChanged();
  738. break;
  739. }
  740. }
  741. void AddQuest::applyGs(CGameState *gs)
  742. {
  743. assert (vstd::contains(gs->players, player));
  744. auto * vec = &gs->players[player].quests;
  745. if (!vstd::contains(*vec, quest))
  746. vec->push_back (quest);
  747. else
  748. logNetwork->warn("Warning! Attempt to add duplicated quest");
  749. }
  750. void UpdateArtHandlerLists::applyGs(CGameState *gs)
  751. {
  752. gs->allocatedArtifacts = allocatedArtifacts;
  753. }
  754. void ChangeFormation::applyGs(CGameState *gs)
  755. {
  756. gs->getHero(hid)->setFormation(formation);
  757. }
  758. void HeroVisitCastle::applyGs(CGameState *gs)
  759. {
  760. CGHeroInstance *h = gs->getHero(hid);
  761. CGTownInstance *t = gs->getTown(tid);
  762. assert(h);
  763. assert(t);
  764. if(start())
  765. t->setVisitingHero(h);
  766. else
  767. t->setVisitingHero(nullptr);
  768. }
  769. void ChangeSpells::applyGs(CGameState *gs)
  770. {
  771. CGHeroInstance *hero = gs->getHero(hid);
  772. if(learn)
  773. for(const auto & sid : spells)
  774. hero->addSpellToSpellbook(sid);
  775. else
  776. for(const auto & sid : spells)
  777. hero->removeSpellFromSpellbook(sid);
  778. }
  779. void SetResearchedSpells::applyGs(CGameState *gs)
  780. {
  781. CGTownInstance *town = gs->getTown(tid);
  782. town->spells[level] = spells;
  783. town->spellResearchCounterDay++;
  784. if(accepted)
  785. town->spellResearchAcceptedCounter++;
  786. }
  787. void SetMana::applyGs(CGameState *gs)
  788. {
  789. CGHeroInstance * hero = gs->getHero(hid);
  790. assert(hero);
  791. if(absolute)
  792. hero->mana = val;
  793. else
  794. hero->mana += val;
  795. vstd::amax(hero->mana, 0); //not less than 0
  796. }
  797. void SetMovePoints::applyGs(CGameState *gs)
  798. {
  799. CGHeroInstance *hero = gs->getHero(hid);
  800. assert(hero);
  801. if(absolute)
  802. hero->setMovementPoints(val);
  803. else
  804. hero->setMovementPoints(hero->movementPointsRemaining() + val);
  805. }
  806. void FoWChange::applyGs(CGameState *gs)
  807. {
  808. TeamState * team = gs->getPlayerTeam(player);
  809. auto & fogOfWarMap = team->fogOfWarMap;
  810. for(const int3 & t : tiles)
  811. fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
  812. if (mode == ETileVisibility::HIDDEN) //do not hide too much
  813. {
  814. std::unordered_set<int3> tilesRevealed;
  815. for (auto & elem : gs->map->objects)
  816. {
  817. const CGObjectInstance *o = elem;
  818. if (o)
  819. {
  820. switch(o->ID.toEnum())
  821. {
  822. case Obj::HERO:
  823. case Obj::MINE:
  824. case Obj::TOWN:
  825. case Obj::ABANDONED_MINE:
  826. if(vstd::contains(team->players, o->tempOwner)) //check owned observators
  827. gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  828. break;
  829. }
  830. }
  831. }
  832. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  833. fogOfWarMap[t.z][t.x][t.y] = 1;
  834. }
  835. }
  836. void SetAvailableHero::applyGs(CGameState *gs)
  837. {
  838. gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
  839. }
  840. void GiveBonus::applyGs(CGameState *gs)
  841. {
  842. CBonusSystemNode *cbsn = nullptr;
  843. switch(who)
  844. {
  845. case ETarget::OBJECT:
  846. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
  847. break;
  848. case ETarget::PLAYER:
  849. cbsn = gs->getPlayerState(id.as<PlayerColor>());
  850. break;
  851. case ETarget::BATTLE:
  852. assert(Bonus::OneBattle(&bonus));
  853. cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
  854. break;
  855. }
  856. assert(cbsn);
  857. if(Bonus::OneWeek(&bonus))
  858. bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  859. auto b = std::make_shared<Bonus>(bonus);
  860. cbsn->addNewBonus(b);
  861. }
  862. void ChangeObjPos::applyGs(CGameState *gs)
  863. {
  864. CGObjectInstance *obj = gs->getObjInstance(objid);
  865. if(!obj)
  866. {
  867. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
  868. return;
  869. }
  870. gs->map->removeBlockVisTiles(obj);
  871. obj->setAnchorPos(nPos + obj->getVisitableOffset());
  872. gs->map->addBlockVisTiles(obj);
  873. }
  874. void ChangeObjectVisitors::applyGs(CGameState *gs)
  875. {
  876. switch (mode) {
  877. case VISITOR_ADD_HERO:
  878. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  879. gs->getHero(hero)->visitedObjects.insert(object);
  880. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
  881. break;
  882. case VISITOR_ADD_PLAYER:
  883. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  884. for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)
  885. gs->getPlayerState(color)->visitedObjects.insert(object);
  886. break;
  887. case VISITOR_CLEAR:
  888. // remove visit info from all heroes, including those that are not present on map
  889. for (CGHeroInstance * hero : gs->map->allHeroes)
  890. if (hero)
  891. hero->visitedObjects.erase(object);
  892. for(auto &elem : gs->players)
  893. elem.second.visitedObjects.erase(object);
  894. for(auto &elem : gs->teams)
  895. elem.second.scoutedObjects.erase(object);
  896. break;
  897. case VISITOR_SCOUTED:
  898. gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
  899. break;
  900. case VISITOR_GLOBAL:
  901. {
  902. CGObjectInstance * objectPtr = gs->getObjInstance(object);
  903. gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  904. break;
  905. }
  906. }
  907. }
  908. void ChangeArtifactsCostume::applyGs(CGameState *gs)
  909. {
  910. auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
  911. if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
  912. costume->second = costumeSet;
  913. else
  914. allCostumes.try_emplace(costumeIdx, costumeSet);
  915. }
  916. void PlayerEndsGame::applyGs(CGameState *gs)
  917. {
  918. PlayerState *p = gs->getPlayerState(player);
  919. if(victoryLossCheckResult.victory())
  920. {
  921. p->status = EPlayerStatus::WINNER;
  922. // TODO: Campaign-specific code might as well go somewhere else
  923. // keep all heroes from the winning player
  924. if(p->human && gs->scenarioOps->campState)
  925. {
  926. std::vector<CGHeroInstance *> crossoverHeroes;
  927. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  928. if (hero->tempOwner == player)
  929. crossoverHeroes.push_back(hero);
  930. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  931. }
  932. }
  933. else
  934. {
  935. p->status = EPlayerStatus::LOSER;
  936. }
  937. // defeated player may be making turn right now
  938. gs->actingPlayers.erase(player);
  939. }
  940. void PlayerReinitInterface::applyGs(CGameState *gs)
  941. {
  942. if(!gs || !gs->scenarioOps)
  943. return;
  944. //TODO: what does mean if more that one player connected?
