NetPacksLib.cpp 23 KB

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  1. #define VCMI_DLL
  2. #include "NetPacks.h"
  3. #include "../hch/CGeneralTextHandler.h"
  4. #include "../hch/CDefObjInfoHandler.h"
  5. #include "../hch/CArtHandler.h"
  6. #include "../hch/CHeroHandler.h"
  7. #include "../hch/CObjectHandler.h"
  8. #include "VCMI_Lib.h"
  9. #include "map.h"
  10. #include "../hch/CSpellHandler.h"
  11. #include <boost/bind.hpp>
  12. #include <boost/foreach.hpp>
  13. #include <boost/lexical_cast.hpp>
  14. #include <boost/algorithm/string/replace.hpp>
  15. #include <boost/thread.hpp>
  16. #include <boost/thread/shared_mutex.hpp>
  17. /*
  18. * NetPacksLib.cpp, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. #ifdef min
  27. #undef min
  28. #endif
  29. #ifdef max
  30. #undef max
  31. #endif
  32. DLL_EXPORT void SetResource::applyGs( CGameState *gs )
  33. {
  34. amax(val, 0); //new value must be >= 0
  35. gs->getPlayer(player)->resources[resid] = val;
  36. }
  37. DLL_EXPORT void SetResources::applyGs( CGameState *gs )
  38. {
  39. for(int i=0;i<res.size();i++)
  40. gs->getPlayer(player)->resources[i] = res[i];
  41. }
  42. DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
  43. {
  44. CGHeroInstance *hero = gs->getHero(id);
  45. if(which <4)
  46. {
  47. if(abs)
  48. hero->primSkills[which] = val;
  49. else
  50. hero->primSkills[which] += val;
  51. }
  52. else if(which == 4) //XP
  53. {
  54. if(abs)
  55. hero->exp = val;
  56. else
  57. hero->exp += val;
  58. }
  59. }
  60. DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
  61. {
  62. CGHeroInstance *hero = gs->getHero(id);
  63. if(hero->getSecSkillLevel(which) == 0)
  64. {
  65. hero->secSkills.push_back(std::pair<int,int>(which, val));
  66. }
  67. else
  68. {
  69. for(unsigned i=0;i<hero->secSkills.size();i++)
  70. {
  71. if(hero->secSkills[i].first == which)
  72. {
  73. if(abs)
  74. hero->secSkills[i].second = val;
  75. else
  76. hero->secSkills[i].second += val;
  77. if(hero->secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once
  78. {
  79. tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
  80. hero->secSkills[i].second = 3;
  81. }
  82. }
  83. }
  84. }
  85. }
  86. DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
  87. {
  88. CGHeroInstance *h = gs->getHero(hid);
  89. CGTownInstance *t = gs->getTown(tid);
  90. if(start())
  91. {
  92. if(garrison())
  93. {
  94. t->garrisonHero = h;
  95. h->visitedTown = t;
  96. h->inTownGarrison = true;
  97. }
  98. else
  99. {
  100. t->visitingHero = h;
  101. h->visitedTown = t;
  102. h->inTownGarrison = false;
  103. }
  104. }
  105. else
  106. {
  107. if(garrison())
  108. {
  109. t->garrisonHero = NULL;
  110. h->visitedTown = NULL;
  111. h->inTownGarrison = false;
  112. }
  113. else
  114. {
  115. t->visitingHero = NULL;
  116. h->visitedTown = NULL;
  117. h->inTownGarrison = false;
  118. }
  119. }
  120. }
  121. DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
  122. {
  123. CGHeroInstance *hero = gs->getHero(hid);
  124. if(learn)
  125. BOOST_FOREACH(ui32 sid, spells)
  126. hero->spells.insert(sid);
  127. else
  128. BOOST_FOREACH(ui32 sid, spells)
  129. hero->spells.erase(sid);
  130. }
  131. DLL_EXPORT void SetMana::applyGs( CGameState *gs )
  132. {
  133. CGHeroInstance *hero = gs->getHero(hid);
  134. amax(val, 0); //not less than 0
  135. hero->mana = val;
  136. }
  137. DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
  138. {
  139. CGHeroInstance *hero = gs->getHero(hid);
  140. hero->movement = val;
  141. }
  142. DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
  143. {
  144. BOOST_FOREACH(int3 t, tiles)
  145. gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode;
  146. }
  147. DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
  148. {
  149. gs->getPlayer(player)->availableHeroes.clear();
  150. CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
  151. gs->getPlayer(player)->availableHeroes.push_back(h);
  152. if(h && flags & 1)
  153. {
  154. h->army.slots.clear();
  155. h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
  156. }
  157. h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
  158. gs->getPlayer(player)->availableHeroes.push_back(h);
  159. if(flags & 2)
  160. {
  161. h->army.slots.clear();
  162. h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
  163. }
  164. }
  165. DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
  166. {
  167. CGHeroInstance *h = gs->getHero(hid);
  168. h->bonuses.push_back(bonus);
