NetPacksLib.cpp 36 KB

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  1. #define VCMI_DLL
  2. #include "NetPacks.h"
  3. #include "CGeneralTextHandler.h"
  4. #include "CDefObjInfoHandler.h"
  5. #include "CArtHandler.h"
  6. #include "CHeroHandler.h"
  7. #include "CObjectHandler.h"
  8. #include "VCMI_Lib.h"
  9. #include "map.h"
  10. #include "CSpellHandler.h"
  11. #include "CCreatureHandler.h"
  12. #include <boost/bind.hpp>
  13. #include <boost/foreach.hpp>
  14. #include <boost/lexical_cast.hpp>
  15. #include <boost/algorithm/string/replace.hpp>
  16. #include <boost/thread.hpp>
  17. #include <boost/thread/shared_mutex.hpp>
  18. #include "CGameState.h"
  19. #include "BattleState.h"
  20. #undef min
  21. #undef max
  22. /*
  23. * NetPacksLib.cpp, part of VCMI engine
  24. *
  25. * Authors: listed in file AUTHORS in main folder
  26. *
  27. * License: GNU General Public License v2.0 or later
  28. * Full text of license available in license.txt file, in main folder
  29. *
  30. */
  31. #ifdef min
  32. #undef min
  33. #endif
  34. #ifdef max
  35. #undef max
  36. #endif
  37. DLL_EXPORT void SetResource::applyGs( CGameState *gs )
  38. {
  39. assert(player < PLAYER_LIMIT);
  40. amax(val, 0); //new value must be >= 0
  41. gs->getPlayer(player)->resources[resid] = val;
  42. }
  43. DLL_EXPORT void SetResources::applyGs( CGameState *gs )
  44. {
  45. assert(player < PLAYER_LIMIT);
  46. for(int i=0;i<res.size();i++)
  47. gs->getPlayer(player)->resources[i] = res[i];
  48. }
  49. DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
  50. {
  51. CGHeroInstance *hero = gs->getHero(id);
  52. assert(hero);
  53. if(which <4)
  54. {
  55. Bonus *skill = hero->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL));
  56. assert(skill);
  57. if(abs)
  58. skill->val = val;
  59. else
  60. skill->val += val;
  61. }
  62. else if(which == 4) //XP
  63. {
  64. if(abs)
  65. hero->exp = val;
  66. else
  67. hero->exp += val;
  68. }
  69. }
  70. DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
  71. {
  72. CGHeroInstance *hero = gs->getHero(id);
  73. hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(which), val, abs);
  74. }
  75. DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
  76. {
  77. CGHeroInstance *h = gs->getHero(hid);
  78. CGTownInstance *t = gs->getTown(tid);
  79. if(start())
  80. {
  81. if(garrison())
  82. {
  83. t->garrisonHero = h;
  84. h->visitedTown = t;
  85. h->inTownGarrison = true;
  86. }
  87. else
  88. {
  89. t->visitingHero = h;
  90. h->visitedTown = t;
  91. h->inTownGarrison = false;
  92. }
  93. }
  94. else
  95. {
  96. if(garrison())
  97. {
  98. t->garrisonHero = NULL;
  99. h->visitedTown = NULL;
  100. h->inTownGarrison = false;
  101. }
  102. else
  103. {
  104. t->visitingHero = NULL;
  105. h->visitedTown = NULL;
  106. h->inTownGarrison = false;
  107. }
  108. }
  109. }
  110. DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
  111. {
  112. CGHeroInstance *hero = gs->getHero(hid);
  113. if(learn)
  114. BOOST_FOREACH(ui32 sid, spells)
  115. hero->spells.insert(sid);
  116. else
  117. BOOST_FOREACH(ui32 sid, spells)
  118. hero->spells.erase(sid);
  119. }
  120. DLL_EXPORT void SetMana::applyGs( CGameState *gs )
  121. {
  122. CGHeroInstance *hero = gs->getHero(hid);
  123. amax(val, 0); //not less than 0
  124. hero->mana = val;
  125. }
  126. DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
  127. {
  128. CGHeroInstance *hero = gs->getHero(hid);
  129. hero->movement = val;
  130. }
  131. DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
