NetPacksLib.cpp 35 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. #undef min
  18. #undef max
  19. /*
  20. * NetPacksLib.cpp, part of VCMI engine
  21. *
  22. * Authors: listed in file AUTHORS in main folder
  23. *
  24. * License: GNU General Public License v2.0 or later
  25. * Full text of license available in license.txt file, in main folder
  26. *
  27. */
  28. #ifdef min
  29. #undef min
  30. #endif
  31. #ifdef max
  32. #undef max
  33. #endif
  34. DLL_EXPORT void SetResource::applyGs( CGameState *gs )
  35. {
  36. assert(player < PLAYER_LIMIT);
  37. amax(val, 0); //new value must be >= 0
  38. gs->getPlayer(player)->resources[resid] = val;
  39. }
  40. DLL_EXPORT void SetResources::applyGs( CGameState *gs )
  41. {
  42. assert(player < PLAYER_LIMIT);
  43. for(int i=0;i<res.size();i++)
  44. gs->getPlayer(player)->resources[i] = res[i];
  45. }
  46. DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
  47. {
  48. CGHeroInstance *hero = gs->getHero(id);
  49. assert(hero);
  50. if(which <4)
  51. {
  52. Bonus *skill = hero->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL));
  53. assert(skill);
  54. if(abs)
  55. skill->val = val;
  56. else
  57. skill->val += val;
  58. }
  59. else if(which == 4) //XP
  60. {
  61. if(abs)
  62. hero->exp = val;
  63. else
  64. hero->exp += val;
  65. }
  66. }
  67. DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
  68. {
  69. CGHeroInstance *hero = gs->getHero(id);
  70. if(hero->getSecSkillLevel(which) == 0)
  71. {
  72. hero->secSkills.push_back(std::pair<int,int>(which, val));
  73. }
  74. else
  75. {
  76. for(unsigned i=0;i<hero->secSkills.size();i++)
  77. {
  78. if(hero->secSkills[i].first == which)
  79. {
  80. if(abs)
  81. hero->secSkills[i].second = val;
  82. else
  83. hero->secSkills[i].second += val;
  84. if(hero->secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once
  85. {
  86. tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
  87. hero->secSkills[i].second = 3;
  88. }
  89. }
  90. }
  91. }
  92. }
  93. DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
  94. {
  95. CGHeroInstance *h = gs->getHero(hid);
  96. CGTownInstance *t = gs->getTown(tid);
  97. if(start())
  98. {
  99. if(garrison())
  100. {
  101. t->garrisonHero = h;
  102. h->visitedTown = t;
  103. h->inTownGarrison = true;
  104. }
  105. else
  106. {
  107. t->visitingHero = h;
  108. h->visitedTown = t;
  109. h->inTownGarrison = false;
  110. }
  111. }
  112. else
  113. {
  114. if(garrison())
  115. {
  116. t->garrisonHero = NULL;
  117. h->visitedTown = NULL;
  118. h->inTownGarrison = false;
  119. }
  120. else
  121. {
  122. t->visitingHero = NULL;
  123. h->visitedTown = NULL;
  124. h->inTownGarrison = false;
  125. }
  126. }
  127. }
  128. DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
  129. {
  130. CGHeroInstance *hero = gs->getHero(hid);
  131. if(learn)
  132. BOOST_FOREACH(ui32 sid, spells)
  133. hero->spells.insert(sid);
  134. else
  135. BOOST_FOREACH(ui32 sid, spells)
  136. hero->spells.erase(sid);
  137. }
  138. DLL_EXPORT void SetMana::applyGs( CGameState *gs )
  139. {
  140. CGHeroInstance *hero = gs->getHero(hid);
  141. amax(val, 0); //not less than 0
  142. hero->mana = val;
  143. }
  144. DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
  145. {
  146. CGHeroInstance *hero = gs->getHero(hid);
  147. hero->movement = val;
  148. }
  149. DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
  150. {
  151. BOOST_FOREACH(int3 t, tiles)
  152. gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode;
  153. if (mode == 0) //do not hide too much
  154. {
  155. std::set<int3> tilesRevealed;
  156. for (size_t i = 0; i < gs->map->objects.size(); i++)
  157. {
  158. if(gs->map->objects[i] && gs->map->objects[i]->tempOwner == player) //check owned observators