  945. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  946. {
  947. for(const auto & player : players)
  948. gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  949. }
  950. }
  951. void RemoveBonus::applyGs(CGameState *gs)
  952. {
  953. CBonusSystemNode *node = nullptr;
  954. switch(who)
  955. {
  956. case GiveBonus::ETarget::OBJECT:
  957. node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
  958. break;
  959. case GiveBonus::ETarget::PLAYER:
  960. node = gs->getPlayerState(whoID.as<PlayerColor>());
  961. break;
  962. case GiveBonus::ETarget::BATTLE:
  963. assert(Bonus::OneBattle(&bonus));
  964. node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
  965. break;
  966. }
  967. BonusList &bonuses = node->getExportedBonusList();
  968. for(const auto & b : bonuses)
  969. {
  970. if(b->source == source && b->sid == id)
  971. {
  972. bonus = *b; //backup bonus (to show to interfaces later)
  973. node->removeBonus(b);
  974. break;
  975. }
  976. }
  977. }
  978. void RemoveObject::applyGs(CGameState *gs)
  979. {
  980. CGObjectInstance *obj = gs->getObjInstance(objectID);
  981. logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
  982. //unblock tiles
  983. gs->map->removeBlockVisTiles(obj);
  984. if (initiator.isValidPlayer())
  985. gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
  986. if(obj->getOwner().isValidPlayer())
  987. {
  988. gs->getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  989. FlaggableMapObject* flaggableObject = dynamic_cast<FlaggableMapObject*>(obj);
  990. if(flaggableObject)
  991. {
  992. flaggableObject->markAsDeleted();
  993. }
  994. }
  995. if(obj->ID == Obj::HERO) //remove beaten hero
  996. {
  997. auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
  998. assert(beatenHero);
  999. gs->map->heroesOnMap -= beatenHero;
  1000. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  1001. // FIXME: workaround:
  1002. // hero should be attached to siegeNode after battle
  1003. // however this code might also be called on dismissing hero while in town
  1004. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  1005. beatenHero->detachFrom(*siegeNode);
  1006. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  1007. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  1008. {
  1009. return asi.artifact->getTypeId() == ArtifactID::GRAIL;
  1010. });
  1011. if(beatenHero->visitedTown)
  1012. {
  1013. if(beatenHero->visitedTown->garrisonHero == beatenHero)
  1014. beatenHero->visitedTown->garrisonHero = nullptr;
  1015. else
  1016. beatenHero->visitedTown->visitingHero = nullptr;
  1017. beatenHero->visitedTown = nullptr;
  1018. beatenHero->inTownGarrison = false;
  1019. }
  1020. //return hero to the pool, so he may reappear in tavern
  1021. gs->heroesPool->addHeroToPool(beatenHero);
  1022. gs->map->objects[objectID.getNum()] = nullptr;
  1023. //If hero on Boat is removed, the Boat disappears
  1024. if(beatenHero->boat)
  1025. {
  1026. beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
  1027. gs->map->instanceNames.erase(beatenHero->boat->instanceName);
  1028. gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
  1029. beatenHero->boat = nullptr;
  1030. }
  1031. return;
  1032. }
  1033. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  1034. if (quest)
  1035. {
  1036. gs->map->quests[quest->quest->qid] = nullptr;
  1037. for (auto &player : gs->players)
  1038. {
  1039. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  1040. return q.obj == obj;
  1041. });
  1042. }
  1043. }
  1044. gs->map->instanceNames.erase(obj->instanceName);
  1045. gs->map->objects[objectID.getNum()].dellNull();
  1046. gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  1047. }
  1048. static int getDir(const int3 & src, const int3 & dst)
  1049. {
  1050. int ret = -1;
  1051. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  1052. {
  1053. ret = 1;
  1054. }
  1055. else if(dst.x == src.x && dst.y+1 == src.y) //t
  1056. {
  1057. ret = 2;
  1058. }
  1059. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  1060. {
  1061. ret = 3;
  1062. }
  1063. else if(dst.x-1 == src.x && dst.y == src.y) //r
  1064. {
  1065. ret = 4;
  1066. }
  1067. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  1068. {
  1069. ret = 5;
  1070. }
  1071. else if(dst.x == src.x && dst.y-1 == src.y) //b
  1072. {
  1073. ret = 6;
  1074. }
  1075. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  1076. {
  1077. ret = 7;
  1078. }
  1079. else if(dst.x+1 == src.x && dst.y == src.y) //l
  1080. {
  1081. ret = 8;
  1082. }
  1083. return ret;
  1084. }
  1085. void TryMoveHero::applyGs(CGameState *gs)
  1086. {
  1087. CGHeroInstance *h = gs->getHero(id);
  1088. if (!h)
  1089. {
  1090. logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
  1091. return;
  1092. }
  1093. h->setMovementPoints(movePoints);
  1094. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  1095. {
  1096. auto dir = getDir(start,end);
  1097. if(dir > 0 && dir <= 8)
  1098. h->moveDir = dir;
  1099. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  1100. }
  1101. if(result == EMBARK) //hero enters boat at destination tile
  1102. {
  1103. const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
  1104. assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
  1105. auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
  1106. assert(boat);
