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 == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  265. h->moveDir = getDir(start,end);
  266. if(result == EMBARK) //hero enters boat at dest tile
  267. {
  268. const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
  269. assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
  270. CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
  271. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  272. h->boat = boat;
  273. boat->hero = h;
  274. }
  275. else if(result == DISEMBARK) //hero leaves boat to dest tile
  276. {
  277. h->boat->direction = h->moveDir;
  278. h->boat->pos = start;
  279. h->boat->hero = NULL;
  280. gs->map->addBlockVisTiles(h->boat);
  281. h->boat = NULL;
  282. }
  283. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  284. {
  285. gs->map->removeBlockVisTiles(h);
  286. h->pos = end;
  287. if(h->boat)
  288. h->boat->pos = end;
  289. gs->map->addBlockVisTiles(h);
  290. }
  291. BOOST_FOREACH(int3 t, fowRevealed)
  292. gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
  293. }
  294. DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
  295. {
  296. for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  297. {
  298. CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
  299. ai->army = i->second;
  300. if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
  301. const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
  302. else if(ai->ID==HEROI_TYPE)
  303. {
  304. CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
  305. if(h->visitedTown && h->inTownGarrison)
  306. h->visitedTown->army = i->second;
  307. }
  308. }
  309. }
  310. DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
  311. {
  312. CGTownInstance*t = gs->getTown(tid);
  313. BOOST_FOREACH(si32 id,bid)
  314. t->builtBuildings.insert(id);
  315. t->builded = builded;
  316. }
  317. DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
  318. {
  319. gs->getTown(tid)->creatures = creatures;
  320. }
  321. DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
  322. {
  323. CGTownInstance *t = gs->getTown(tid);
  324. CGHeroInstance *v = gs->getHero(visiting),
  325. *g = gs->getHero(garrison);
  326. t->visitingHero = v;
  327. t->garrisonHero = g;
  328. if(v)
  329. {
  330. v->visitedTown = t;
  331. v->inTownGarrison = false;
  332. gs->map->addBlockVisTiles(v);
  333. }
  334. if(g)
  335. {
  336. g->visitedTown = t;
  337. g->inTownGarrison = true;
  338. gs->map->removeBlockVisTiles(g);
  339. }
  340. }
  341. DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
  342. {
  343. CGHeroInstance *h = gs->getHero(hid);
  344. std::vector<ui32> equiped, unequiped;
  345. for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
  346. if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
  347. unequiped.push_back(i->second);
  348. for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
  349. if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
  350. equiped.push_back(i->second);
  351. BOOST_FOREACH(ui32 id, equiped)
  352. {
  353. //if hero already had equipped at least one artifact of that type, don't give any new bonuses
  354. if(h->getArtPos(id) >= 0)
  355. continue;
  356. CArtifact &art = VLC->arth->artifacts[id];
  357. for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
  358. {
  359. gained.push_back(&*i);
  360. h->bonuses.push_back(*i);
  361. }
  362. }
  363. //update hero data
  364. h->artifacts = artifacts;
  365. h->artifWorn = artifWorn;
  366. //remove bonus from unequipped artifact
  367. BOOST_FOREACH(ui32 id, unequiped)
  368. {
  369. //if hero still has equipped at least one artifact of that type, don't remove bonuses
  370. if(h->getArtPos(id) >= 0)
  371. continue;
  372. while(1)
  373. {
  374. std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));
  375. if(hlp != h->bonuses.end())
  376. {
  377. lost.push_back(&*hlp);
  378. h->bonuses.erase(hlp);
  379. }
  380. else
  381. {
  382. break;
  383. }
  384. }
  385. }
  386. }
  387. DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
  388. {
  389. if(art<0)
  390. {
  391. if(pos<19)
  392. artifWorn.erase(pos);
  393. else
  394. artifacts -= artifacts[pos-19];
  395. }
  396. else
  397. {
  398. if(pos<19)
  399. artifWorn[pos] = art;
  400. else
  401. if(pos-19 < artifacts.size())
  402. artifacts[pos-19] = art;
  403. else
  404. artifacts.push_back(art);
  405. }
  406. }
  407. DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
  408. {
  409. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  410. CGTownInstance *t = gs->getTown(tid);
  411. h->setOwner(player);
  412. h->pos = tile;
  413. h->movement = h->maxMovePoints(true);
  414. gs->hpool.heroesPool.erase(hid);
  415. if(h->id < 0)
  416. {
  417. h->id = gs->map->objects.size();
  418. gs->map->objects.push_back(h);
  419. }
  420. else
  421. gs->map->objects[h->id] = h;
  422. h->initHeroDefInfo();
  423. gs->map->heroes.push_back(h);
  424. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  425. gs->map->addBlockVisTiles(h);
  426. t->visitingHero = h;
  427. h->visitedTown = t;
  428. h->inTownGarrison = false;
  429. }
  430. DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
  431. {
  432. CGHeroInstance *h = gs->getHero(id);