  159. {
  160. switch(gs->map->objects[i]->ID)
  161. {
  162. case 34://hero
  163. case 53://mine
  164. case 98://town
  165. case 220:
  166. gs->map->objects[i]->getSightTiles(tilesRevealed);
  167. break;
  168. }
  169. }
  170. }
  171. BOOST_FOREACH(int3 t, tilesRevealed) //probably not the most optimal solution ever
  172. gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = 1;
  173. }
  174. }
  175. DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
  176. {
  177. gs->getPlayer(player)->availableHeroes.clear();
  178. CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
  179. gs->getPlayer(player)->availableHeroes.push_back(h);
  180. if(h && flags & 1)
  181. {
  182. h->clear();
  183. h->addStack(0, CStackInstance(VLC->creh->nameToID[h->type->refTypeStack[0]],1));
  184. }
  185. h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
  186. gs->getPlayer(player)->availableHeroes.push_back(h);
  187. if(flags & 2)
  188. {
  189. h->clear();
  190. h->addStack(0, CStackInstance(VLC->creh->nameToID[h->type->refTypeStack[0]],1));
  191. }
  192. }
  193. DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
  194. {
  195. BonusList *bonuses = NULL;
  196. switch(who)
  197. {
  198. case HERO:
  199. {
  200. CGHeroInstance *h = gs->getHero(id);
  201. assert(h);
  202. bonuses = &h->bonuses;
  203. }
  204. break;
  205. case PLAYER:
  206. {
  207. PlayerState *p = gs->getPlayer(id);
  208. assert(p);
  209. bonuses = &p->bonuses;
  210. }
  211. break;
  212. }
  213. bonuses->push_back(bonus);
  214. std::string &descr = bonuses->back().description;
  215. if(!bdescr.message.size()
  216. && bonus.source == Bonus::OBJECT
  217. && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE)
  218. && gs->map->objects[bonus.id]->ID == EVENTI_TYPE) //it's morale/luck bonus from an event without description
  219. {
  220. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  221. boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
  222. }
  223. else
  224. {
  225. bdescr.toString(descr);
  226. }
  227. }
  228. DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
  229. {
  230. CGObjectInstance *obj = gs->map->objects[objid];
  231. if(!obj)
  232. {
  233. tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
  234. return;
  235. }
  236. gs->map->removeBlockVisTiles(obj);
  237. obj->pos = nPos;
  238. gs->map->addBlockVisTiles(obj);
  239. }
  240. DLL_EXPORT void PlayerEndsGame::applyGs( CGameState *gs )
  241. {
  242. PlayerState *p = gs->getPlayer(player);
  243. p->status = victory ? 2 : 1;
  244. }
  245. DLL_EXPORT void RemoveBonus::applyGs( CGameState *gs )
  246. {
  247. std::list<Bonus> &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
  248. for(std::list<Bonus>::iterator i = bonuses.begin(); i != bonuses.end(); i++)
  249. {
  250. if(i->source == source && i->id == id)
  251. {
  252. bonus = *i; //backup bonus (to show to interfaces later)
  253. bonuses.erase(i);
  254. break;
  255. }
  256. }
  257. }
  258. DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
  259. {
  260. CGObjectInstance *obj = gs->map->objects[id];
  261. //unblock tiles
  262. if(obj->defInfo)
  263. {
  264. gs->map->removeBlockVisTiles(obj);
  265. }
  266. if(obj->ID==HEROI_TYPE)
  267. {
  268. CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
  269. std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
  270. gs->map->heroes.erase(nitr);
  271. int player = h->tempOwner;
  272. nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
  273. gs->getPlayer(player)->heroes.erase(nitr);
  274. h->tempOwner = 255; //no one owns beaten hero
  275. if(h->visitedTown)
  276. {
  277. if(h->inTownGarrison)
  278. h->visitedTown->garrisonHero = NULL;
  279. else
  280. h->visitedTown->visitingHero = NULL;
  281. h->visitedTown = NULL;
  282. }
  283. //TODO: add to the pool?