  169. std::string &descr = h->bonuses.back().description;
  170. if(!bdescr.message.size()
  171. && bonus.source == HeroBonus::OBJECT
  172. && (bonus.type == HeroBonus::LUCK || bonus.type == HeroBonus::MORALE || bonus.type == HeroBonus::MORALE_AND_LUCK)
  173. && gs->map->objects[bonus.id]->ID == 26) //it's morale/luck bonus from an event without description
  174. {
  175. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  176. boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
  177. }
  178. else
  179. {
  180. bdescr.toString(descr);
  181. }
  182. }
  183. DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
  184. {
  185. CGObjectInstance *obj = gs->map->objects[objid];
  186. if(!obj)
  187. {
  188. tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
  189. return;
  190. }
  191. gs->map->removeBlockVisTiles(obj);
  192. obj->pos = nPos;
  193. gs->map->addBlockVisTiles(obj);
  194. }
  195. DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
  196. {
  197. CGObjectInstance *obj = gs->map->objects[id];
  198. if(obj->ID==HEROI_TYPE)
  199. {
  200. CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
  201. std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
  202. gs->map->heroes.erase(nitr);
  203. int player = h->tempOwner;
  204. nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
  205. gs->getPlayer(player)->heroes.erase(nitr);
  206. if(h->visitedTown)
  207. {
  208. if(h->inTownGarrison)
  209. h->visitedTown->garrisonHero = NULL;
  210. else
  211. h->visitedTown->visitingHero = NULL;
  212. h->visitedTown = NULL;
  213. }
  214. //TODO: add to the pool?
  215. }
  216. gs->map->objects[id] = NULL;
  217. //unblock tiles
  218. if(obj->defInfo)
  219. {
  220. gs->map->removeBlockVisTiles(obj);
  221. }
  222. }
  223. static int getDir(int3 src, int3 dst)
  224. {
  225. int ret = -1;
  226. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  227. {
  228. ret = 1;
  229. }
  230. else if(dst.x == src.x && dst.y+1 == src.y) //t
  231. {
  232. ret = 2;
  233. }
  234. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  235. {
  236. ret = 3;
  237. }
  238. else if(dst.x-1 == src.x && dst.y == src.y) //r
  239. {
  240. ret = 4;
  241. }
  242. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  243. {
  244. ret = 5;
  245. }
  246. else if(dst.x == src.x && dst.y-1 == src.y) //b
  247. {
  248. ret = 6;
  249. }
  250. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  251. {
  252. ret = 7;
  253. }
  254. else if(dst.x+1 == src.x && dst.y == src.y) //l
  255. {
  256. ret = 8;
  257. }
  258. return ret;
  259. }
  260. void TryMoveHero::applyGs( CGameState *gs )
  261. {
  262. CGHeroInstance *h = gs->getHero(id);
  263. h->movement = movePoints;
  264. if(result == EMBARK) //hero enters boat at dest tile
  265. {
  266. const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
  267. assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
  268. CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
  269. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  270. h->boat = boat;
  271. boat->hero = h;
  272. }
  273. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK))
  274. {
  275. gs->map->removeBlockVisTiles(h);
  276. h->pos = end;
  277. gs->map->addBlockVisTiles(h);
  278. }
  279. BOOST_FOREACH(int3 t, fowRevealed)
  280. gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
  281. if(result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK)
  282. h->moveDir = getDir(start,end);
  283. }
  284. DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
  285. {
  286. for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  287. {
  288. CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
  289. ai->army = i->second;
  290. if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
  291. const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
  292. else if(ai->ID==HEROI_TYPE)
  293. {
  294. CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
  295. if(h->visitedTown && h->inTownGarrison)
  296. h->visitedTown->army = i->second;
  297. }
  298. }
  299. }
  300. DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
  301. {
  302. CGTownInstance*t = gs->getTown(tid);
  303. BOOST_FOREACH(si32 id,bid)
  304. t->builtBuildings.insert(id);
  305. t->builded = builded;
  306. }
  307. DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
  308. {
  309. gs->getTown(tid)->creatures = creatures;
  310. }
  311. DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
  312. {
  313. CGTownInstance *t = gs->getTown(tid);
  314. CGHeroInstance *v = gs->getHero(visiting),