  433. gs->map->removeBlockVisTiles(h,true);
  434. h->setOwner(player);
  435. h->movement = h->maxMovePoints(true);
  436. h->initHeroDefInfo();
  437. gs->map->heroes.push_back(h);
  438. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  439. gs->map->addBlockVisTiles(h);
  440. h->inTownGarrison = false;
  441. }
  442. DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
  443. {
  444. gs->day = day;
  445. BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
  446. {
  447. CGHeroInstance *hero = gs->getHero(h.id);
  448. hero->movement = h.move;
  449. hero->mana = h.mana;
  450. }
  451. BOOST_FOREACH(SetResources h, res) //give resources
  452. h.applyGs(gs);
  453. BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
  454. h.applyGs(gs);
  455. if(resetBuilded) //reset amount of structures set in this turn in towns
  456. BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
  457. t->builded = 0;
  458. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  459. h->bonuses.remove_if(HeroBonus::OneDay);
  460. if(gs->getDate(1) == 7) //new week
  461. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  462. h->bonuses.remove_if(HeroBonus::OneWeek);
  463. }
  464. DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
  465. {
  466. CGObjectInstance *obj = gs->map->objects[id];
  467. if(!obj)
  468. tlog1 << "Wrong object ID - property cannot be set!\n";
  469. else
  470. obj->setProperty(what,val);
  471. }
  472. DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
  473. {
  474. name.toString(gs->map->objects[id]->hoverName);
  475. }
  476. DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
  477. {
  478. gs->getHero(heroid)->level = level;
  479. }
  480. DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
  481. {
  482. gs->curB = info;
  483. }
  484. DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
  485. {
  486. gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
  487. gs->curB->round = round;
  488. BOOST_FOREACH(CStack *s, gs->curB->stacks)
  489. {
  490. s->state -= DEFENDING;
  491. s->state -= WAITING;
  492. s->state -= MOVED;
  493. s->state -= HAD_MORALE;
  494. s->counterAttacks = 1;
  495. //remove effects and restore only those with remaining turns in duration
  496. std::vector<CStack::StackEffect> tmpEffects = s->effects;
  497. s->effects.clear();
  498. for(int i=0; i < tmpEffects.size(); i++)
  499. {
  500. tmpEffects[i].turnsRemain--;
  501. if(tmpEffects[i].turnsRemain > 0)
  502. s->effects.push_back(tmpEffects[i]);
  503. }
  504. //the same as above for features
  505. std::vector<StackFeature> tmpFeatures = s->features;
  506. s->features.clear();
  507. for(int i=0; i < tmpFeatures.size(); i++)
  508. {
  509. if(tmpFeatures[i].duration == StackFeature::N_TURNS)
  510. {
  511. tmpFeatures[i].turnsRemain--;
  512. if(tmpFeatures[i].turnsRemain > 0)
  513. s->features.push_back(tmpFeatures[i]);
  514. }
  515. else
  516. {
  517. s->features.push_back(tmpFeatures[i]);
  518. }
  519. }
  520. }
  521. }
  522. DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
  523. {
  524. gs->curB->activeStack = stack;
  525. CStack *st = gs->curB->getStack(stack);
  526. if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
  527. st->state.insert(HAD_MORALE);
  528. }
  529. void BattleResult::applyGs( CGameState *gs )
  530. {
  531. for(unsigned i=0;i<gs->curB->stacks.size();i++)
  532. delete gs->curB->stacks[i];
  533. //remove any "until next battle" bonuses
  534. CGHeroInstance *h;
  535. h = gs->getHero(gs->curB->hero1);
  536. if(h)
  537. h->bonuses.remove_if(HeroBonus::OneBattle);
  538. h = gs->getHero(gs->curB->hero2);
  539. if(h)
  540. h->bonuses.remove_if(HeroBonus::OneBattle);
  541. delete gs->curB;
  542. gs->curB = NULL;
  543. }
  544. void BattleStackMoved::applyGs( CGameState *gs )
  545. {
  546. gs->curB->getStack(stack)->position = tile;
  547. }
  548. DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
  549. {
  550. CStack * at = gs->curB->getStack(stackAttacked);
  551. at->amount = newAmount;
  552. at->firstHPleft = newHP;
  553. if(killed())
  554. at->state -= ALIVE;
  555. }
  556. DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
  557. {
  558. CStack *attacker = gs->curB->getStack(stackAttacking);
  559. if(counter())
  560. attacker->counterAttacks--;
  561. if(shot())
  562. attacker->shots--;
  563. BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
  564. stackAttacked.applyGs(gs);
  565. }
  566. DLL_EXPORT void StartAction::applyGs( CGameState *gs )
  567. {
  568. CStack *st = gs->curB->getStack(ba.stackNumber);
  569. switch(ba.actionType)
  570. {
  571. case 3:
  572. st->state.insert(DEFENDING);
  573. break;
  574. case 8:
  575. st->state.insert(WAITING);
  576. break;
  577. case 2: case 6: case 7: case 9: case 10: case 11:
  578. st->state.insert(MOVED);
  579. break;
  580. }
  581. }
  582. DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
  583. {
  584. CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  585. if(h)
  586. {
  587. h->mana -= VLC->spellh->spells[id].costs[skill];
  588. if(h->mana < 0) h->mana = 0;
  589. }
  590. if(side >= 0 && side < 2)
  591. {
  592. gs->curB->castSpells[side]++;
  593. }
  594. if(gs->curB && id == 35) //dispel