  132. {
  133. TeamState * team = gs->getPlayerTeam(player);
  134. BOOST_FOREACH(int3 t, tiles)
  135. team->fogOfWarMap[t.x][t.y][t.z] = mode;
  136. if (mode == 0) //do not hide too much
  137. {
  138. boost::unordered_set<int3, ShashInt3> tilesRevealed;
  139. for (size_t i = 0; i < gs->map->objects.size(); i++)
  140. {
  141. if (gs->map->objects[i])
  142. {
  143. switch(gs->map->objects[i]->ID)
  144. {
  145. case 34://hero
  146. case 53://mine
  147. case 98://town
  148. case 220:
  149. if(vstd::contains(team->players, gs->map->objects[i]->tempOwner)) //check owned observators
  150. gs->map->objects[i]->getSightTiles(tilesRevealed);
  151. break;
  152. }
  153. }
  154. }
  155. BOOST_FOREACH(int3 t, tilesRevealed) //probably not the most optimal solution ever
  156. team->fogOfWarMap[t.x][t.y][t.z] = 1;
  157. }
  158. }
  159. DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
  160. {
  161. PlayerState *p = gs->getPlayer(player);
  162. p->availableHeroes.clear();
  163. for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++)
  164. {
  165. CGHeroInstance *h = (hid[i]>=0 ? (CGHeroInstance*)gs->hpool.heroesPool[hid[i]] : NULL);
  166. if(h && army[i])
  167. h->setToArmy(army[i]);
  168. p->availableHeroes.push_back(h);
  169. }
  170. }
  171. DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
  172. {
  173. CBonusSystemNode *cbsn = NULL;
  174. switch(who)
  175. {
  176. case HERO:
  177. cbsn = gs->getHero(id);
  178. break;
  179. case PLAYER:
  180. cbsn = gs->getPlayer(id);
  181. break;
  182. case TOWN:
  183. cbsn = gs->getTown(id);
  184. break;
  185. }
  186. assert(cbsn);
  187. Bonus *b = new Bonus(bonus);
  188. cbsn->addNewBonus(b);
  189. std::string &descr = b->description;
  190. if(!bdescr.message.size()
  191. && bonus.source == Bonus::OBJECT
  192. && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE)
  193. && gs->map->objects[bonus.id]->ID == EVENTI_TYPE) //it's morale/luck bonus from an event without description
  194. {
  195. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  196. boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
  197. }
  198. else
  199. {
  200. bdescr.toString(descr);
  201. }
  202. }
  203. DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
  204. {
  205. CGObjectInstance *obj = gs->map->objects[objid];
  206. if(!obj)
  207. {
  208. tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
  209. return;
  210. }
  211. gs->map->removeBlockVisTiles(obj);
  212. obj->pos = nPos;
  213. gs->map->addBlockVisTiles(obj);
  214. }
  215. DLL_EXPORT void PlayerEndsGame::applyGs( CGameState *gs )
  216. {
  217. PlayerState *p = gs->getPlayer(player);
  218. p->status = victory ? 2 : 1;
  219. }
  220. DLL_EXPORT void RemoveBonus::applyGs( CGameState *gs )
  221. {
  222. BonusList &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
  223. for(BonusList::iterator i = bonuses.begin(); i != bonuses.end(); i++)
  224. {
  225. if((*i)->source == source && (*i)->id == id)
  226. {
  227. bonus = **i; //backup bonus (to show to interfaces later)
  228. bonuses.erase(i);
  229. break;
  230. }
  231. }
  232. }
  233. DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
  234. {
  235. CGObjectInstance *obj = gs->map->objects[id];
  236. //unblock tiles
  237. if(obj->defInfo)
  238. {
  239. gs->map->removeBlockVisTiles(obj);
  240. }
  241. if(obj->ID==HEROI_TYPE)
  242. {
  243. CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
  244. std::vector<ConstTransitivePtr<CGHeroInstance> >::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