  1107. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  1108. h->boat = boat;
  1109. h->attachTo(*boat);
  1110. boat->hero = h;
  1111. }
  1112. else if(result == DISEMBARK) //hero leaves boat to destination tile
  1113. {
  1114. auto * b = const_cast<CGBoat *>(h->boat);
  1115. b->direction = h->moveDir;
  1116. b->pos = start;
  1117. b->hero = nullptr;
  1118. gs->map->addBlockVisTiles(b);
  1119. h->detachFrom(*b);
  1120. h->boat = nullptr;
  1121. }
  1122. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  1123. {
  1124. gs->map->removeBlockVisTiles(h);
  1125. h->pos = end;
  1126. if(auto * b = const_cast<CGBoat *>(h->boat))
  1127. b->pos = end;
  1128. gs->map->addBlockVisTiles(h);
  1129. }
  1130. auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
  1131. for(const int3 & t : fowRevealed)
  1132. fogOfWarMap[t.z][t.x][t.y] = 1;
  1133. }
  1134. void NewStructures::applyGs(CGameState *gs)
  1135. {
  1136. CGTownInstance *t = gs->getTown(tid);
  1137. for(const auto & id : bid)
  1138. {
  1139. assert(t->getTown()->buildings.at(id) != nullptr);
  1140. t->addBuilding(id);
  1141. }
  1142. t->updateAppearance();
  1143. t->built = built;
  1144. t->recreateBuildingsBonuses();
  1145. }
  1146. void RazeStructures::applyGs(CGameState *gs)
  1147. {
  1148. CGTownInstance *t = gs->getTown(tid);
  1149. for(const auto & id : bid)
  1150. {
  1151. t->removeBuilding(id);
  1152. t->updateAppearance();
  1153. }
  1154. t->destroyed = destroyed; //yeaha
  1155. t->recreateBuildingsBonuses();
  1156. }
  1157. void SetAvailableCreatures::applyGs(CGameState *gs)
  1158. {
  1159. auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
  1160. assert(dw);
  1161. dw->creatures = creatures;
  1162. }
  1163. void SetHeroesInTown::applyGs(CGameState *gs)
  1164. {
  1165. CGTownInstance *t = gs->getTown(tid);
  1166. CGHeroInstance * v = gs->getHero(visiting);
  1167. CGHeroInstance * g = gs->getHero(garrison);
  1168. bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
  1169. bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
  1170. if(newVisitorComesFromGarrison)
  1171. t->setGarrisonedHero(nullptr);
  1172. if(newGarrisonComesFromVisiting)
  1173. t->setVisitingHero(nullptr);
  1174. if(!newGarrisonComesFromVisiting || v)
  1175. t->setVisitingHero(v);
  1176. if(!newVisitorComesFromGarrison || g)
  1177. t->setGarrisonedHero(g);
  1178. if(v)
  1179. {
  1180. gs->map->addBlockVisTiles(v);
  1181. }
  1182. if(g)
  1183. {
  1184. gs->map->removeBlockVisTiles(g);
  1185. }
  1186. }
  1187. void HeroRecruited::applyGs(CGameState *gs)
  1188. {
  1189. CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
  1190. CGTownInstance *t = gs->getTown(tid);
  1191. PlayerState *p = gs->getPlayerState(player);
  1192. if (boatId != ObjectInstanceID::NONE)
  1193. {
  1194. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1195. auto * boat = dynamic_cast<CGBoat *>(obj);
  1196. if (boat)
  1197. {
  1198. gs->map->removeBlockVisTiles(boat);
  1199. h->attachToBoat(boat);
  1200. }
  1201. }
  1202. h->setOwner(player);
  1203. h->pos = tile;
  1204. h->updateAppearance();
  1205. if(h->id == ObjectInstanceID())
  1206. {
  1207. h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1208. gs->map->objects.emplace_back(h);
  1209. }
  1210. else
  1211. gs->map->objects[h->id.getNum()] = h;
  1212. gs->map->heroesOnMap.emplace_back(h);
  1213. p->addOwnedObject(h);
  1214. h->attachTo(*p);
  1215. gs->map->addBlockVisTiles(h);
  1216. if(t)
  1217. t->setVisitingHero(h);
  1218. }
  1219. void GiveHero::applyGs(CGameState *gs)
  1220. {
  1221. CGHeroInstance *h = gs->getHero(id);
  1222. if (boatId != ObjectInstanceID::NONE)
  1223. {
  1224. CGObjectInstance *obj = gs->getObjInstance(boatId);
  1225. auto * boat = dynamic_cast<CGBoat *>(obj);
  1226. if (boat)
  1227. {
  1228. gs->map->removeBlockVisTiles(boat);
  1229. h->attachToBoat(boat);
  1230. }
  1231. }
  1232. //bonus system
  1233. h->detachFrom(gs->globalEffects);
  1234. h->attachTo(*gs->getPlayerState(player));
  1235. auto oldVisitablePos = h->visitablePos();
  1236. gs->map->removeBlockVisTiles(h,true);
  1237. h->updateAppearance();
  1238. h->setOwner(player);
  1239. h->setMovementPoints(h->movementPointsLimit(true));
  1240. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  1241. gs->map->heroesOnMap.emplace_back(h);
  1242. gs->getPlayerState(h->getOwner())->addOwnedObject(h);
  1243. gs->map->addBlockVisTiles(h);
  1244. h->inTownGarrison = false;
  1245. }
  1246. void NewObject::applyGs(CGameState *gs)
  1247. {
  1248. newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  1249. gs->map->objects.emplace_back(newObject);
  1250. gs->map->addBlockVisTiles(newObject);
  1251. gs->map->calculateGuardingGreaturePositions();
  1252. // attach newly spawned wandering monster to global bonus system node
  1253. auto newArmy = dynamic_cast<CArmedInstance*>(newObject);
  1254. if (newArmy)
  1255. newArmy->whatShouldBeAttached().attachTo(newArmy->whereShouldBeAttached(gs));
  1256. logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
  1257. }
  1258. void NewArtifact::applyGs(CGameState *gs)
  1259. {
  1260. auto art = ArtifactUtils::createArtifact(artId, spellId);
  1261. gs->map->addNewArtifactInstance(art);
  1262. PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
  1263. pa.applyGs(gs);
  1264. }
  1265. const CStackInstance * StackLocation::getStack()
  1266. {
  1267. if(!army->hasStackAtSlot(slot))
