NetPacksLib.cpp 36 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. PlayerState *p = gs->getPlayer(player);
  178. p->availableHeroes.clear();
  179. for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++)
  180. {
  181. CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]] : NULL);
  182. if(h && army[i])
  183. h->setArmy(*army[i]);
  184. p->availableHeroes.push_back(h);
  185. }
  186. }
  187. DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
  188. {
  189. BonusList *bonuses = NULL;
  190. switch(who)
  191. {
  192. case HERO:
  193. {
  194. CGHeroInstance *h = gs->getHero(id);
  195. assert(h);
  196. bonuses = &h->bonuses;
  197. }
  198. break;
  199. case PLAYER:
  200. {
  201. PlayerState *p = gs->getPlayer(id);
  202. assert(p);
  203. bonuses = &p->bonuses;
  204. }
  205. break;
  206. case TOWN:
  207. {
  208. CGTownInstance *t = gs->getTown(id);
  209. assert(t);
  210. bonuses = &t->bonuses;
  211. }
  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. //return hero to the pool, so he may reappear in tavern
  284. gs->hpool.heroesPool[h->subID] = h;
  285. if(!vstd::contains(gs->hpool.pavailable, h->subID))
  286. gs->hpool.pavailable[h->subID] = 0xff;
  287. }
  288. else if (obj->ID==CREI_TYPE && gs->map->version > CMapHeader::RoE) //only fixed monsters can be a part of quest
  289. {
  290. CGCreature *cre = static_cast<CGCreature*>(obj);
  291. gs->map->monsters[cre->identifier]->pos = int3 (-1,-1,-1); //use nonexistent monster for quest :>
  292. }
  293. gs->map->objects[id] = NULL;
  294. }
  295. static int getDir(int3 src, int3 dst)
  296. {
  297. int ret = -1;
  298. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  299. {
  300. ret = 1;
  301. }
  302. else if(dst.x == src.x && dst.y+1 == src.y) //t
  303. {
  304. ret = 2;
  305. }
  306. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  307. {
  308. ret = 3;
  309. }
  310. else if(dst.x-1 == src.x && dst.y == src.y) //r
  311. {
  312. ret = 4;
  313. }
  314. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  315. {
  316. ret = 5;
  317. }
  318. else if(dst.x == src.x && dst.y-1 == src.y) //b
  319. {
  320. ret = 6;
  321. }
  322. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  323. {
  324. ret = 7;
  325. }
  326. else if(dst.x+1 == src.x && dst.y == src.y) //l
  327. {
  328. ret = 8;
  329. }
  330. return ret;
  331. }
  332. void TryMoveHero::applyGs( CGameState *gs )
  333. {
  334. CGHeroInstance *h = gs->getHero(id);
  335. h->movement = movePoints;
  336. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end) {
  337. h->moveDir = getDir(start,end);
  338. }
  339. if(result == EMBARK) //hero enters boat at dest tile
  340. {
  341. const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
  342. assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
  343. CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
  344. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  345. h->boat = boat;
  346. boat->hero = h;
  347. }
  348. else if(result == DISEMBARK) //hero leaves boat to dest tile
  349. {
  350. h->boat->direction = h->moveDir;
  351. h->boat->pos = start;
  352. h->boat->hero = NULL;
  353. gs->map->addBlockVisTiles(h->boat);
  354. h->boat = NULL;
  355. }
  356. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  357. {
  358. gs->map->removeBlockVisTiles(h);
  359. h->pos = end;
  360. if(h->boat)
  361. h->boat->pos = end;
  362. gs->map->addBlockVisTiles(h);
  363. }
  364. BOOST_FOREACH(int3 t, fowRevealed)
  365. gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
  366. }
  367. DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
  368. {
  369. for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  370. {
  371. CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
  372. ai->setArmy(i->second);
  373. if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
  374. const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->setArmy(i->second);
  375. else if(ai->ID==HEROI_TYPE)
  376. {
  377. CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
  378. if(h->visitedTown && h->inTownGarrison)
  379. h->visitedTown->setArmy(i->second);
  380. }
  381. }
  382. }
  383. DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
  384. {
  385. CGTownInstance *t = gs->getTown(tid);
  386. BOOST_FOREACH(si32 id,bid)