  245. gs->map->heroes.erase(nitr);
  246. int player = h->tempOwner;
  247. nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
  248. gs->getPlayer(player)->heroes.erase(nitr);
  249. h->tempOwner = 255; //no one owns beaten hero
  250. if(CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown))
  251. {
  252. if(h->inTownGarrison)
  253. t->garrisonHero = NULL;
  254. else
  255. t->visitingHero = NULL;
  256. h->visitedTown = NULL;
  257. }
  258. //return hero to the pool, so he may reappear in tavern
  259. gs->hpool.heroesPool[h->subID] = h;
  260. if(!vstd::contains(gs->hpool.pavailable, h->subID))
  261. gs->hpool.pavailable[h->subID] = 0xff;
  262. return;
  263. }
  264. else if (obj->ID==CREI_TYPE && gs->map->version > CMapHeader::RoE) //only fixed monsters can be a part of quest
  265. {
  266. CGCreature *cre = static_cast<CGCreature*>(obj);
  267. gs->map->monsters[cre->identifier]->pos = int3 (-1,-1,-1); //use nonexistent monster for quest :>
  268. }
  269. gs->map->objects[id].dellNull();
  270. }
  271. static int getDir(int3 src, int3 dst)
  272. {
  273. int ret = -1;
  274. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  275. {
  276. ret = 1;
  277. }
  278. else if(dst.x == src.x && dst.y+1 == src.y) //t
  279. {
  280. ret = 2;
  281. }
  282. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  283. {
  284. ret = 3;
  285. }
  286. else if(dst.x-1 == src.x && dst.y == src.y) //r
  287. {
  288. ret = 4;
  289. }
  290. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  291. {
  292. ret = 5;
  293. }
  294. else if(dst.x == src.x && dst.y-1 == src.y) //b
  295. {
  296. ret = 6;
  297. }
  298. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  299. {
  300. ret = 7;
  301. }
  302. else if(dst.x+1 == src.x && dst.y == src.y) //l
  303. {
  304. ret = 8;
  305. }
  306. return ret;
  307. }
  308. void TryMoveHero::applyGs( CGameState *gs )
  309. {
  310. CGHeroInstance *h = gs->getHero(id);
  311. h->movement = movePoints;
  312. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end) {
  313. h->moveDir = getDir(start,end);
  314. }
  315. if(result == EMBARK) //hero enters boat at dest tile
  316. {
  317. const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
  318. assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
  319. CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
  320. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  321. h->boat = boat;
  322. boat->hero = h;
  323. }
  324. else if(result == DISEMBARK) //hero leaves boat to dest tile
  325. {
  326. CGBoat *b = const_cast<CGBoat *>(h->boat);
  327. b->direction = h->moveDir;
  328. b->pos = start;
  329. b->hero = NULL;
  330. gs->map->addBlockVisTiles(b);
  331. h->boat = NULL;
  332. }
  333. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  334. {
  335. gs->map->removeBlockVisTiles(h);
  336. h->pos = end;
  337. if(CGBoat *b = const_cast<CGBoat *>(h->boat))
  338. b->pos = end;
  339. gs->map->addBlockVisTiles(h);
  340. }
  341. BOOST_FOREACH(int3 t, fowRevealed)
  342. gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
  343. }
  344. // DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
  345. // {
  346. // for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  347. // {
  348. // CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
  349. // ai->setToArmy(i->second);
  350. // if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
  351. // const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->setToArmy(i->second);
  352. // else if(ai->ID==HEROI_TYPE)
  353. // {