  1268. {
  1269. logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
  1270. return nullptr;
  1271. }
  1272. return &army->getStack(slot);
  1273. }
  1274. struct ObjectRetriever
  1275. {
  1276. const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  1277. {
  1278. return h;
  1279. }
  1280. const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  1281. {
  1282. return s->armyObj;
  1283. }
  1284. };
  1285. template<typename T>
  1286. struct GetBase
  1287. {
  1288. template <typename TArg>
  1289. T * operator()(TArg &arg) const
  1290. {
  1291. return arg;
  1292. }
  1293. };
  1294. void ChangeStackCount::applyGs(CGameState *gs)
  1295. {
  1296. auto * srcObj = gs->getArmyInstance(army);
  1297. if(!srcObj)
  1298. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1299. if(absoluteValue)
  1300. srcObj->setStackCount(slot, count);
  1301. else
  1302. srcObj->changeStackCount(slot, count);
  1303. }
  1304. void SetStackType::applyGs(CGameState *gs)
  1305. {
  1306. auto * srcObj = gs->getArmyInstance(army);
  1307. if(!srcObj)
  1308. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1309. srcObj->setStackType(slot, type);
  1310. }
  1311. void EraseStack::applyGs(CGameState *gs)
  1312. {
  1313. auto * srcObj = gs->getArmyInstance(army);
  1314. if(!srcObj)
  1315. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1316. srcObj->eraseStack(slot);
  1317. }
  1318. void SwapStacks::applyGs(CGameState *gs)
  1319. {
  1320. auto * srcObj = gs->getArmyInstance(srcArmy);
  1321. if(!srcObj)
  1322. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1323. auto * dstObj = gs->getArmyInstance(dstArmy);
  1324. if(!dstObj)
  1325. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1326. CStackInstance * s1 = srcObj->detachStack(srcSlot);
  1327. CStackInstance * s2 = dstObj->detachStack(dstSlot);
  1328. srcObj->putStack(srcSlot, s2);
  1329. dstObj->putStack(dstSlot, s1);
  1330. }
  1331. void InsertNewStack::applyGs(CGameState *gs)
  1332. {
  1333. if(auto * obj = gs->getArmyInstance(army))
  1334. obj->putStack(slot, new CStackInstance(type, count));
  1335. else
  1336. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
  1337. }
  1338. void RebalanceStacks::applyGs(CGameState *gs)
  1339. {
  1340. auto * srcObj = gs->getArmyInstance(srcArmy);
  1341. if(!srcObj)
  1342. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
  1343. auto * dstObj = gs->getArmyInstance(dstArmy);
  1344. if(!dstObj)
  1345. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
  1346. StackLocation src(srcObj, srcSlot);
  1347. StackLocation dst(dstObj, dstSlot);
  1348. const CCreature * srcType = src.army->getCreature(src.slot);
  1349. TQuantity srcCount = src.army->getStackCount(src.slot);
  1350. bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
  1351. if(srcCount == count) //moving whole stack
  1352. {
  1353. const auto c = dst.army->getCreature(dst.slot);
  1354. if(c) //stack at dest -> merge
  1355. {
  1356. assert(c == srcType);
  1357. const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
  1358. const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
  1359. auto srcStack = const_cast<CStackInstance*>(src.getStack());
  1360. auto dstStack = const_cast<CStackInstance*>(dst.getStack());
  1361. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1362. {
  1363. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  1364. {
  1365. bool artifactIsLost = true;
  1366. if(srcHero)
  1367. {
  1368. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  1369. if (dstSlot != ArtifactPosition::PRE_FIRST)
  1370. {
  1371. gs->map->moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  1372. artifactIsLost = false;
  1373. }
  1374. }
  1375. if (artifactIsLost)
  1376. {
  1377. BulkEraseArtifacts ea;
  1378. ea.artHolder = dstHero->id;
  1379. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  1380. ea.creature = dst.slot;
  1381. ea.applyGs(gs);
  1382. logNetwork->warn("Cannot move artifact! No free slots");
  1383. }
  1384. gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1385. //TODO: choose from dialog
  1386. }
  1387. else //just move to the other slot before stack gets erased
  1388. {
  1389. gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  1390. }
  1391. }
  1392. if (stackExp)
  1393. {
  1394. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1395. src.army->eraseStack(src.slot);
  1396. dst.army->changeStackCount(dst.slot, count);
  1397. dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
  1398. }
  1399. else
  1400. {
  1401. src.army->eraseStack(src.slot);
  1402. dst.army->changeStackCount(dst.slot, count);
  1403. }
  1404. }
  1405. else //move stack to an empty slot, no exp change needed
  1406. {
  1407. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  1408. dst.army->putStack(dst.slot, stackDetached);
  1409. }
  1410. }
  1411. else
  1412. {
  1413. [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
  1414. if(c) //stack at dest -> rebalance
  1415. {
  1416. assert(c == srcType);
  1417. if (stackExp)
  1418. {
  1419. ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
  1420. src.army->changeStackCount(src.slot, -count);
  1421. dst.army->changeStackCount(dst.slot, count);
  1422. dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
  1423. }
  1424. else
  1425. {
  1426. src.army->changeStackCount(src.slot, -count);
  1427. dst.army->changeStackCount(dst.slot, count);