  315. *g = gs->getHero(garrison);
  316. t->visitingHero = v;
  317. t->garrisonHero = g;
  318. if(v)
  319. {
  320. v->visitedTown = t;
  321. v->inTownGarrison = false;
  322. gs->map->addBlockVisTiles(v);
  323. }
  324. if(g)
  325. {
  326. g->visitedTown = t;
  327. g->inTownGarrison = true;
  328. gs->map->removeBlockVisTiles(g);
  329. }
  330. }
  331. DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
  332. {
  333. CGHeroInstance *h = gs->getHero(hid);
  334. std::vector<ui32> equiped, unequiped;
  335. for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
  336. if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
  337. unequiped.push_back(i->second);
  338. for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
  339. if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
  340. equiped.push_back(i->second);
  341. BOOST_FOREACH(ui32 id, equiped)
  342. {
  343. //if hero already had equipped at least one artifact of that type, don't give any new bonuses
  344. if(h->getArtPos(id) >= 0)
  345. continue;
  346. CArtifact &art = VLC->arth->artifacts[id];
  347. for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
  348. {
  349. gained.push_back(&*i);
  350. h->bonuses.push_back(*i);
  351. }
  352. }
  353. //update hero data
  354. h->artifacts = artifacts;
  355. h->artifWorn = artifWorn;
  356. //remove bonus from unequipped artifact
  357. BOOST_FOREACH(ui32 id, unequiped)
  358. {
  359. //if hero still has equipped at least one artifact of that type, don't remove bonuses
  360. if(h->getArtPos(id) >= 0)
  361. continue;
  362. while(1)
  363. {
  364. std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));
  365. if(hlp != h->bonuses.end())
  366. {
  367. lost.push_back(&*hlp);
  368. h->bonuses.erase(hlp);
  369. }
  370. else
  371. {
  372. break;
  373. }
  374. }
  375. }
  376. }
  377. DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
  378. {
  379. if(art<0)
  380. {
  381. if(pos<19)
  382. artifWorn.erase(pos);
  383. else
  384. artifacts -= artifacts[pos-19];
  385. }
  386. else
  387. {
  388. if(pos<19)
  389. artifWorn[pos] = art;
  390. else
  391. if(pos-19 < artifacts.size())
  392. artifacts[pos-19] = art;
  393. else
  394. artifacts.push_back(art);
  395. }
  396. }
  397. DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
  398. {
  399. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  400. CGTownInstance *t = gs->getTown(tid);
  401. h->setOwner(player);
  402. h->pos = tile;
  403. h->movement = h->maxMovePoints(true);
  404. gs->hpool.heroesPool.erase(hid);
  405. if(h->id < 0)
  406. {
  407. h->id = gs->map->objects.size();
  408. gs->map->objects.push_back(h);
  409. }
  410. else
  411. gs->map->objects[h->id] = h;
  412. h->initHeroDefInfo();
  413. gs->map->heroes.push_back(h);
  414. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  415. gs->map->addBlockVisTiles(h);
  416. t->visitingHero = h;
  417. h->visitedTown = t;
  418. h->inTownGarrison = false;
  419. }
  420. DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
  421. {
  422. CGHeroInstance *h = gs->getHero(id);
  423. gs->map->removeBlockVisTiles(h,true);
  424. h->setOwner(player);
  425. h->movement = h->maxMovePoints(true);
  426. h->initHeroDefInfo();
  427. gs->map->heroes.push_back(h);
  428. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  429. gs->map->addBlockVisTiles(h);
  430. h->inTownGarrison = false;
  431. }
  432. DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
  433. {
  434. gs->day = day;
  435. BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
  436. {
  437. CGHeroInstance *hero = gs->getHero(h.id);
  438. hero->movement = h.move;
  439. hero->mana = h.mana;
  440. }
  441. BOOST_FOREACH(SetResources h, res) //give resources
  442. h.applyGs(gs);
  443. BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
  444. h.applyGs(gs);
  445. if(resetBuilded) //reset amount of structures set in this turn in towns
  446. BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
  447. t->builded = 0;
  448. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  449. h->bonuses.remove_if(HeroBonus::OneDay);
  450. if(gs->getDate(1) == 7) //new week
  451. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  452. h->bonuses.remove_if(HeroBonus::OneWeek);
  453. }
  454. DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
  455. {
  456. CGObjectInstance *obj = gs->map->objects[id];
  457. if(!obj)
  458. tlog1 << "Wrong object ID - property cannot be set!\n";
  459. else
  460. obj->setProperty(what,val);
  461. }