  387. {
  388. t->builtBuildings.insert(id);
  389. }
  390. t->builded = builded;
  391. }
  392. DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
  393. {
  394. CGTownInstance *t = gs->getTown(tid);
  395. BOOST_FOREACH(si32 id,bid)
  396. {
  397. t->builtBuildings.erase(id);
  398. }
  399. t->destroyed = destroyed; //yeaha
  400. }
  401. DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
  402. {
  403. CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid]);
  404. assert(dw);
  405. dw->creatures = creatures;
  406. }
  407. DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
  408. {
  409. CGTownInstance *t = gs->getTown(tid);
  410. CGHeroInstance *v = gs->getHero(visiting),
  411. *g = gs->getHero(garrison);
  412. t->visitingHero = v;
  413. t->garrisonHero = g;
  414. if(v)
  415. {
  416. v->visitedTown = t;
  417. v->inTownGarrison = false;
  418. gs->map->addBlockVisTiles(v);
  419. }
  420. if(g)
  421. {
  422. g->visitedTown = t;
  423. g->inTownGarrison = true;
  424. gs->map->removeBlockVisTiles(g);
  425. }
  426. }
  427. DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
  428. {
  429. CGHeroInstance *h = gs->getHero(hid);
  430. std::vector<ui32> equiped, unequiped;
  431. for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
  432. if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
  433. unequiped.push_back(i->second);
  434. for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
  435. if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
  436. equiped.push_back(i->second);
  437. BOOST_FOREACH(ui32 id, equiped)
  438. {
  439. //if hero already had equipped at least one artifact of that type, don't give any new bonuses
  440. if(h->getArtPos(id) >= 0)
  441. continue;
  442. CArtifact &art = *VLC->arth->artifacts[id];
  443. art.addBonusesTo(&h->bonuses);
  444. art.addBonusesTo(&gained);
  445. }
  446. //update hero data
  447. h->artifacts = artifacts;
  448. h->artifWorn = artifWorn;
  449. //remove bonus from unequipped artifact
  450. BOOST_FOREACH(ui32 id, unequiped)
  451. {
  452. //if hero still has equipped at least one artifact of that type, don't remove bonuses
  453. if(h->getArtPos(id) >= 0)
  454. continue;
  455. CArtifact &art = *VLC->arth->artifacts[id];
  456. art.removeBonusesFrom(&h->bonuses);
  457. art.addBonusesTo(&lost);
  458. }
  459. }
  460. DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
  461. {
  462. if(art<0)
  463. {
  464. if(pos<19)
  465. VLC->arth->unequipArtifact(artifWorn, pos);
  466. else if (pos - 19 < artifacts.size())
  467. artifacts.erase(artifacts.begin() + (pos - 19));
  468. }
  469. else
  470. {
  471. if (pos < 19) {
  472. VLC->arth->equipArtifact(artifWorn, pos, (ui32) art);
  473. } else { // Goes into the backpack.
  474. if(pos - 19 < artifacts.size())
  475. artifacts.insert(artifacts.begin() + (pos - 19), art);
  476. else
  477. artifacts.push_back(art);
  478. }
  479. }
  480. }
  481. DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
  482. {
  483. assert(vstd::contains(gs->hpool.heroesPool, hid));
  484. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  485. CGTownInstance *t = gs->getTown(tid);
  486. h->setOwner(player);
  487. h->pos = tile;
  488. h->movement = h->maxMovePoints(true);
  489. gs->hpool.heroesPool.erase(hid);
  490. if(h->id < 0)
  491. {
  492. h->id = gs->map->objects.size();
  493. gs->map->objects.push_back(h);
  494. }
  495. else
  496. gs->map->objects[h->id] = h;
  497. h->initHeroDefInfo();
  498. gs->map->heroes.push_back(h);
  499. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  500. h->initObj();
  501. gs->map->addBlockVisTiles(h);
  502. t->visitingHero = h;
  503. h->visitedTown = t;
  504. h->inTownGarrison = false;
  505. }
  506. DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
  507. {
  508. CGHeroInstance *h = gs->getHero(id);
  509. gs->map->removeBlockVisTiles(h,true);
  510. h->setOwner(player);
  511. h->movement = h->maxMovePoints(true);
  512. h->initHeroDefInfo();
  513. gs->map->heroes.push_back(h);
  514. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  515. gs->map->addBlockVisTiles(h);
  516. h->inTownGarrison = false;
  517. }
  518. DLL_EXPORT void NewObject::applyGs( CGameState *gs )
  519. {
  520. CGObjectInstance *o = NULL;
  521. switch(ID)