  284. }
  285. else if (obj->ID==CREI_TYPE && gs->map->version > CMapHeader::RoE) //only fixed monsters can be a part of quest
  286. {
  287. CGCreature *cre = static_cast<CGCreature*>(obj);
  288. gs->map->monsters[cre->identifier]->pos = int3 (-1,-1,-1); //use nonexistent monster for quest :>
  289. }
  290. gs->map->objects[id] = NULL;
  291. }
  292. static int getDir(int3 src, int3 dst)
  293. {
  294. int ret = -1;
  295. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  296. {
  297. ret = 1;
  298. }
  299. else if(dst.x == src.x && dst.y+1 == src.y) //t
  300. {
  301. ret = 2;
  302. }
  303. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  304. {
  305. ret = 3;
  306. }
  307. else if(dst.x-1 == src.x && dst.y == src.y) //r
  308. {
  309. ret = 4;
  310. }
  311. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  312. {
  313. ret = 5;
  314. }
  315. else if(dst.x == src.x && dst.y-1 == src.y) //b
  316. {
  317. ret = 6;
  318. }
  319. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  320. {
  321. ret = 7;
  322. }
  323. else if(dst.x+1 == src.x && dst.y == src.y) //l
  324. {
  325. ret = 8;
  326. }
  327. return ret;
  328. }
  329. void TryMoveHero::applyGs( CGameState *gs )
  330. {
  331. CGHeroInstance *h = gs->getHero(id);
  332. h->movement = movePoints;
  333. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end) {
  334. h->moveDir = getDir(start,end);
  335. }
  336. if(result == EMBARK) //hero enters boat at dest tile
  337. {
  338. const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
  339. assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
  340. CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
  341. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  342. h->boat = boat;
  343. boat->hero = h;
  344. }
  345. else if(result == DISEMBARK) //hero leaves boat to dest tile
  346. {
  347. h->boat->direction = h->moveDir;
  348. h->boat->pos = start;
  349. h->boat->hero = NULL;
  350. gs->map->addBlockVisTiles(h->boat);
  351. h->boat = NULL;
  352. }
  353. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  354. {
  355. gs->map->removeBlockVisTiles(h);
  356. h->pos = end;
  357. if(h->boat)
  358. h->boat->pos = end;
  359. gs->map->addBlockVisTiles(h);
  360. }
  361. BOOST_FOREACH(int3 t, fowRevealed)
  362. gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
  363. }
  364. DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
  365. {
  366. for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  367. {
  368. CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
  369. ai->setArmy(i->second);
  370. if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
  371. const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->setArmy(i->second);
  372. else if(ai->ID==HEROI_TYPE)
  373. {
  374. CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
  375. if(h->visitedTown && h->inTownGarrison)
  376. h->visitedTown->setArmy(i->second);
  377. }
  378. }
  379. }
  380. DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
  381. {
  382. CGTownInstance *t = gs->getTown(tid);
  383. BOOST_FOREACH(si32 id,bid)
  384. {
  385. t->builtBuildings.insert(id);
  386. }
  387. t->builded = builded;
  388. }
  389. DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
  390. {
  391. CGTownInstance *t = gs->getTown(tid);
  392. BOOST_FOREACH(si32 id,bid)
  393. {
  394. t->builtBuildings.erase(id);
  395. }
  396. t->destroyed = destroyed; //yeaha
  397. }
  398. DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
  399. {
  400. CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid]);
  401. assert(dw);
  402. dw->creatures = creatures;
  403. }
  404. DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
  405. {
  406. CGTownInstance *t = gs->getTown(tid);
  407. CGHeroInstance *v = gs->getHero(visiting),
  408. *g = gs->getHero(garrison);
  409. t->visitingHero = v;
  410. t->garrisonHero = g;
  411. if(v)
  412. {
  413. v->visitedTown = t;
  414. v->inTownGarrison = false;
  415. gs->map->addBlockVisTiles(v);
  416. }
  417. if(g)
  418. {
  419. g->visitedTown = t;
  420. g->inTownGarrison = true;
  421. gs->map->removeBlockVisTiles(g);
  422. }
  423. }
  424. DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
  425. {
  426. CGHeroInstance *h = gs->getHero(hid);
  427. std::vector<ui32> equiped, unequiped;
  428. for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
  429. if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
  430. unequiped.push_back(i->second);
  431. for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
  432. if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
  433. equiped.push_back(i->second);
  434. BOOST_FOREACH(ui32 id, equiped)
  435. {
  436. //if hero already had equipped at least one artifact of that type, don't give any new bonuses
  437. if(h->getArtPos(id) >= 0)
  438. continue;
  439. CArtifact &art = VLC->arth->artifacts[id];
  440. art.addBonusesTo(&h->bonuses);
  441. art.addBonusesTo(&gained);
  442. }
  443. //update hero data
  444. h->artifacts = artifacts;
  445. h->artifWorn = artifWorn;
  446. //remove bonus from unequipped artifact
  447. BOOST_FOREACH(ui32 id, unequiped)
  448. {
  449. //if hero still has equipped at least one artifact of that type, don't remove bonuses
  450. if(h->getArtPos(id) >= 0)
  451. continue;
  452. CArtifact &art = VLC->arth->artifacts[id];
  453. art.removeBonusesFrom(&h->bonuses);
  454. art.addBonusesTo(&lost);
  455. }
  456. }
  457. DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
  458. {
  459. if(art<0)
  460. {
  461. if(pos<19)
  462. VLC->arth->unequipArtifact(artifWorn, pos);
  463. else if (pos - 19 < artifacts.size())
  464. artifacts.erase(artifacts.begin() + (pos - 19));
  465. }
  466. else
  467. {
  468. if (pos < 19) {
  469. VLC->arth->equipArtifact(artifWorn, pos, (ui32) art);
  470. } else { // Goes into the backpack.