  462. DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
  463. {
  464. name.toString(gs->map->objects[id]->hoverName);
  465. }
  466. DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
  467. {
  468. gs->getHero(heroid)->level = level;
  469. }
  470. DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
  471. {
  472. gs->curB = info;
  473. }
  474. DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
  475. {
  476. gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
  477. gs->curB->round = round;
  478. BOOST_FOREACH(CStack *s, gs->curB->stacks)
  479. {
  480. s->state -= DEFENDING;
  481. s->state -= WAITING;
  482. s->state -= MOVED;
  483. s->state -= HAD_MORALE;
  484. s->counterAttacks = 1;
  485. //remove effects and restore only those with remaining turns in duration
  486. std::vector<CStack::StackEffect> tmpEffects = s->effects;
  487. s->effects.clear();
  488. for(int i=0; i < tmpEffects.size(); i++)
  489. {
  490. tmpEffects[i].turnsRemain--;
  491. if(tmpEffects[i].turnsRemain > 0)
  492. s->effects.push_back(tmpEffects[i]);
  493. }
  494. //the same as above for features
  495. std::vector<StackFeature> tmpFeatures = s->features;
  496. s->features.clear();
  497. for(int i=0; i < tmpFeatures.size(); i++)
  498. {
  499. if(tmpFeatures[i].duration == StackFeature::N_TURNS)
  500. {
  501. tmpFeatures[i].turnsRemain--;
  502. if(tmpFeatures[i].turnsRemain > 0)
  503. s->features.push_back(tmpFeatures[i]);
  504. }
  505. else
  506. {
  507. s->features.push_back(tmpFeatures[i]);
  508. }
  509. }
  510. }
  511. }
  512. DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
  513. {
  514. gs->curB->activeStack = stack;
  515. CStack *st = gs->curB->getStack(stack);
  516. if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
  517. st->state.insert(HAD_MORALE);
  518. }
  519. void BattleResult::applyGs( CGameState *gs )
  520. {
  521. for(unsigned i=0;i<gs->curB->stacks.size();i++)
  522. delete gs->curB->stacks[i];
  523. //remove any "until next battle" bonuses
  524. CGHeroInstance *h;
  525. h = gs->getHero(gs->curB->hero1);
  526. if(h)
  527. h->bonuses.remove_if(HeroBonus::OneBattle);
  528. h = gs->getHero(gs->curB->hero2);
  529. if(h)
  530. h->bonuses.remove_if(HeroBonus::OneBattle);
  531. delete gs->curB;
  532. gs->curB = NULL;
  533. }
  534. void BattleStackMoved::applyGs( CGameState *gs )
  535. {
  536. gs->curB->getStack(stack)->position = tile;
  537. }
  538. DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
  539. {
  540. CStack * at = gs->curB->getStack(stackAttacked);
  541. at->amount = newAmount;
  542. at->firstHPleft = newHP;
  543. if(killed())
  544. at->state -= ALIVE;
  545. }
  546. DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
  547. {
  548. CStack *attacker = gs->curB->getStack(stackAttacking);
  549. if(counter())
  550. attacker->counterAttacks--;
  551. if(shot())
  552. attacker->shots--;
  553. BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
  554. stackAttacked.applyGs(gs);
  555. }
  556. DLL_EXPORT void StartAction::applyGs( CGameState *gs )
  557. {
  558. CStack *st = gs->curB->getStack(ba.stackNumber);
  559. switch(ba.actionType)
  560. {
  561. case 3:
  562. st->state.insert(DEFENDING);
  563. break;
  564. case 8:
  565. st->state.insert(WAITING);
  566. break;
  567. case 2: case 6: case 7: case 9: case 10: case 11:
  568. st->state.insert(MOVED);
  569. break;
  570. }
  571. }
  572. DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
  573. {
  574. CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  575. if(h)
  576. {
  577. h->mana -= VLC->spellh->spells[id].costs[skill];
  578. if(h->mana < 0) h->mana = 0;
  579. }
  580. if(side >= 0 && side < 2)
  581. {
  582. gs->curB->castSpells[side]++;
  583. }
  584. if(gs->curB && id == 35) //dispel
  585. {
  586. CStack *s = gs->curB->getStackT(tile);
  587. if(s)
  588. {
  589. s->effects.clear(); //removing all effects
  590. //removing all features from spells
  591. std::vector<StackFeature> tmpFeatures = s->features;
  592. s->features.clear();
  593. for(int i=0; i < tmpFeatures.size(); i++)
  594. {
  595. if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
  596. {
  597. s->features.push_back(tmpFeatures[i]);
  598. }
  599. }
  600. }
  601. }
  602. }
  603. static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0)
  604. {
  605. return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);
  606. }
  607. static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse)
  608. {
  609. std::vector<StackFeature> sf;
  610. switch(sse.id)
  611. {