  354. // CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
  355. // CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown);
  356. // if(t && h->inTownGarrison)
  357. // t->setToArmy(i->second);
  358. // }
  359. // }
  360. // }
  361. DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
  362. {
  363. CGTownInstance *t = gs->getTown(tid);
  364. BOOST_FOREACH(si32 id,bid)
  365. {
  366. t->builtBuildings.insert(id);
  367. }
  368. t->builded = builded;
  369. }
  370. DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
  371. {
  372. CGTownInstance *t = gs->getTown(tid);
  373. BOOST_FOREACH(si32 id,bid)
  374. {
  375. t->builtBuildings.erase(id);
  376. }
  377. t->destroyed = destroyed; //yeaha
  378. }
  379. DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
  380. {
  381. CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid].get());
  382. assert(dw);
  383. dw->creatures = creatures;
  384. }
  385. DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
  386. {
  387. CGTownInstance *t = gs->getTown(tid);
  388. CGHeroInstance *v = gs->getHero(visiting),
  389. *g = gs->getHero(garrison);
  390. t->visitingHero = v;
  391. t->garrisonHero = g;
  392. if(v)
  393. {
  394. v->visitedTown = t;
  395. v->inTownGarrison = false;
  396. gs->map->addBlockVisTiles(v);
  397. }
  398. if(g)
  399. {
  400. g->visitedTown = t;
  401. g->inTownGarrison = true;
  402. gs->map->removeBlockVisTiles(g);
  403. }
  404. }
  405. // DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
  406. // {
  407. // CGHeroInstance *h = gs->getHero(hid);
  408. // for(std::map<ui16, const CArtifact*>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
  409. // if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
  410. // unequiped.push_back(i->second);
  411. //
  412. // for(std::map<ui16, const CArtifact*>::iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
  413. // if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
  414. // {
  415. // equiped.push_back(i->second);
  416. // }
  417. //
  418. // //update hero data
  419. // h->artifacts = artifacts;
  420. // h->artifWorn = artifWorn;
  421. // }
  422. //
  423. // DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, const CArtifact* art)
  424. // {
  425. // if(!art)
  426. // {
  427. // if(pos<19)
  428. // VLC->arth->unequipArtifact(artifWorn, pos);
  429. // else if (pos - 19 < artifacts.size())
  430. // artifacts.erase(artifacts.begin() + (pos - 19));
  431. // }
  432. // else
  433. // {
  434. // if (pos < 19)
  435. // {
  436. // VLC->arth->equipArtifact(artifWorn, pos, art);
  437. // }
  438. // else // Goes into the backpack.
  439. // {
  440. // if(pos - 19 < artifacts.size())
  441. // artifacts.insert(artifacts.begin() + (pos - 19), art);
  442. // else
  443. // artifacts.push_back(art);
  444. // }
  445. // }
  446. // }
  447. DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
  448. {
  449. assert(vstd::contains(gs->hpool.heroesPool, hid));
  450. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  451. CGTownInstance *t = gs->getTown(tid);
  452. h->setOwner(player);
  453. h->pos = tile;
  454. h->movement = h->maxMovePoints(true);
  455. gs->hpool.heroesPool.erase(hid);
  456. if(h->id < 0)
  457. {
  458. h->id = gs->map->objects.size();
  459. gs->map->objects.push_back(h);
  460. }
  461. else
  462. gs->map->objects[h->id] = h;
  463. h->initHeroDefInfo();
  464. gs->map->heroes.push_back(h);
  465. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  466. h->initObj();
  467. gs->map->addBlockVisTiles(h);
  468. if(t)