  471. if(pos - 19 < artifacts.size())
  472. artifacts.insert(artifacts.begin() + (pos - 19), art);
  473. else
  474. artifacts.push_back(art);
  475. }
  476. }
  477. }
  478. DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
  479. {
  480. assert(vstd::contains(gs->hpool.heroesPool, hid));
  481. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  482. CGTownInstance *t = gs->getTown(tid);
  483. h->setOwner(player);
  484. h->pos = tile;
  485. h->movement = h->maxMovePoints(true);
  486. gs->hpool.heroesPool.erase(hid);
  487. if(h->id < 0)
  488. {
  489. h->id = gs->map->objects.size();
  490. gs->map->objects.push_back(h);
  491. }
  492. else
  493. gs->map->objects[h->id] = h;
  494. h->initHeroDefInfo();
  495. gs->map->heroes.push_back(h);
  496. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  497. h->initObj();
  498. gs->map->addBlockVisTiles(h);
  499. t->visitingHero = h;
  500. h->visitedTown = t;
  501. h->inTownGarrison = false;
  502. }
  503. DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
  504. {
  505. CGHeroInstance *h = gs->getHero(id);
  506. gs->map->removeBlockVisTiles(h,true);
  507. h->setOwner(player);
  508. h->movement = h->maxMovePoints(true);
  509. h->initHeroDefInfo();
  510. gs->map->heroes.push_back(h);
  511. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  512. gs->map->addBlockVisTiles(h);
  513. h->inTownGarrison = false;
  514. }
  515. DLL_EXPORT void NewObject::applyGs( CGameState *gs )
  516. {
  517. CGObjectInstance *o = NULL;
  518. switch(ID)
  519. {
  520. case 8:
  521. o = new CGBoat();
  522. break;
  523. default:
  524. o = new CGObjectInstance();
  525. break;
  526. }
  527. o->ID = ID;
  528. o->subID = subID;
  529. o->pos = pos;
  530. o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
  531. id = o->id = gs->map->objects.size();
  532. o->hoverName = VLC->generaltexth->names[ID];
  533. if(ID == 124) // hole
  534. {
  535. const TerrainTile &t = gs->map->getTile(pos);
  536. o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
  537. assert(o->defInfo);
  538. }
  539. gs->map->objects.push_back(o);
  540. gs->map->addBlockVisTiles(o);
  541. o->initObj();
  542. assert(o->defInfo);
  543. }
  544. DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
  545. {
  546. gs->day = day;
  547. BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
  548. {
  549. CGHeroInstance *hero = gs->getHero(h.id);
  550. hero->movement = h.move;
  551. hero->mana = h.mana;
  552. }
  553. for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)
  554. {
  555. assert(i->first < PLAYER_LIMIT);
  556. std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;
  557. for(int j = 0; j < i->second.size(); j++)
  558. playerRes[j] = i->second[j];
  559. }
  560. BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
  561. h.applyGs(gs);
  562. if(resetBuilded) //reset amount of structures set in this turn in towns
  563. BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
  564. t->builded = 0;
  565. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  566. h->bonuses.remove_if(Bonus::OneDay);
  567. if(gs->getDate(1) == 7) //new week
  568. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  569. h->bonuses.remove_if(Bonus::OneWeek);
  570. //count days without town
  571. for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  572. {
  573. if(i->second.towns.size() || gs->day == 1)
  574. i->second.daysWithoutCastle = 0;
  575. else
  576. i->second.daysWithoutCastle++;
  577. i->second.bonuses.remove_if(Bonus::OneDay);
  578. if(gs->getDate(1) == 7) //new week
  579. i->second.bonuses.remove_if(Bonus::OneWeek);
  580. }
  581. }
  582. DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
  583. {
  584. CGObjectInstance *obj = gs->map->objects[id];
  585. if(!obj)
  586. {
  587. tlog1 << "Wrong object ID - property cannot be set!\n";
  588. return;
  589. }
  590. if(what == ObjProperty::OWNER)
  591. {
  592. if(obj->ID == TOWNI_TYPE)
  593. {
  594. CGTownInstance *t = static_cast<CGTownInstance*>(obj);
  595. if(t->tempOwner < PLAYER_LIMIT)
  596. gs->getPlayer(t->tempOwner)->towns -= t;
  597. if(val < PLAYER_LIMIT)
  598. gs->getPlayer(val)->towns.push_back(t);
  599. }
  600. }
  601. obj->setProperty(what,val);
  602. }
  603. DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
  604. {
  605. name.toString(gs->map->objects[id]->hoverName);
  606. }
  607. DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
  608. {
  609. gs->getHero(heroid)->level = level;
  610. }
  611. DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