  1428. }
  1429. }
  1430. else //split stack to an empty slot
  1431. {
  1432. src.army->changeStackCount(src.slot, -count);
  1433. dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
  1434. if (stackExp)
  1435. dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
  1436. }
  1437. }
  1438. srcObj->nodeHasChanged();
  1439. if (srcObj != dstObj)
  1440. dstObj->nodeHasChanged();
  1441. }
  1442. void BulkRebalanceStacks::applyGs(CGameState *gs)
  1443. {
  1444. for(auto & move : moves)
  1445. move.applyGs(gs);
  1446. }
  1447. void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
  1448. {
  1449. for(auto & move : moves)
  1450. move.applyGs(gs);
  1451. for(auto & change : changes)
  1452. change.applyGs(gs);
  1453. }
  1454. void PutArtifact::applyGs(CGameState *gs)
  1455. {
  1456. auto art = gs->getArtInstance(id);
  1457. assert(!art->getParentNodes().empty());
  1458. auto hero = gs->getHero(al.artHolder);
  1459. assert(hero);
  1460. assert(art && art->canBePutAt(hero, al.slot));
  1461. assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
  1462. gs->map->putArtifactInstance(*hero, art, al.slot);
  1463. }
  1464. void BulkEraseArtifacts::applyGs(CGameState *gs)
  1465. {
  1466. const auto artSet = gs->getArtSet(artHolder);
  1467. assert(artSet);
  1468. std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1469. {
  1470. return slot0.num > slot1.num;
  1471. });
  1472. for(const auto & slot : posPack)
  1473. {
  1474. const auto slotInfo = artSet->getSlot(slot);
  1475. if(slotInfo->locked)
  1476. {
  1477. logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->getType()->getNameTranslated());
  1478. DisassembledArtifact dis;
  1479. dis.al.artHolder = artHolder;
  1480. for(auto & slotInfoWorn : artSet->artifactsWorn)
  1481. {
  1482. auto art = slotInfoWorn.second.artifact;
  1483. if(art->isCombined() && art->isPart(slotInfo->artifact))
  1484. {
  1485. dis.al.slot = artSet->getArtPos(art);
  1486. break;
  1487. }
  1488. }
  1489. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  1490. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  1491. dis.applyGs(gs);
  1492. }
  1493. else
  1494. {
  1495. logGlobal->debug("Erasing artifact %s", slotInfo->artifact->getType()->getNameTranslated());
  1496. }
  1497. gs->map->removeArtifactInstance(*artSet, slot);
  1498. }
  1499. }
  1500. void BulkMoveArtifacts::applyGs(CGameState *gs)
  1501. {
  1502. const auto bulkArtsRemove = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
  1503. {
  1504. std::vector<ArtifactPosition> packToRemove;
  1505. for(const auto & slotsPair : artsPack)
  1506. packToRemove.push_back(slotsPair.srcPos);
  1507. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  1508. {
  1509. return slot0.num > slot1.num;
  1510. });
  1511. for(const auto & slot : packToRemove)
  1512. gs->map->removeArtifactInstance(artSet, slot);
  1513. };
  1514. const auto bulkArtsPut = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  1515. {
  1516. for(const auto & slotsPair : artsPack)
  1517. {
  1518. auto * art = initArtSet.getArt(slotsPair.srcPos);
  1519. assert(art);
  1520. gs->map->putArtifactInstance(dstArtSet, art, slotsPair.dstPos);
  1521. }
  1522. };
  1523. auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
  1524. assert(leftSet);
  1525. auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
  1526. assert(rightSet);
  1527. CArtifactFittingSet artInitialSetLeft(*leftSet);
  1528. bulkArtsRemove(artsPack0, *leftSet);
  1529. if(!artsPack1.empty())
  1530. {
  1531. CArtifactFittingSet artInitialSetRight(*rightSet);
  1532. bulkArtsRemove(artsPack1, *rightSet);
  1533. bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
  1534. }
  1535. bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
  1536. }
  1537. void AssembledArtifact::applyGs(CGameState *gs)
  1538. {
  1539. auto artSet = gs->getArtSet(al.artHolder);
  1540. assert(artSet);
  1541. const auto transformedArt = artSet->getArt(al.slot);
  1542. assert(transformedArt);
  1543. const auto builtArt = artId.toArtifact();
  1544. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  1545. {
  1546. return art->getId() == builtArt->getId();
  1547. }));
  1548. auto * combinedArt = new CArtifactInstance(builtArt);
  1549. gs->map->addNewArtifactInstance(combinedArt);
  1550. // Find slots for all involved artifacts
  1551. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { al.slot };
  1552. CArtifactFittingSet fittingSet(*artSet);
  1553. auto parts = builtArt->getConstituents();
  1554. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  1555. for(const auto constituent : parts)
  1556. {
  1557. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  1558. fittingSet.lockSlot(slot);
  1559. assert(slot != ArtifactPosition::PRE_FIRST);
  1560. slotsInvolved.insert(slot);
  1561. }
  1562. // Find a slot for combined artifact
  1563. if(ArtifactUtils::isSlotEquipment(al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  1564. {
  1565. al.slot = ArtifactPosition::BACKPACK_START;
  1566. }
  1567. else if(ArtifactUtils::isSlotBackpack(al.slot))
  1568. {
  1569. for(const auto & slot : slotsInvolved)
  1570. if(ArtifactUtils::isSlotBackpack(slot))
  1571. al.slot = slot;
  1572. }
  1573. else
  1574. {
  1575. for(const auto & slot : slotsInvolved)
  1576. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), al.slot)