  612. case 27: //shield
  613. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  614. break;
  615. case 28: //air shield
  616. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  617. break;
  618. case 30: //protection from air
  619. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  620. break;
  621. case 31: //protection from fire
  622. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  623. break;
  624. case 32: //protection from water
  625. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  626. break;
  627. case 33: //protection from earth
  628. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  629. break;
  630. case 41: //bless
  631. sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  632. break;
  633. case 42: //curse
  634. sf.push_back(featureGenerator(StackFeature::ALWAYS_MINIMUM_DAMAGE, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain, sse.level >= 2 ? 20 : 0));
  635. break;
  636. case 43: //bloodlust
  637. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  638. break;
  639. case 44: //precision
  640. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  641. break;
  642. case 45: //weakness
  643. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  644. break;
  645. case 46: //stone skin
  646. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  647. break;
  648. case 47: //disrupting ray
  649. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  650. break;
  651. case 48: //prayer
  652. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  653. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  654. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  655. break;
  656. case 49: //mirth
  657. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  658. break;
  659. case 50: //sorrow
  660. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  661. break;
  662. case 51: //fortune
  663. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  664. break;
  665. case 52: //misfortune
  666. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  667. break;
  668. case 53: //haste
  669. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  670. break;
  671. case 54: //slow
  672. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * VLC->spellh->spells[sse.id].powers[sse.level]));
  673. break;
  674. case 55: //slayer
  675. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  676. break;
  677. case 61: //forgetfulness
  678. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  679. break;
  680. case 56: //frenzy
  681. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  682. break;
  683. }
  684. return sf;
  685. }
  686. void actualizeEffect(CStack * s, CStack::StackEffect & ef)
  687. {
  688. //actualizing effects vector
  689. for(int g=0; g<s->effects.size(); ++g)
  690. {
  691. if(s->effects[g].id == ef.id)
  692. {
  693. s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
  694. }
  695. }
  696. //actualizing features vector
  697. std::vector<StackFeature> sf = stackEffectToFeature(ef);
  698. for(int b=0; b<sf.size(); ++b)
  699. {
  700. for(int g=0; g<s->features.size(); ++g)
  701. {
  702. if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)
  703. {
  704. s->features[g].turnsRemain = std::max(s->features[g].turnsRemain, ef.turnsRemain);
  705. }
  706. }
  707. }
  708. }
  709. bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
  710. {
  711. for(int g=0; g<vec.size(); ++g)
  712. {
  713. if(vec[g].id == effectId)
  714. return true;
  715. }
  716. return false;
  717. }
  718. DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
  719. {
  720. BOOST_FOREACH(ui32 id, stacks)
  721. {
  722. CStack *s = gs->curB->getStack(id);
  723. if(s)
  724. {
  725. if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
  726. {
  727. s->effects.push_back(effect);
  728. std::vector<StackFeature> sf = stackEffectToFeature(effect);
  729. for(int n=0; n<sf.size(); ++n)
  730. {
  731. s->features.push_back(sf[n]);
  732. }
  733. }
  734. else //just actualize
  735. {
  736. actualizeEffect(s, effect);
  737. }
  738. }
  739. else
  740. tlog1 << "Cannot find stack " << id << std::endl;
  741. }
  742. }
  743. DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
  744. {
  745. BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
  746. stackAttacked.applyGs(gs);
  747. }
  748. DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
  749. {
  750. gs->currentPlayer = player;
  751. }
  752. DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
  753. {
  754. gs->getPlayer(player)->currentSelection = id;
  755. }