  612. {
  613. gs->curB = info;
  614. info->belligerents[0]->battle = info->belligerents[1]->battle = info;
  615. }
  616. DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
  617. {
  618. gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
  619. gs->curB->round = round;
  620. BOOST_FOREACH(CStack *s, gs->curB->stacks)
  621. {
  622. s->state -= DEFENDING;
  623. s->state -= WAITING;
  624. s->state -= MOVED;
  625. s->state -= HAD_MORALE;
  626. s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
  627. //regeneration
  628. if( s->hasBonusOfType(Bonus::HP_REGENERATION) && s->alive() )
  629. s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfBonuses(Bonus::HP_REGENERATION) );
  630. if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION) && s->alive() )
  631. s->firstHPleft = s->MaxHealth();
  632. //remove effects and restore only those with remaining turns in duration
  633. std::vector<CStack::StackEffect> tmpEffects = s->effects;
  634. s->effects.clear();
  635. for(int i=0; i < tmpEffects.size(); i++)
  636. {
  637. tmpEffects[i].turnsRemain--;
  638. if(tmpEffects[i].turnsRemain > 0)
  639. s->effects.push_back(tmpEffects[i]);
  640. }
  641. //the same as above for features
  642. BonusList tmpFeatures = s->bonuses;
  643. s->bonuses.clear();
  644. BOOST_FOREACH(Bonus &b, tmpFeatures)
  645. {
  646. if((b.duration & Bonus::N_TURNS) != 0)
  647. {
  648. b.turnsRemain--;
  649. if(b.turnsRemain > 0)
  650. s->bonuses.push_back(b);
  651. }
  652. else
  653. {
  654. s->bonuses.push_back(b);
  655. }
  656. }
  657. }
  658. }
  659. DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
  660. {
  661. gs->curB->activeStack = stack;
  662. CStack *st = gs->curB->getStack(stack);
  663. if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
  664. st->state.insert(HAD_MORALE);
  665. }
  666. void BattleResult::applyGs( CGameState *gs )
  667. {
  668. for(unsigned i=0;i<gs->curB->stacks.size();i++)
  669. delete gs->curB->stacks[i];
  670. //remove any "until next battle" bonuses
  671. CGHeroInstance *h;
  672. h = gs->curB->heroes[0];
  673. if(h)
  674. h->bonuses.remove_if(Bonus::OneBattle);
  675. h = gs->curB->heroes[1];
  676. if(h)
  677. h->bonuses.remove_if(Bonus::OneBattle);
  678. gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;
  679. delete gs->curB;
  680. gs->curB = NULL;
  681. }
  682. void BattleStackMoved::applyGs( CGameState *gs )
  683. {
  684. gs->curB->getStack(stack)->position = tile;
  685. }
  686. DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
  687. {
  688. CStack * at = gs->curB->getStack(stackAttacked);
  689. at->count = newAmount;
  690. at->firstHPleft = newHP;
  691. if(killed())
  692. at->state -= ALIVE;
  693. //life drain handling
  694. for (int g=0; g<healedStacks.size(); ++g)
  695. {
  696. healedStacks[g].applyGs(gs);
  697. }
  698. }
  699. DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
  700. {
  701. CStack *attacker = gs->curB->getStack(stackAttacking);
  702. if(counter())
  703. attacker->counterAttacks--;
  704. if(shot())
  705. {
  706. //don't remove ammo if we have a working ammo cart
  707. bool hasAmmoCart = false;
  708. BOOST_FOREACH(const CStack * st, gs->curB->stacks)
  709. {
  710. if(st->owner == attacker->owner && st->type->idNumber == 148 && st->alive())
  711. {
  712. hasAmmoCart = true;
  713. break;
  714. }
  715. }
  716. if (!hasAmmoCart)
  717. {
  718. attacker->shots--;
  719. }
  720. }
  721. BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
  722. stackAttacked.applyGs(gs);
  723. attacker->bonuses.remove_if(Bonus::UntilAttack);
  724. for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
  725. {
  726. CStack * stack = gs->curB->getStack(it->stackAttacked, false);
  727. stack->bonuses.remove_if(Bonus::UntilBeingAttacked);
  728. }
  729. }
  730. DLL_EXPORT void StartAction::applyGs( CGameState *gs )
  731. {
  732. CStack *st = gs->curB->getStack(ba.stackNumber);
  733. if(ba.actionType != 1) //don't check for stack if it's custom action by hero
  734. assert(st);
  735. switch(ba.actionType)
  736. {
  737. case 3:
  738. st->state.insert(DEFENDING);
  739. break;
  740. case 8:
  741. st->state.insert(WAITING);
  742. return;
  743. case 0: case 2: case 6: case 7: case 9: case 10: case 11: case 12:
  744. st->state.insert(MOVED);
  745. break;
  746. }
  747. if(st)
  748. st->state -= WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)
  749. }
  750. DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
  751. {
  752. assert(gs->curB);