  1577. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  1578. {
  1579. al.slot = slot;
  1580. break;
  1581. }
  1582. }
  1583. // Delete parts from hero
  1584. for(const auto & slot : slotsInvolved)
  1585. {
  1586. const auto constituentInstance = artSet->getArt(slot);
  1587. gs->map->removeArtifactInstance(*artSet, slot);
  1588. if(!combinedArt->getType()->isFused())
  1589. {
  1590. if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
  1591. combinedArt->addPart(constituentInstance, slot);
  1592. else
  1593. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  1594. }
  1595. }
  1596. // Put new combined artifacts
  1597. gs->map->putArtifactInstance(*artSet, combinedArt, al.slot);
  1598. }
  1599. void DisassembledArtifact::applyGs(CGameState *gs)
  1600. {
  1601. auto hero = gs->getHero(al.artHolder);
  1602. assert(hero);
  1603. auto disassembledArt = hero->getArt(al.slot);
  1604. assert(disassembledArt);
  1605. const auto parts = disassembledArt->getPartsInfo();
  1606. gs->map->removeArtifactInstance(*hero, al.slot);
  1607. for(auto & part : parts)
  1608. {
  1609. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  1610. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
  1611. disassembledArt->detachFrom(*part.art);
  1612. gs->map->putArtifactInstance(*hero, part.art, slot);
  1613. }
  1614. gs->map->eraseArtifactInstance(disassembledArt);
  1615. }
  1616. void HeroVisit::applyGs(CGameState *gs)
  1617. {
  1618. }
  1619. void SetAvailableArtifacts::applyGs(CGameState *gs)
  1620. {
  1621. if(id != ObjectInstanceID::NONE)
  1622. {
  1623. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
  1624. {
  1625. bm->artifacts = arts;
  1626. }
  1627. else
  1628. {
  1629. logNetwork->error("Wrong black market id!");
  1630. }
  1631. }
  1632. else
  1633. {
  1634. gs->map->townMerchantArtifacts = arts;
  1635. }
  1636. }
  1637. void NewTurn::applyGs(CGameState *gs)
  1638. {
  1639. gs->day = day;
  1640. // Update bonuses before doing anything else so hero don't get more MP than needed
  1641. gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  1642. gs->globalEffects.reduceBonusDurations(Bonus::NDays);
  1643. gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
  1644. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  1645. for(auto & manaPack : heroesMana)
  1646. manaPack.applyGs(gs);
  1647. for(auto & movePack : heroesMovement)
  1648. movePack.applyGs(gs);
  1649. gs->heroesPool->onNewDay();
  1650. for(auto & entry : playerIncome)
  1651. {
  1652. gs->getPlayerState(entry.first)->resources += entry.second;
  1653. gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  1654. }
  1655. for(auto & creatureSet : availableCreatures) //set available creatures in towns
  1656. creatureSet.applyGs(gs);
  1657. for(CGTownInstance* t : gs->map->towns)
  1658. {
  1659. t->built = 0;
  1660. t->spellResearchCounterDay = 0;
  1661. }
  1662. if(newRumor)
  1663. gs->currentRumor = *newRumor;
  1664. }
  1665. void SetObjectProperty::applyGs(CGameState *gs)
  1666. {
  1667. CGObjectInstance *obj = gs->getObjInstance(id);
  1668. if(!obj)
  1669. {
  1670. logNetwork->error("Wrong object ID - property cannot be set!");
  1671. return;
  1672. }
  1673. auto * cai = dynamic_cast<CArmedInstance *>(obj);
  1674. if(what == ObjProperty::OWNER && obj->asOwnable())
  1675. {
  1676. PlayerColor oldOwner = obj->getOwner();
  1677. PlayerColor newOwner = identifier.as<PlayerColor>();
  1678. if(oldOwner.isValidPlayer())
  1679. gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
  1680. if(newOwner.isValidPlayer())
  1681. gs->getPlayerState(newOwner)->addOwnedObject(obj);;
  1682. }
  1683. if(what == ObjProperty::OWNER && cai)
  1684. {
  1685. if(obj->ID == Obj::TOWN)
  1686. {
  1687. auto * t = dynamic_cast<CGTownInstance *>(obj);
  1688. assert(t);
  1689. PlayerColor oldOwner = t->tempOwner;
  1690. if(oldOwner.isValidPlayer())
  1691. {
  1692. auto * state = gs->getPlayerState(oldOwner);
  1693. if(state->getTowns().empty())
  1694. state->daysWithoutCastle = 0;
  1695. }
  1696. if(identifier.as<PlayerColor>().isValidPlayer())
  1697. {
  1698. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  1699. PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
  1700. if(p->daysWithoutCastle)
  1701. p->daysWithoutCastle = std::nullopt;
  1702. }
  1703. }
  1704. CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
  1705. nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
  1706. obj->setProperty(what, identifier);
  1707. nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
  1708. }
  1709. else //not an armed instance
  1710. {
  1711. obj->setProperty(what, identifier);
  1712. }
  1713. }
  1714. void HeroLevelUp::applyGs(CGameState *gs)
  1715. {
  1716. auto * hero = gs->getHero(heroId);
  1717. assert(hero);
  1718. hero->levelUp(skills);
  1719. }
  1720. void CommanderLevelUp::applyGs(CGameState *gs)
  1721. {
  1722. auto * hero = gs->getHero(heroId);
  1723. assert(hero);
  1724. auto commander = hero->commander;
  1725. assert(commander);
  1726. commander->levelUp();
  1727. }
  1728. void BattleStart::applyGs(CGameState *gs)
  1729. {
  1730. assert(battleID == gs->nextBattleID);
  1731. gs->currentBattles.emplace_back(info);
  1732. info->battleID = gs->nextBattleID;
  1733. info->localInit();
  1734. gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
  1735. }
  1736. void BattleNextRound::applyGs(CGameState *gs)