  522. {
  523. case 8:
  524. o = new CGBoat();
  525. break;
  526. default:
  527. o = new CGObjectInstance();
  528. break;
  529. }
  530. o->ID = ID;
  531. o->subID = subID;
  532. o->pos = pos;
  533. o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
  534. id = o->id = gs->map->objects.size();
  535. o->hoverName = VLC->generaltexth->names[ID];
  536. if(ID == 124) // hole
  537. {
  538. const TerrainTile &t = gs->map->getTile(pos);
  539. o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
  540. assert(o->defInfo);
  541. }
  542. gs->map->objects.push_back(o);
  543. gs->map->addBlockVisTiles(o);
  544. o->initObj();
  545. assert(o->defInfo);
  546. }
  547. DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs )
  548. {
  549. if(id >= 0)
  550. {
  551. if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id]))
  552. {
  553. bm->artifacts = arts;
  554. }
  555. else
  556. {
  557. tlog1 << "Wrong black market id!" << std::endl;
  558. }
  559. }
  560. else
  561. {
  562. CGTownInstance::merchantArtifacts = arts;
  563. }
  564. }
  565. DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
  566. {
  567. gs->day = day;
  568. BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
  569. {
  570. CGHeroInstance *hero = gs->getHero(h.id);
  571. hero->movement = h.move;
  572. hero->mana = h.mana;
  573. }
  574. for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)
  575. {
  576. assert(i->first < PLAYER_LIMIT);
  577. std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;
  578. for(int j = 0; j < i->second.size(); j++)
  579. playerRes[j] = i->second[j];
  580. }
  581. BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
  582. h.applyGs(gs);
  583. if(resetBuilded) //reset amount of structures set in this turn in towns
  584. BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
  585. t->builded = 0;
  586. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  587. h->bonuses.remove_if(Bonus::OneDay);
  588. if(gs->getDate(1) == 7) //new week
  589. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  590. h->bonuses.remove_if(Bonus::OneWeek);
  591. //count days without town
  592. for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  593. {
  594. if(i->second.towns.size() || gs->day == 1)
  595. i->second.daysWithoutCastle = 0;
  596. else
  597. i->second.daysWithoutCastle++;
  598. i->second.bonuses.remove_if(Bonus::OneDay);
  599. if(gs->getDate(1) == 7) //new week
  600. i->second.bonuses.remove_if(Bonus::OneWeek);
  601. }
  602. }
  603. DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
  604. {
  605. CGObjectInstance *obj = gs->map->objects[id];
  606. if(!obj)
  607. {
  608. tlog1 << "Wrong object ID - property cannot be set!\n";
  609. return;
  610. }
  611. if(what == ObjProperty::OWNER)
  612. {
  613. if(obj->ID == TOWNI_TYPE)
  614. {
  615. CGTownInstance *t = static_cast<CGTownInstance*>(obj);
  616. if(t->tempOwner < PLAYER_LIMIT)
  617. gs->getPlayer(t->tempOwner)->towns -= t;
  618. if(val < PLAYER_LIMIT)
  619. gs->getPlayer(val)->towns.push_back(t);
  620. }
  621. }
  622. obj->setProperty(what,val);
  623. }
  624. DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
  625. {
  626. name.toString(gs->map->objects[id]->hoverName);
  627. }
  628. DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
  629. {
  630. gs->getHero(heroid)->level = level;
  631. }
  632. DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
  633. {
  634. gs->curB = info;
  635. info->belligerents[0]->battle = info->belligerents[1]->battle = info;
  636. }
  637. DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
  638. {
  639. gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
  640. gs->curB->round = round;
  641. BOOST_FOREACH(CStack *s, gs->curB->stacks)
  642. {
  643. s->state -= DEFENDING;
  644. s->state -= WAITING;
  645. s->state -= MOVED;
  646. s->state -= HAD_MORALE;
  647. s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
  648. //regeneration
  649. if( s->hasBonusOfType(Bonus::HP_REGENERATION) && s->alive() )
  650. s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfBonuses(Bonus::HP_REGENERATION) );
  651. if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION) && s->alive() )
  652. s->firstHPleft = s->MaxHealth();
  653. //remove effects and restore only those with remaining turns in duration