  753. CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];
  754. if(h && castedByHero)
  755. {
  756. int spellCost = 0;
  757. if(gs->curB)
  758. {
  759. spellCost = gs->curB->getSpellCost(&VLC->spellh->spells[id], h);
  760. }
  761. else
  762. {
  763. spellCost = VLC->spellh->spells[id].costs[skill];
  764. }
  765. h->mana -= spellCost;
  766. if(h->mana < 0) h->mana = 0;
  767. }
  768. if(side >= 0 && side < 2 && castedByHero)
  769. {
  770. gs->curB->castSpells[side]++;
  771. }
  772. if(id == 35 || id == 78) //dispel and dispel helpful spells
  773. {
  774. bool onlyHelpful = id == 78;
  775. for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
  776. {
  777. CStack *s = gs->curB->getStack(*it);
  778. if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
  779. {
  780. std::vector<CStack::StackEffect> remainingEff;
  781. for(int g=0; g< s->effects.size(); ++g)
  782. {
  783. if (onlyHelpful && VLC->spellh->spells[ s->effects[g].id ].positiveness != 1)
  784. {
  785. remainingEff.push_back(s->effects[g]);
  786. }
  787. }
  788. s->effects.clear(); //removing all effects
  789. s->effects = remainingEff; //assigning effects that should remain
  790. //removing all features from spells
  791. BonusList tmpFeatures = s->bonuses;
  792. s->bonuses.clear();
  793. BOOST_FOREACH(Bonus &b, tmpFeatures)
  794. {
  795. const CSpell *sp = b.sourceSpell();
  796. if(sp && sp->positiveness != 1) //if(b.source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
  797. s->bonuses.push_back(b);
  798. }
  799. }
  800. }
  801. }
  802. //elemental summoning
  803. if(id >= 66 && id <= 69)
  804. {
  805. int creID;
  806. switch(id)
  807. {
  808. case 66:
  809. creID = 114; //fire elemental
  810. break;
  811. case 67:
  812. creID = 113; //earth elemental
  813. break;
  814. case 68:
  815. creID = 115; //water elemental
  816. break;
  817. case 69:
  818. creID = 112; //air elemental
  819. break;
  820. }
  821. const int3 & tile = gs->curB->tile;
  822. TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;
  823. int pos; //position of stack on the battlefield - to be calculated
  824. bool ac[BFIELD_SIZE];
  825. std::set<int> occupyable;
  826. bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
  827. bool flying = vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
  828. gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
  829. for(int g=0; g<BFIELD_SIZE; ++g)
  830. {
  831. if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )
  832. {
  833. pos = g;
  834. break;
  835. }
  836. }
  837. CStack * summonedStack = gs->curB->generateNewStack(CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], h), gs->curB->stacks.size(), !side, 255, ter, pos);
  838. summonedStack->state.insert(SUMMONED);
  839. //summonedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
  840. gs->curB->stacks.push_back(summonedStack);
  841. }
  842. }
  843. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
  844. {
  845. Bonus hb(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo));
  846. hb.effectRange = limit;
  847. return hb;
  848. }
  849. static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
  850. {
  851. Bonus ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
  852. ret.valType = valType;
  853. return ret;
  854. }
  855. static BonusList stackEffectToFeature(const CStack::StackEffect & sse)
  856. {
  857. BonusList sf;
  858. si32 power = VLC->spellh->spells[sse.id].powers[sse.level];
  859. switch(sse.id)
  860. {
  861. case 27: //shield
  862. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  863. sf.back().id = sse.id;
  864. break;
  865. case 28: //air shield
  866. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  867. sf.back().id = sse.id;
  868. break;
  869. case 29: //fire shield
  870. sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
  871. sf.back().id = sse.id;
  872. break;
  873. case 30: //protection from air
  874. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  875. sf.back().id = sse.id;
  876. break;
  877. case 31: //protection from fire
  878. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  879. sf.back().id = sse.id;
  880. break;
  881. case 32: //protection from water
  882. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
  883. sf.back().id = sse.id;
  884. break;
  885. case 33: //protection from earth
  886. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
  887. sf.back().id = sse.id;
  888. break;
  889. case 34: //anti-magic
  890. sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