  1737. {
  1738. gs->getBattle(battleID)->nextRound();
  1739. }
  1740. void BattleSetActiveStack::applyGs(CGameState *gs)
  1741. {
  1742. gs->getBattle(battleID)->nextTurn(stack);
  1743. }
  1744. void BattleTriggerEffect::applyGs(CGameState *gs)
  1745. {
  1746. CStack * st = gs->getBattle(battleID)->getStack(stackID);
  1747. assert(st);
  1748. switch(static_cast<BonusType>(effect))
  1749. {
  1750. case BonusType::HP_REGENERATION:
  1751. {
  1752. int64_t toHeal = val;
  1753. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1754. break;
  1755. }
  1756. case BonusType::MANA_DRAIN:
  1757. {
  1758. CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
  1759. st->drainedMana = true;
  1760. h->mana -= val;
  1761. vstd::amax(h->mana, 0);
  1762. break;
  1763. }
  1764. case BonusType::POISON:
  1765. {
  1766. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1767. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1768. if (b)
  1769. b->val = val;
  1770. break;
  1771. }
  1772. case BonusType::ENCHANTER:
  1773. case BonusType::MORALE:
  1774. break;
  1775. case BonusType::FEAR:
  1776. st->fear = true;
  1777. break;
  1778. default:
  1779. logNetwork->error("Unrecognized trigger effect type %d", effect);
  1780. }
  1781. }
  1782. void BattleUpdateGateState::applyGs(CGameState *gs)
  1783. {
  1784. if(gs->getBattle(battleID))
  1785. gs->getBattle(battleID)->si.gateState = state;
  1786. }
  1787. void BattleCancelled::applyGs(CGameState *gs)
  1788. {
  1789. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1790. {
  1791. return battle->battleID == battleID;
  1792. });
  1793. assert(currentBattle != gs->currentBattles.end());
  1794. gs->currentBattles.erase(currentBattle);
  1795. }
  1796. void BattleResultAccepted::applyGs(CGameState *gs)
  1797. {
  1798. // Remove any "until next battle" bonuses
  1799. for(auto & res : heroResult)
  1800. {
  1801. if(res.hero)
  1802. res.hero->removeBonusesRecursive(Bonus::OneBattle);
  1803. }
  1804. if(winnerSide != BattleSide::NONE)
  1805. {
  1806. // Grow up growing artifacts
  1807. const auto hero = heroResult[winnerSide].hero;
  1808. if (hero)
  1809. {
  1810. if(hero->commander && hero->commander->alive)
  1811. {
  1812. for(auto & art : hero->commander->artifactsWorn)
  1813. art.second.artifact->growingUp();
  1814. }
  1815. for(auto & art : hero->artifactsWorn)
  1816. {
  1817. art.second.artifact->growingUp();
  1818. }
  1819. }
  1820. }
  1821. if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1822. {
  1823. if(heroResult[BattleSide::ATTACKER].army)
  1824. {
  1825. heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
  1826. heroResult[BattleSide::ATTACKER].army->nodeHasChanged();
  1827. }
  1828. if(heroResult[BattleSide::DEFENDER].army)
  1829. {
  1830. heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
  1831. heroResult[BattleSide::DEFENDER].army->nodeHasChanged();
  1832. }
  1833. }
  1834. auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
  1835. {
  1836. return battle->battleID == battleID;
  1837. });
  1838. assert(currentBattle != gs->currentBattles.end());
  1839. gs->currentBattles.erase(currentBattle);
  1840. }
  1841. void BattleLogMessage::applyGs(CGameState *gs)
  1842. {
  1843. //nothing
  1844. }
  1845. void BattleLogMessage::applyBattle(IBattleState * battleState)
  1846. {
  1847. //nothing
  1848. }
  1849. void BattleStackMoved::applyGs(CGameState *gs)
  1850. {
  1851. applyBattle(gs->getBattle(battleID));
  1852. }
  1853. void BattleStackMoved::applyBattle(IBattleState * battleState)
  1854. {
  1855. battleState->moveUnit(stack, tilesToMove.back());
  1856. }
  1857. void BattleStackAttacked::applyGs(CGameState *gs)
  1858. {
  1859. applyBattle(gs->getBattle(battleID));
  1860. }
  1861. void BattleStackAttacked::applyBattle(IBattleState * battleState)
  1862. {
  1863. battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
  1864. }
  1865. void BattleAttack::applyGs(CGameState *gs)
  1866. {
  1867. CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
  1868. assert(attacker);
  1869. attackerChanges.applyGs(gs);
  1870. for(BattleStackAttacked & stackAttacked : bsa)
  1871. stackAttacked.applyGs(gs);
  1872. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1873. if(!this->counter())
  1874. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1875. }
  1876. void StartAction::applyGs(CGameState *gs)
  1877. {
  1878. CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
  1879. if(ba.actionType == EActionType::END_TACTIC_PHASE)
  1880. {
  1881. gs->getBattle(battleID)->tacticDistance = 0;
  1882. return;
  1883. }
  1884. if(gs->getBattle(battleID)->tacticDistance)
  1885. {
  1886. // moves in tactics phase do not affect creature status
  1887. // (tactics stack queue is managed by client)
  1888. return;
  1889. }
  1890. if (ba.isUnitAction())
  1891. {
  1892. assert(st); // stack must exists for all non-hero actions
  1893. switch(ba.actionType)
  1894. {
  1895. case EActionType::DEFEND:
  1896. st->waiting = false;
  1897. st->defending = true;
  1898. st->defendingAnim = true;
  1899. break;
  1900. case EActionType::WAIT:
  1901. st->defendingAnim = false;
  1902. st->waiting = true;
  1903. st->waitedThisTurn = true;
  1904. break;
  1905. case EActionType::HERO_SPELL: //no change in current stack state
  1906. break;
  1907. default: //any active stack action - attack, catapult, heal, spell...