  654. std::vector<CStack::StackEffect> tmpEffects = s->effects;
  655. s->effects.clear();
  656. for(int i=0; i < tmpEffects.size(); i++)
  657. {
  658. tmpEffects[i].turnsRemain--;
  659. if(tmpEffects[i].turnsRemain > 0)
  660. s->effects.push_back(tmpEffects[i]);
  661. }
  662. //the same as above for features
  663. BonusList tmpFeatures = s->bonuses;
  664. s->bonuses.clear();
  665. BOOST_FOREACH(Bonus &b, tmpFeatures)
  666. {
  667. if((b.duration & Bonus::N_TURNS) != 0)
  668. {
  669. b.turnsRemain--;
  670. if(b.turnsRemain > 0)
  671. s->bonuses.push_back(b);
  672. }
  673. else
  674. {
  675. s->bonuses.push_back(b);
  676. }
  677. }
  678. }
  679. }
  680. DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
  681. {
  682. gs->curB->activeStack = stack;
  683. CStack *st = gs->curB->getStack(stack);
  684. if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
  685. st->state.insert(HAD_MORALE);
  686. }
  687. void BattleResult::applyGs( CGameState *gs )
  688. {
  689. for(unsigned i=0;i<gs->curB->stacks.size();i++)
  690. delete gs->curB->stacks[i];
  691. //remove any "until next battle" bonuses
  692. CGHeroInstance *h;
  693. h = gs->curB->heroes[0];
  694. if(h)
  695. h->bonuses.remove_if(Bonus::OneBattle);
  696. h = gs->curB->heroes[1];
  697. if(h)
  698. h->bonuses.remove_if(Bonus::OneBattle);
  699. gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;
  700. delete gs->curB;
  701. gs->curB = NULL;
  702. }
  703. void BattleStackMoved::applyGs( CGameState *gs )
  704. {
  705. gs->curB->getStack(stack)->position = tile;
  706. }
  707. DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
  708. {
  709. CStack * at = gs->curB->getStack(stackAttacked);
  710. at->count = newAmount;
  711. at->firstHPleft = newHP;
  712. if(killed())
  713. at->state -= ALIVE;
  714. //life drain handling
  715. for (int g=0; g<healedStacks.size(); ++g)
  716. {
  717. healedStacks[g].applyGs(gs);
  718. }
  719. }
  720. DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
  721. {
  722. CStack *attacker = gs->curB->getStack(stackAttacking);
  723. if(counter())
  724. attacker->counterAttacks--;
  725. if(shot())
  726. {
  727. //don't remove ammo if we have a working ammo cart
  728. bool hasAmmoCart = false;
  729. BOOST_FOREACH(const CStack * st, gs->curB->stacks)
  730. {
  731. if(st->owner == attacker->owner && st->type->idNumber == 148 && st->alive())
  732. {
  733. hasAmmoCart = true;
  734. break;
  735. }
  736. }
  737. if (!hasAmmoCart)
  738. {
  739. attacker->shots--;
  740. }
  741. }
  742. BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
  743. stackAttacked.applyGs(gs);
  744. attacker->bonuses.remove_if(Bonus::UntilAttack);
  745. for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
  746. {
  747. CStack * stack = gs->curB->getStack(it->stackAttacked, false);
  748. stack->bonuses.remove_if(Bonus::UntilBeingAttacked);
  749. }
  750. }
  751. DLL_EXPORT void StartAction::applyGs( CGameState *gs )
  752. {
  753. CStack *st = gs->curB->getStack(ba.stackNumber);
  754. if(ba.actionType != 1) //don't check for stack if it's custom action by hero
  755. assert(st);
  756. switch(ba.actionType)
  757. {
  758. case 3:
  759. st->state.insert(DEFENDING);
  760. break;
  761. case 8:
  762. st->state.insert(WAITING);
  763. return;
  764. case 0: case 2: case 6: case 7: case 9: case 10: case 11: case 12:
  765. st->state.insert(MOVED);
  766. break;
  767. }
  768. if(st)
  769. 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)
  770. }
  771. DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
  772. {
  773. assert(gs->curB);
  774. CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];
  775. if(h && castedByHero)
  776. {
  777. int spellCost = 0;
  778. if(gs->curB)
  779. {
  780. spellCost = gs->curB->getSpellCost(&VLC->spellh->spells[id], h);
  781. }
  782. else
  783. {
  784. spellCost = VLC->spellh->spells[id].costs[skill];
  785. }
  786. h->mana -= spellCost;
  787. if(h->mana < 0) h->mana = 0;
  788. }
  789. if(side >= 0 && side < 2 && castedByHero)
  790. {
  791. gs->curB->castSpells[side]++;
  792. }
  793. if(id == 35 || id == 78) //dispel and dispel helpful spells
  794. {
  795. bool onlyHelpful = id == 78;
  796. for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