  469. {
  470. t->visitingHero = h;
  471. h->visitedTown = t;
  472. }
  473. h->inTownGarrison = false;
  474. }
  475. DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
  476. {
  477. CGHeroInstance *h = gs->getHero(id);
  478. gs->map->removeBlockVisTiles(h,true);
  479. h->setOwner(player);
  480. h->movement = h->maxMovePoints(true);
  481. h->initHeroDefInfo();
  482. gs->map->heroes.push_back(h);
  483. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  484. gs->map->addBlockVisTiles(h);
  485. h->inTownGarrison = false;
  486. }
  487. DLL_EXPORT void NewObject::applyGs( CGameState *gs )
  488. {
  489. CGObjectInstance *o = NULL;
  490. switch(ID)
  491. {
  492. case 8:
  493. o = new CGBoat();
  494. break;
  495. case 54: //probably more options will be needed
  496. o = new CGCreature();
  497. {
  498. //CStackInstance hlp;
  499. CGCreature *cre = static_cast<CGCreature*>(o);
  500. //cre->slots[0] = hlp;
  501. cre->notGrowingTeam = cre->neverFlees = 0;
  502. cre->character = 2;
  503. cre->gainedArtifact = -1;
  504. }
  505. break;
  506. default:
  507. o = new CGObjectInstance();
  508. break;
  509. }
  510. o->ID = ID;
  511. o->subID = subID;
  512. o->pos = pos;
  513. o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
  514. id = o->id = gs->map->objects.size();
  515. o->hoverName = VLC->generaltexth->names[ID];
  516. switch(ID)
  517. {
  518. case 54: //cfreature
  519. o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
  520. assert(o->defInfo);
  521. break;
  522. case 124://hole
  523. const TerrainTile &t = gs->map->getTile(pos);
  524. o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
  525. assert(o->defInfo);
  526. break;
  527. }
  528. gs->map->objects.push_back(o);
  529. gs->map->addBlockVisTiles(o);
  530. o->initObj();
  531. assert(o->defInfo);
  532. }
  533. DLL_EXPORT void NewArtifact::applyGs( CGameState *gs )
  534. {
  535. assert(!vstd::contains(gs->map->artInstances, art));
  536. gs->map->addNewArtifactInstance(art);
  537. assert(!art->parents.size());
  538. art->setType(art->artType);
  539. }
  540. DLL_EXPORT const CStackInstance * StackLocation::getStack()
  541. {
  542. if(!army->hasStackAtSlot(slot))
  543. {
  544. tlog2 << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot << std::endl;
  545. return NULL;
  546. }
  547. return &army->getStack(slot);
  548. }
  549. DLL_EXPORT const CArtifactInstance *ArtifactLocation::getArt() const
  550. {
  551. const ArtSlotInfo *s = getSlot();
  552. if(s && s->artifact)
  553. {
  554. if(!s->locked)
  555. return s->artifact;
  556. else
  557. {
  558. tlog3 << "ArtifactLocation::getArt: That location is locked!\n";
  559. return NULL;
  560. }
  561. }
  562. return NULL;
  563. return NULL;
  564. }
  565. DLL_EXPORT CArtifactInstance *ArtifactLocation::getArt()
  566. {
  567. const ArtifactLocation *t = this;
  568. return const_cast<CArtifactInstance*>(t->getArt());
  569. }
  570. DLL_EXPORT const ArtSlotInfo *ArtifactLocation::getSlot() const
  571. {
  572. return hero->getSlot(slot);
  573. }
  574. DLL_EXPORT void ChangeStackCount::applyGs( CGameState *gs )
  575. {
  576. if(absoluteValue)
  577. sl.army->setStackCount(sl.slot, count);
  578. else
  579. sl.army->changeStackCount(sl.slot, count);
  580. }
  581. DLL_EXPORT void SetStackType::applyGs( CGameState *gs )
  582. {
  583. sl.army->setStackType(sl.slot, type);
  584. }
  585. DLL_EXPORT void EraseStack::applyGs( CGameState *gs )
  586. {
  587. sl.army->eraseStack(sl.slot);
  588. }
  589. DLL_EXPORT void SwapStacks::applyGs( CGameState *gs )