  1908. st->waiting = false;
  1909. st->defendingAnim = false;
  1910. st->movedThisRound = true;
  1911. st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
  1912. break;
  1913. }
  1914. }
  1915. else
  1916. {
  1917. if(ba.actionType == EActionType::HERO_SPELL)
  1918. gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
  1919. }
  1920. }
  1921. void BattleSpellCast::applyGs(CGameState *gs)
  1922. {
  1923. if(castByHero && side != BattleSide::NONE)
  1924. gs->getBattle(battleID)->getSide(side).castSpellsCount++;
  1925. }
  1926. void SetStackEffect::applyGs(CGameState *gs)
  1927. {
  1928. applyBattle(gs->getBattle(battleID));
  1929. }
  1930. void SetStackEffect::applyBattle(IBattleState * battleState)
  1931. {
  1932. for(const auto & stackData : toRemove)
  1933. battleState->removeUnitBonus(stackData.first, stackData.second);
  1934. for(const auto & stackData : toUpdate)
  1935. battleState->updateUnitBonus(stackData.first, stackData.second);
  1936. for(const auto & stackData : toAdd)
  1937. battleState->addUnitBonus(stackData.first, stackData.second);
  1938. }
  1939. void StacksInjured::applyGs(CGameState *gs)
  1940. {
  1941. applyBattle(gs->getBattle(battleID));
  1942. }
  1943. void StacksInjured::applyBattle(IBattleState * battleState)
  1944. {
  1945. for(BattleStackAttacked stackAttacked : stacks)
  1946. stackAttacked.applyBattle(battleState);
  1947. }
  1948. void BattleUnitsChanged::applyGs(CGameState *gs)
  1949. {
  1950. applyBattle(gs->getBattle(battleID));
  1951. }
  1952. void BattleUnitsChanged::applyBattle(IBattleState * battleState)
  1953. {
  1954. for(auto & elem : changedStacks)
  1955. {
  1956. switch(elem.operation)
  1957. {
  1958. case BattleChanges::EOperation::RESET_STATE:
  1959. battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
  1960. break;
  1961. case BattleChanges::EOperation::REMOVE:
  1962. battleState->removeUnit(elem.id);
  1963. break;
  1964. case BattleChanges::EOperation::ADD:
  1965. battleState->addUnit(elem.id, elem.data);
  1966. break;
  1967. case BattleChanges::EOperation::UPDATE:
  1968. battleState->updateUnit(elem.id, elem.data);
  1969. break;
  1970. default:
  1971. logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
  1972. break;
  1973. }
  1974. }
  1975. }
  1976. void BattleObstaclesChanged::applyGs(CGameState *gs)
  1977. {
  1978. applyBattle(gs->getBattle(battleID));
  1979. }
  1980. void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
  1981. {
  1982. for(const auto & change : changes)
  1983. {
  1984. switch(change.operation)
  1985. {
  1986. case BattleChanges::EOperation::REMOVE:
  1987. battleState->removeObstacle(change.id);
  1988. break;
  1989. case BattleChanges::EOperation::ADD:
  1990. battleState->addObstacle(change);
  1991. break;
  1992. case BattleChanges::EOperation::UPDATE:
  1993. battleState->updateObstacle(change);
  1994. break;
  1995. default:
  1996. logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
  1997. break;
  1998. }
  1999. }
  2000. }
  2001. CatapultAttack::CatapultAttack() = default;
  2002. CatapultAttack::~CatapultAttack() = default;
  2003. void CatapultAttack::applyGs(CGameState *gs)
  2004. {
  2005. applyBattle(gs->getBattle(battleID));
  2006. }
  2007. void CatapultAttack::visitTyped(ICPackVisitor & visitor)
  2008. {
  2009. visitor.visitCatapultAttack(*this);
  2010. }
  2011. void CatapultAttack::applyBattle(IBattleState * battleState)
  2012. {
  2013. const auto * town = battleState->getDefendedTown();
  2014. if(!town)
  2015. return;
  2016. if(town->fortificationsLevel().wallsHealth == 0)
  2017. return;
  2018. for(const auto & part : attackedParts)
  2019. {
  2020. auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
  2021. battleState->setWallState(part.attackedPart, newWallState);
  2022. }
  2023. }
  2024. void BattleSetStackProperty::applyGs(CGameState *gs)
  2025. {
  2026. CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
  2027. switch(which)
  2028. {
  2029. case CASTS:
  2030. {
  2031. if(absolute)
  2032. logNetwork->error("Can not change casts in absolute mode");
  2033. else
  2034. stack->casts.use(-val);
  2035. break;
  2036. }
  2037. case ENCHANTER_COUNTER:
  2038. {
  2039. auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  2040. if(absolute)
  2041. counter = val;
  2042. else
  2043. counter += val;
  2044. vstd::amax(counter, 0);
  2045. break;
  2046. }
  2047. case UNBIND:
  2048. {
  2049. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  2050. break;
  2051. }
  2052. case CLONED:
  2053. {
  2054. stack->cloned = true;
  2055. break;
  2056. }
  2057. case HAS_CLONE:
  2058. {
  2059. stack->cloneID = val;
  2060. break;
  2061. }
  2062. }
  2063. }
  2064. void PlayerCheated::applyGs(CGameState *gs)
  2065. {
  2066. if(!player.isValidPlayer())
  2067. return;
  2068. gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
  2069. gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
  2070. gs->getPlayerState(player)->cheated = true;
  2071. }
  2072. void PlayerStartsTurn::applyGs(CGameState *gs)
  2073. {
  2074. //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  2075. gs->actingPlayers.insert(player);
  2076. }
  2077. void PlayerEndsTurn::applyGs(CGameState *gs)
  2078. {
  2079. assert(gs->actingPlayers.count(player) == 1);
  2080. gs->actingPlayers.erase(player);
  2081. }
  2082. void DaysWithoutTown::applyGs(CGameState *gs)
  2083. {
  2084. auto & playerState = gs->players[player];
  2085. playerState.daysWithoutCastle = daysWithoutCastle;
  2086. }
  2087. void TurnTimeUpdate::applyGs(CGameState *gs)
  2088. {
  2089. auto & playerState = gs->players[player];
  2090. playerState.turnTimer = turnTimer;
  2091. }
  2092. void EntitiesChanged::applyGs(CGameState *gs)
  2093. {
  2094. for(const auto & change : changes)
  2095. gs->updateEntity(change.metatype, change.entityIndex, change.data);
  2096. }
  2097. void SetRewardableConfiguration::applyGs(CGameState *gs)
  2098. {
  2099. auto * objectPtr = gs->getObjInstance(objectID);
  2100. if (!buildingID.hasValue())
  2101. {
  2102. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  2103. assert(rewardablePtr);
  2104. rewardablePtr->configuration = configuration;
  2105. rewardablePtr->initializeGuards();
  2106. }
  2107. else
  2108. {
  2109. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  2110. TownBuildingInstance * buildingPtr = nullptr;
  2111. for (auto & building : townPtr->rewardableBuildings)
  2112. if (building.second->getBuildingType() == buildingID)
  2113. buildingPtr = building.second;
  2114. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  2115. assert(rewardablePtr);
  2116. rewardablePtr->configuration = configuration;
  2117. }
  2118. }
  2119. void SetBankConfiguration::applyGs(CGameState *gs)
  2120. {
  2121. auto * objectPtr = gs->getObjInstance(objectID);
  2122. auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
  2123. assert(bankPtr);
  2124. bankPtr->setConfig(configuration);
  2125. }
  2126. const CArtifactInstance * ArtSlotInfo::getArt() const
  2127. {
  2128. if(locked)
  2129. return nullptr;
  2130. return artifact;
  2131. }
  2132. VCMI_LIB_NAMESPACE_END