  797. {
  798. CStack *s = gs->curB->getStack(*it);
  799. if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
  800. {
  801. std::vector<CStack::StackEffect> remainingEff;
  802. for(int g=0; g< s->effects.size(); ++g)
  803. {
  804. if (onlyHelpful && VLC->spellh->spells[ s->effects[g].id ].positiveness != 1)
  805. {
  806. remainingEff.push_back(s->effects[g]);
  807. }
  808. }
  809. s->effects.clear(); //removing all effects
  810. s->effects = remainingEff; //assigning effects that should remain
  811. //removing all features from spells
  812. BonusList tmpFeatures = s->bonuses;
  813. s->bonuses.clear();
  814. BOOST_FOREACH(Bonus &b, tmpFeatures)
  815. {
  816. const CSpell *sp = b.sourceSpell();
  817. if(sp && sp->positiveness != 1) //if(b.source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
  818. s->bonuses.push_back(b);
  819. }
  820. }
  821. }
  822. }
  823. //elemental summoning
  824. if(id >= 66 && id <= 69)
  825. {
  826. int creID;
  827. switch(id)
  828. {
  829. case 66:
  830. creID = 114; //fire elemental
  831. break;
  832. case 67:
  833. creID = 113; //earth elemental
  834. break;
  835. case 68:
  836. creID = 115; //water elemental
  837. break;
  838. case 69:
  839. creID = 112; //air elemental
  840. break;
  841. }
  842. const int3 & tile = gs->curB->tile;
  843. TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;
  844. int pos; //position of stack on the battlefield - to be calculated
  845. bool ac[BFIELD_SIZE];
  846. std::set<int> occupyable;
  847. bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
  848. bool flying = vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
  849. gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
  850. for(int g=0; g<BFIELD_SIZE; ++g)
  851. {
  852. if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )
  853. {
  854. pos = g;
  855. break;
  856. }
  857. }
  858. 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);
  859. summonedStack->state.insert(SUMMONED);
  860. //summonedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
  861. gs->curB->stacks.push_back(summonedStack);
  862. }
  863. }
  864. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
  865. {
  866. Bonus hb(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo));
  867. hb.effectRange = limit;
  868. return hb;
  869. }
  870. static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
  871. {
  872. Bonus ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
  873. ret.valType = valType;
  874. return ret;
  875. }
  876. static BonusList stackEffectToFeature(const CStack::StackEffect & sse)
  877. {
  878. BonusList sf;
  879. si32 power = VLC->spellh->spells[sse.id].powers[sse.level];
  880. switch(sse.id)
  881. {
  882. case 27: //shield
  883. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  884. sf.back().id = sse.id;
  885. break;
  886. case 28: //air shield
  887. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  888. sf.back().id = sse.id;
  889. break;
  890. case 29: //fire shield
  891. sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
  892. sf.back().id = sse.id;
  893. break;
  894. case 30: //protection from air
  895. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  896. sf.back().id = sse.id;
  897. break;
  898. case 31: //protection from fire
  899. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  900. sf.back().id = sse.id;
  901. break;
  902. case 32: //protection from water
  903. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
  904. sf.back().id = sse.id;
  905. break;
  906. case 33: //protection from earth
  907. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
  908. sf.back().id = sse.id;
  909. break;
  910. case 34: //anti-magic
  911. sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
  912. sf.back().id = sse.id;
  913. break;
  914. case 41: //bless
  915. sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
  916. sf.back().id = sse.id;
  917. break;
  918. case 42: //curse
  919. sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.level >= 2 ? 20 : 0));
  920. sf.back().id = sse.id;
  921. break;
  922. case 43: //bloodlust
  923. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
  924. sf.back().id = sse.id;
  925. break;
  926. case 44: //precision
  927. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