  595. {
  596. CStack *s = gs->curB->getStackT(tile);
  597. if(s)
  598. {
  599. s->effects.clear(); //removing all effects
  600. //removing all features from spells
  601. std::vector<StackFeature> tmpFeatures = s->features;
  602. s->features.clear();
  603. for(int i=0; i < tmpFeatures.size(); i++)
  604. {
  605. if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
  606. {
  607. s->features.push_back(tmpFeatures[i]);
  608. }
  609. }
  610. }
  611. }
  612. }
  613. static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0)
  614. {
  615. return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);
  616. }
  617. static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse)
  618. {
  619. std::vector<StackFeature> sf;
  620. switch(sse.id)
  621. {
  622. case 27: //shield
  623. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  624. break;
  625. case 28: //air shield
  626. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  627. break;
  628. case 30: //protection from air
  629. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  630. break;
  631. case 31: //protection from fire
  632. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  633. break;
  634. case 32: //protection from water
  635. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  636. break;
  637. case 33: //protection from earth
  638. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  639. break;
  640. case 41: //bless
  641. sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  642. break;
  643. case 42: //curse
  644. 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));
  645. break;
  646. case 43: //bloodlust
  647. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  648. break;
  649. case 44: //precision
  650. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  651. break;
  652. case 45: //weakness
  653. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  654. break;
  655. case 46: //stone skin
  656. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  657. break;
  658. case 47: //disrupting ray
  659. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  660. break;
  661. case 48: //prayer
  662. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  663. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  664. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  665. break;
  666. case 49: //mirth
  667. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  668. break;
  669. case 50: //sorrow
  670. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  671. break;
  672. case 51: //fortune
  673. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  674. break;
  675. case 52: //misfortune
  676. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  677. break;
  678. case 53: //haste
  679. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  680. break;
  681. case 54: //slow
  682. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * VLC->spellh->spells[sse.id].powers[sse.level]));
  683. break;
  684. case 55: //slayer
  685. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  686. break;
  687. case 61: //forgetfulness
  688. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  689. break;
  690. case 56: //frenzy
  691. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  692. break;
  693. }
  694. return sf;
  695. }
  696. void actualizeEffect(CStack * s, CStack::StackEffect & ef)
  697. {
  698. //actualizing effects vector
  699. for(int g=0; g<s->effects.size(); ++g)
  700. {
  701. if(s->effects[g].id == ef.id)
  702. {
  703. s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
  704. }
  705. }
  706. //actualizing features vector
  707. std::vector<StackFeature> sf = stackEffectToFeature(ef);
  708. for(int b=0; b<sf.size(); ++b)
  709. {
  710. for(int g=0; g<s->features.size(); ++g)
  711. {
  712. if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)
  713. {
  714. s->features[g].turnsRemain = std::max(s->features[g].turnsRemain, ef.turnsRemain);
  715. }
  716. }
  717. }
  718. }
  719. bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
  720. {
  721. for(int g=0; g<vec.size(); ++g)
  722. {
  723. if(vec[g].id == effectId)
  724. return true;
  725. }
  726. return false;
  727. }
  728. DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
  729. {
  730. BOOST_FOREACH(ui32 id, stacks)
  731. {
  732. CStack *s = gs->curB->getStack(id);
  733. if(s)
  734. {
  735. if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
  736. {
  737. s->effects.push_back(effect);
  738. std::vector<StackFeature> sf = stackEffectToFeature(effect);
  739. for(int n=0; n<sf.size(); ++n)
  740. {
  741. s->features.push_back(sf[n]);
  742. }
  743. }
  744. else //just actualize
  745. {
  746. actualizeEffect(s, effect);
  747. }
  748. }
  749. else
  750. tlog1 << "Cannot find stack " << id << std::endl;
  751. }
  752. }
  753. DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
  754. {
  755. BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
  756. stackAttacked.applyGs(gs);
  757. }
  758. DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
  759. {
  760. gs->currentPlayer = player;
  761. }
  762. DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
  763. {
  764. gs->getPlayer(player)->currentSelection = id;
  765. }