  590. {
  591. CStackInstance *s1 = sl1.army->detachStack(sl1.slot),
  592. *s2 = sl2.army->detachStack(sl2.slot);
  593. sl2.army->putStack(sl2.slot, s1);
  594. sl1.army->putStack(sl1.slot, s2);
  595. }
  596. DLL_EXPORT void InsertNewStack::applyGs( CGameState *gs )
  597. {
  598. CStackInstance *s = new CStackInstance(stack.type, stack.count);
  599. sl.army->putStack(sl.slot, s);
  600. }
  601. DLL_EXPORT void RebalanceStacks::applyGs( CGameState *gs )
  602. {
  603. const CCreature *srcType = src.army->getCreature(src.slot);
  604. TQuantity srcCount = src.army->getStackCount(src.slot);
  605. if(srcCount == count) //moving whole stack
  606. {
  607. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
  608. {
  609. assert(c == srcType);
  610. src.army->eraseStack(src.slot);
  611. dst.army->changeStackCount(dst.slot, count);
  612. }
  613. else //move stack to an empty slot
  614. {
  615. CStackInstance *stackDetached = src.army->detachStack(src.slot);
  616. dst.army->putStack(dst.slot, stackDetached);
  617. }
  618. }
  619. else
  620. {
  621. if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
  622. {
  623. assert(c == srcType);
  624. src.army->changeStackCount(src.slot, -count);
  625. dst.army->changeStackCount(dst.slot, count);
  626. }
  627. else //split stack to an empty slot
  628. {
  629. src.army->changeStackCount(src.slot, -count);
  630. dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
  631. }
  632. }
  633. }
  634. DLL_EXPORT void PutArtifact::applyGs( CGameState *gs )
  635. {
  636. assert(art->canBePutAt(al));
  637. al.hero->putArtifact(al.slot, art);
  638. //art->putAt(al.hero, al.slot);
  639. }
  640. DLL_EXPORT void EraseArtifact::applyGs( CGameState *gs )
  641. {
  642. CArtifactInstance *a = al.getArt();
  643. assert(a);
  644. a->removeFrom(al.hero, al.slot);
  645. }
  646. DLL_EXPORT void MoveArtifact::applyGs( CGameState *gs )
  647. {
  648. CArtifactInstance *a = src.getArt();
  649. if(dst.slot < Arts::BACKPACK_START)
  650. assert(!dst.getArt());
  651. a->move(src, dst);
  652. }
  653. DLL_EXPORT void AssembledArtifact::applyGs( CGameState *gs )
  654. {
  655. CGHeroInstance *h = al.hero;
  656. const CArtifactInstance *transformedArt = al.getArt();
  657. assert(transformedArt);
  658. assert(vstd::contains(transformedArt->assemblyPossibilities(al.hero), builtArt));
  659. CCombinedArtifactInstance *combinedArt = new CCombinedArtifactInstance(builtArt);
  660. gs->map->addNewArtifactInstance(combinedArt);
  661. //retreive all constituents
  662. BOOST_FOREACH(si32 constituentID, *builtArt->constituents)
  663. {
  664. int pos = h->getArtPos(constituentID);
  665. assert(pos >= 0);
  666. CArtifactInstance *constituentInstance = h->getArt(pos);
  667. //move constituent from hero to be part of new, combined artifact
  668. constituentInstance->removeFrom(h, pos);
  669. combinedArt->addAsConstituent(constituentInstance, pos);
  670. if(!vstd::contains(combinedArt->artType->possibleSlots, al.slot) && vstd::contains(combinedArt->artType->possibleSlots, pos))
  671. al.slot = pos;
  672. }
  673. //put new combined artifacts
  674. combinedArt->putAt(h, al.slot);
  675. }
  676. DLL_EXPORT void DisassembledArtifact::applyGs( CGameState *gs )
  677. {
  678. CGHeroInstance *h = al.hero;
  679. CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
  680. assert(disassembled);
  681. std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
  682. disassembled->removeFrom(h, al.slot);
  683. BOOST_FOREACH(CCombinedArtifactInstance::ConstituentInfo &ci, constituents)
  684. {