  928. sf.back().id = sse.id;
  929. break;
  930. case 45: //weakness
  931. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
  932. sf.back().id = sse.id;
  933. break;
  934. case 46: //stone skin
  935. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  936. sf.back().id = sse.id;
  937. break;
  938. case 47: //disrupting ray
  939. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
  940. sf.back().id = sse.id;
  941. break;
  942. case 48: //prayer
  943. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
  944. sf.back().id = sse.id;
  945. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  946. sf.back().id = sse.id;
  947. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  948. sf.back().id = sse.id;
  949. break;
  950. case 49: //mirth
  951. sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
  952. sf.back().id = sse.id;
  953. break;
  954. case 50: //sorrow
  955. sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
  956. sf.back().id = sse.id;
  957. break;
  958. case 51: //fortune
  959. sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
  960. sf.back().id = sse.id;
  961. break;
  962. case 52: //misfortune
  963. sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
  964. sf.back().id = sse.id;
  965. break;
  966. case 53: //haste
  967. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  968. sf.back().id = sse.id;
  969. break;
  970. case 54: //slow
  971. sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
  972. sf.back().id = sse.id;
  973. break;
  974. case 55: //slayer
  975. sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.level, sse.turnsRemain));
  976. sf.back().id = sse.id;
  977. break;
  978. case 56: //frenzy
  979. sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.level]/100.0, sse.turnsRemain));
  980. sf.back().id = sse.id;
  981. break;
  982. case 58: //counterstrike
  983. sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
  984. sf.back().id = sse.id;
  985. break;
  986. case 59: //bersek
  987. sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain));
  988. sf.back().id = sse.id;
  989. break;
  990. case 60: //hypnotize
  991. sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.level, sse.turnsRemain));
  992. sf.back().id = sse.id;
  993. break;
  994. case 61: //forgetfulness
  995. sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.level, sse.turnsRemain));
  996. sf.back().id = sse.id;
  997. break;
  998. case 62: //blind
  999. sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
  1000. sf.back().id = sse.id;
  1001. sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
  1002. sf.back().id = sse.id;
  1003. break;
  1004. }
  1005. return sf;
  1006. }
  1007. void actualizeEffect(CStack * s, CStack::StackEffect & ef)
  1008. {
  1009. //actualizing effects vector
  1010. for(int g=0; g<s->effects.size(); ++g)
  1011. {
  1012. if(s->effects[g].id == ef.id)
  1013. {
  1014. s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
  1015. }
  1016. }
  1017. //actualizing features vector
  1018. BonusList sf = stackEffectToFeature(ef);
  1019. BOOST_FOREACH(const Bonus &fromEffect, sf)
  1020. {
  1021. BOOST_FOREACH(Bonus &stackBonus, s->bonuses)
  1022. {
  1023. if(stackBonus.source == Bonus::SPELL_EFFECT && stackBonus.type == fromEffect.type && stackBonus.subtype == fromEffect.subtype)
  1024. {
  1025. stackBonus.turnsRemain = std::max(stackBonus.turnsRemain, ef.turnsRemain);
  1026. }
  1027. }
  1028. }
  1029. }
  1030. bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
  1031. {
  1032. for(int g=0; g<vec.size(); ++g)
  1033. {
  1034. if(vec[g].id == effectId)
  1035. return true;
  1036. }
  1037. return false;
  1038. }
  1039. DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
  1040. {
  1041. BOOST_FOREACH(ui32 id, stacks)
  1042. {
  1043. CStack *s = gs->curB->getStack(id);
  1044. if(s)
  1045. {
  1046. if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
  1047. {
  1048. s->effects.push_back(effect);
  1049. BonusList sf = stackEffectToFeature(effect);
  1050. BOOST_FOREACH(const Bonus &fromEffect, sf)
  1051. {
  1052. s->bonuses.push_back(fromEffect);
  1053. }
  1054. }
  1055. else //just actualize
  1056. {
  1057. actualizeEffect(s, effect);
  1058. }
  1059. }
  1060. else
  1061. tlog1 << "Cannot find stack " << id << std::endl;