  891. sf.back().id = sse.id;
  892. break;
  893. case 41: //bless
  894. sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
  895. sf.back().id = sse.id;
  896. break;
  897. case 42: //curse
  898. sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.level >= 2 ? 20 : 0));
  899. sf.back().id = sse.id;
  900. break;
  901. case 43: //bloodlust
  902. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
  903. sf.back().id = sse.id;
  904. break;
  905. case 44: //precision
  906. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
  907. sf.back().id = sse.id;
  908. break;
  909. case 45: //weakness
  910. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
  911. sf.back().id = sse.id;
  912. break;
  913. case 46: //stone skin
  914. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  915. sf.back().id = sse.id;
  916. break;
  917. case 47: //disrupting ray
  918. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
  919. sf.back().id = sse.id;
  920. break;
  921. case 48: //prayer
  922. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
  923. sf.back().id = sse.id;
  924. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  925. sf.back().id = sse.id;
  926. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  927. sf.back().id = sse.id;
  928. break;
  929. case 49: //mirth
  930. sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
  931. sf.back().id = sse.id;
  932. break;
  933. case 50: //sorrow
  934. sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
  935. sf.back().id = sse.id;
  936. break;
  937. case 51: //fortune
  938. sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
  939. sf.back().id = sse.id;
  940. break;
  941. case 52: //misfortune
  942. sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
  943. sf.back().id = sse.id;
  944. break;
  945. case 53: //haste
  946. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  947. sf.back().id = sse.id;
  948. break;
  949. case 54: //slow
  950. sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
  951. sf.back().id = sse.id;
  952. break;
  953. case 55: //slayer
  954. sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.level, sse.turnsRemain));
  955. sf.back().id = sse.id;
  956. break;
  957. case 56: //frenzy
  958. sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.level]/100.0, sse.turnsRemain));
  959. sf.back().id = sse.id;
  960. break;
  961. case 58: //counterstrike
  962. sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
  963. sf.back().id = sse.id;
  964. break;
  965. case 59: //bersek
  966. sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain));
  967. sf.back().id = sse.id;
  968. break;
  969. case 60: //hypnotize
  970. sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.level, sse.turnsRemain));
  971. sf.back().id = sse.id;
  972. break;
  973. case 61: //forgetfulness
  974. sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.level, sse.turnsRemain));
  975. sf.back().id = sse.id;
  976. break;
  977. case 62: //blind
  978. sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
  979. sf.back().id = sse.id;
  980. sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
  981. sf.back().id = sse.id;
  982. break;
  983. }
  984. return sf;
  985. }
  986. void actualizeEffect(CStack * s, CStack::StackEffect & ef)
  987. {
  988. //actualizing effects vector
  989. for(int g=0; g<s->effects.size(); ++g)
  990. {
  991. if(s->effects[g].id == ef.id)
  992. {
  993. s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
  994. }
  995. }
  996. //actualizing features vector
  997. BonusList sf = stackEffectToFeature(ef);
  998. BOOST_FOREACH(const Bonus &fromEffect, sf)
  999. {
  1000. BOOST_FOREACH(Bonus &stackBonus, s->bonuses)
  1001. {
  1002. if(stackBonus.source == Bonus::SPELL_EFFECT && stackBonus.type == fromEffect.type && stackBonus.subtype == fromEffect.subtype)
  1003. {
  1004. stackBonus.turnsRemain = std::max(stackBonus.turnsRemain, ef.turnsRemain);
  1005. }
  1006. }
  1007. }
  1008. }
  1009. bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
  1010. {
  1011. for(int g=0; g<vec.size(); ++g)
  1012. {
  1013. if(vec[g].id == effectId)
  1014. return true;
  1015. }
  1016. return false;
  1017. }
  1018. DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
  1019. {
  1020. BOOST_FOREACH(ui32 id, stacks)
  1021. {
  1022. CStack *s = gs->curB->getStack(id);
  1023. if(s)
  1024. {
  1025. if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
  1026. {
  1027. s->effects.push_back(effect);
  1028. BonusList sf = stackEffectToFeature(effect);