  685. disassembled->detachFrom(ci.art);
  686. ci.art->putAt(h, ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
  687. }
  688. gs->map->eraseArtifactInstance(disassembled);
  689. }
  690. DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs )
  691. {
  692. if(id >= 0)
  693. {
  694. if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
  695. {
  696. bm->artifacts = arts;
  697. }
  698. else
  699. {
  700. tlog1 << "Wrong black market id!" << std::endl;
  701. }
  702. }
  703. else
  704. {
  705. CGTownInstance::merchantArtifacts = arts;
  706. }
  707. }
  708. DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
  709. {
  710. gs->day = day;
  711. BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
  712. {
  713. CGHeroInstance *hero = gs->getHero(h.id);
  714. hero->movement = h.move;
  715. hero->mana = h.mana;
  716. }
  717. for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)
  718. {
  719. assert(i->first < PLAYER_LIMIT);
  720. std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;
  721. for(int j = 0; j < i->second.size(); j++)
  722. playerRes[j] = i->second[j];
  723. }
  724. BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
  725. h.applyGs(gs);
  726. if (specialWeek != NO_ACTION) //first pack applied, reset all effects and aplly new
  727. {
  728. //TODO? won't work for battles lasting several turns (not an issue now but...)
  729. gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
  730. if(gs->getDate(1)) //new week, Monday that is
  731. {
  732. gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs
  733. Bonus *b = new Bonus();
  734. b->duration = Bonus::ONE_WEEK;
  735. b->source = Bonus::SPECIAL_WEEK;
  736. b->effectRange = Bonus::NO_LIMIT;
  737. b->valType = Bonus::BASE_NUMBER; //certainly not intuitive
  738. switch (specialWeek)
  739. {
  740. case DOUBLE_GROWTH:
  741. b->val = 100;
  742. b->type = Bonus::CREATURE_GROWTH_PERCENT;
  743. b->limiter.reset(new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false));
  744. break;
  745. case BONUS_GROWTH:
  746. b->val = 5;
  747. b->type = Bonus::CREATURE_GROWTH;
  748. b->limiter.reset(new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false));
  749. break;
  750. case DEITYOFFIRE:
  751. b->val = 15;
  752. b->type = Bonus::CREATURE_GROWTH;
  753. b->limiter.reset(new CCreatureTypeLimiter(*VLC->creh->creatures[42], true));
  754. break;
  755. case PLAGUE:
  756. b->val = -100; //no basic creatures
  757. b->type = Bonus::CREATURE_GROWTH_PERCENT;
  758. break;
  759. default:
  760. b->val = 0;
  761. }
  762. if (b->val)
  763. gs->globalEffects.addNewBonus(b);
  764. }
  765. }
  766. else //second pack is applied
  767. {
  768. //count days without town
  769. for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  770. {
  771. if(i->second.towns.size() || gs->day == 1)
  772. i->second.daysWithoutCastle = 0;
  773. else
  774. i->second.daysWithoutCastle++;
  775. }
  776. if(resetBuilded) //reset amount of structures set in this turn in towns
  777. {
  778. BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
  779. t->builded = 0;
  780. }
  781. }
  782. }
  783. DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
  784. {
  785. CGObjectInstance *obj = gs->map->objects[id];
  786. if(!obj)
  787. {
  788. tlog1 << "Wrong object ID - property cannot be set!\n";
  789. return;
  790. }
  791. if(what == ObjProperty::OWNER)
  792. {
  793. if(obj->ID == TOWNI_TYPE)
  794. {
  795. CGTownInstance *t = static_cast<CGTownInstance*>(obj);
  796. if(t->tempOwner < PLAYER_LIMIT)