  1062. }
  1063. }
  1064. DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
  1065. {
  1066. BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
  1067. stackAttacked.applyGs(gs);
  1068. }
  1069. DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
  1070. {
  1071. for(int g=0; g<healedStacks.size(); ++g)
  1072. {
  1073. CStack * changedStack = gs->curB->getStack(healedStacks[g].stackID, false);
  1074. //checking if we resurrect a stack that is under a living stack
  1075. std::vector<int> access = gs->curB->getAccessibility(changedStack->ID, true);
  1076. bool acc[BFIELD_SIZE];
  1077. for(int h=0; h<BFIELD_SIZE; ++h)
  1078. acc[h] = false;
  1079. for(int h=0; h<access.size(); ++h)
  1080. acc[access[h]] = true;
  1081. if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,
  1082. changedStack->doubleWide(), changedStack->attackerOwned,
  1083. changedStack->hasBonusOfType(Bonus::FLYING), true))
  1084. return; //position is already occupied
  1085. //applying changes
  1086. bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
  1087. if(resurrected)
  1088. {
  1089. changedStack->state.insert(ALIVE);
  1090. if(healedStacks[g].lowLevelResurrection)
  1091. changedStack->state.insert(SUMMONED);
  1092. //changedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
  1093. }
  1094. int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
  1095. int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
  1096. changedStack->count += res;
  1097. changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();
  1098. if(changedStack->firstHPleft > changedStack->MaxHealth())
  1099. {
  1100. changedStack->firstHPleft -= changedStack->MaxHealth();
  1101. if(changedStack->baseAmount > changedStack->count)
  1102. {
  1103. changedStack->count += 1;
  1104. }
  1105. }
  1106. amin(changedStack->firstHPleft, changedStack->MaxHealth());
  1107. //removal of negative effects
  1108. if(resurrected)
  1109. {
  1110. for(int h=0; h<changedStack->effects.size(); ++h)
  1111. {
  1112. if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
  1113. {
  1114. changedStack->effects.erase(changedStack->effects.begin() + h);
  1115. }
  1116. }
  1117. //removing all features from negative spells
  1118. BonusList tmpFeatures = changedStack->bonuses;
  1119. changedStack->bonuses.clear();
  1120. BOOST_FOREACH(Bonus &b, tmpFeatures)
  1121. {
  1122. const CSpell *s = b.sourceSpell();
  1123. if(s && s->positiveness >= 0)
  1124. {
  1125. changedStack->bonuses.push_back(b);
  1126. }
  1127. }
  1128. }
  1129. }
  1130. }
  1131. DLL_EXPORT void ObstaclesRemoved::applyGs( CGameState *gs )
  1132. {
  1133. if(gs->curB) //if there is a battle
  1134. {
  1135. for(std::set<si32>::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it)
  1136. {
  1137. for(int i=0; i<gs->curB->obstacles.size(); ++i)
  1138. {
  1139. if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle
  1140. {
  1141. gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
  1142. break;
  1143. }
  1144. }
  1145. }
  1146. }
  1147. }
  1148. DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
  1149. {
  1150. if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
  1151. {
  1152. for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
  1153. {
  1154. gs->curB->si.wallState[it->first.first] =
  1155. std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
  1156. }
  1157. }
  1158. }
  1159. DLL_EXPORT void BattleStacksRemoved::applyGs( CGameState *gs )
  1160. {
  1161. if(!gs->curB)
  1162. return;
  1163. for(std::set<ui32>::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack
  1164. {
  1165. for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
  1166. {
  1167. if(gs->curB->stacks[b]->ID == *it) //if found
  1168. {
  1169. gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove
  1170. break;
  1171. }
  1172. }
  1173. }
  1174. }
  1175. DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
  1176. {
  1177. gs->currentPlayer = player;
  1178. }
  1179. DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
  1180. {
  1181. gs->getPlayer(player)->currentSelection = id;
  1182. }
  1183. DLL_EXPORT Component::Component(const CStackInstance &stack)
  1184. :id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
  1185. {
  1186. }