  1029. BOOST_FOREACH(const Bonus &fromEffect, sf)
  1030. {
  1031. s->bonuses.push_back(fromEffect);
  1032. }
  1033. }
  1034. else //just actualize
  1035. {
  1036. actualizeEffect(s, effect);
  1037. }
  1038. }
  1039. else
  1040. tlog1 << "Cannot find stack " << id << std::endl;
  1041. }
  1042. }
  1043. DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
  1044. {
  1045. BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
  1046. stackAttacked.applyGs(gs);
  1047. }
  1048. DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
  1049. {
  1050. for(int g=0; g<healedStacks.size(); ++g)
  1051. {
  1052. CStack * changedStack = gs->curB->getStack(healedStacks[g].stackID, false);
  1053. //checking if we resurrect a stack that is under a living stack
  1054. std::vector<int> access = gs->curB->getAccessibility(changedStack->ID, true);
  1055. bool acc[BFIELD_SIZE];
  1056. for(int h=0; h<BFIELD_SIZE; ++h)
  1057. acc[h] = false;
  1058. for(int h=0; h<access.size(); ++h)
  1059. acc[access[h]] = true;
  1060. if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,
  1061. changedStack->doubleWide(), changedStack->attackerOwned,
  1062. changedStack->hasBonusOfType(Bonus::FLYING), true))
  1063. return; //position is already occupied
  1064. //applying changes
  1065. bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
  1066. if(resurrected)
  1067. {
  1068. changedStack->state.insert(ALIVE);
  1069. if(healedStacks[g].lowLevelResurrection)
  1070. changedStack->state.insert(SUMMONED);
  1071. //changedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
  1072. }
  1073. int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
  1074. int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
  1075. changedStack->count += res;
  1076. changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();
  1077. if(changedStack->firstHPleft > changedStack->MaxHealth())
  1078. {
  1079. changedStack->firstHPleft -= changedStack->MaxHealth();
  1080. if(changedStack->baseAmount > changedStack->count)
  1081. {
  1082. changedStack->count += 1;
  1083. }
  1084. }
  1085. amin(changedStack->firstHPleft, changedStack->MaxHealth());
  1086. //removal of negative effects
  1087. if(resurrected)
  1088. {
  1089. for(int h=0; h<changedStack->effects.size(); ++h)
  1090. {
  1091. if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
  1092. {
  1093. changedStack->effects.erase(changedStack->effects.begin() + h);
  1094. }
  1095. }
  1096. //removing all features from negative spells
  1097. BonusList tmpFeatures = changedStack->bonuses;
  1098. changedStack->bonuses.clear();
  1099. BOOST_FOREACH(Bonus &b, tmpFeatures)
  1100. {
  1101. const CSpell *s = b.sourceSpell();
  1102. if(s && s->positiveness >= 0)
  1103. {
  1104. changedStack->bonuses.push_back(b);
  1105. }
  1106. }
  1107. }
  1108. }
  1109. }
  1110. DLL_EXPORT void ObstaclesRemoved::applyGs( CGameState *gs )
  1111. {
  1112. if(gs->curB) //if there is a battle
  1113. {
  1114. for(std::set<si32>::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it)
  1115. {
  1116. for(int i=0; i<gs->curB->obstacles.size(); ++i)
  1117. {
  1118. if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle
  1119. {
  1120. gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
  1121. break;
  1122. }
  1123. }
  1124. }
  1125. }
  1126. }
  1127. DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
  1128. {
  1129. if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
  1130. {
  1131. for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
  1132. {
  1133. gs->curB->si.wallState[it->first.first] =
  1134. std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
  1135. }
  1136. }
  1137. }
  1138. DLL_EXPORT void BattleStacksRemoved::applyGs( CGameState *gs )
  1139. {
  1140. if(!gs->curB)
  1141. return;
  1142. for(std::set<ui32>::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack
  1143. {
  1144. for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
  1145. {
  1146. if(gs->curB->stacks[b]->ID == *it) //if found
  1147. {
  1148. gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove
  1149. break;
  1150. }
  1151. }
  1152. }
  1153. }
  1154. DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
  1155. {
  1156. gs->currentPlayer = player;
  1157. }
  1158. DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
  1159. {
  1160. gs->getPlayer(player)->currentSelection = id;
  1161. }
  1162. DLL_EXPORT Component::Component(const CStackInstance &stack)
  1163. :id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
  1164. {
  1165. }