  797. gs->getPlayer(t->tempOwner)->towns -= t;
  798. if(val < PLAYER_LIMIT)
  799. gs->getPlayer(val)->towns.push_back(t);
  800. }
  801. }
  802. obj->setProperty(what,val);
  803. }
  804. DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
  805. {
  806. name.toString(gs->map->objects[id]->hoverName);
  807. }
  808. DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
  809. {
  810. CGHeroInstance* h = gs->getHero(heroid);
  811. h->level = level;
  812. //speciality
  813. h->UpdateSpeciality();
  814. }
  815. DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
  816. {
  817. gs->curB = info;
  818. gs->curB->localInit();
  819. }
  820. DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
  821. {
  822. gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
  823. gs->curB->round = round;
  824. BOOST_FOREACH(CStack *s, gs->curB->stacks)
  825. {
  826. s->state -= DEFENDING;
  827. s->state -= WAITING;
  828. s->state -= MOVED;
  829. s->state -= HAD_MORALE;
  830. s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
  831. //regeneration
  832. if( s->hasBonusOfType(Bonus::HP_REGENERATION) && s->alive() )
  833. s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfBonuses(Bonus::HP_REGENERATION) );
  834. if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION) && s->alive() )
  835. s->firstHPleft = s->MaxHealth();
  836. //remove effects and restore only those with remaining turns in duration
  837. BonusList tmpEffects = s->bonuses;
  838. s->bonuses.removeSpells(Bonus::SPELL_EFFECT);
  839. BOOST_FOREACH(Bonus *it, tmpEffects)
  840. {
  841. it->turnsRemain--;
  842. if(it->turnsRemain > 0)
  843. s->addNewBonus(it);
  844. }
  845. //the same as above for features
  846. BonusList tmpFeatures = s->bonuses;
  847. s->bonuses.clear();
  848. BOOST_FOREACH(Bonus *b, tmpFeatures)
  849. {
  850. if((b->duration & Bonus::N_TURNS) != 0)
  851. {
  852. b->turnsRemain--;
  853. if(b->turnsRemain > 0)
  854. s->addNewBonus(b);
  855. }
  856. else
  857. {
  858. s->addNewBonus(b);
  859. }
  860. }
  861. }
  862. }
  863. DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
  864. {
  865. gs->curB->activeStack = stack;
  866. CStack *st = gs->curB->getStack(stack);
  867. //remove bonuses that last until when stack gets new turn
  868. st->bonuses.remove_if(Bonus::UntilGetsTurn);
  869. if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
  870. st->state.insert(HAD_MORALE);
  871. }
  872. void BattleResult::applyGs( CGameState *gs )
  873. {
  874. for(unsigned i=0;i<gs->curB->stacks.size();i++)
  875. delete gs->curB->stacks[i];
  876. //remove any "until next battle" bonuses
  877. CGHeroInstance *h;
  878. h = gs->curB->heroes[0];
  879. if(h)
  880. h->bonuses.remove_if(Bonus::OneBattle);
  881. h = gs->curB->heroes[1];
  882. if(h)
  883. h->bonuses.remove_if(Bonus::OneBattle);
  884. gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;
  885. gs->curB.dellNull();
  886. }
  887. void BattleStackMoved::applyGs( CGameState *gs )
  888. {
  889. gs->curB->getStack(stack)->position = tile;
  890. }
  891. DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
  892. {
  893. CStack * at = gs->curB->getStack(stackAttacked);
  894. at->count = newAmount;
  895. at->firstHPleft = newHP;
  896. if(killed())
  897. at->state -= ALIVE;
  898. //life drain handling
  899. for (int g=0; g<healedStacks.size(); ++g)
  900. {
  901. healedStacks[g].applyGs(gs);
  902. }
  903. }
  904. DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
  905. {
  906. CStack *attacker = gs->curB->getStack(stackAttacking);
  907. if(counter())
  908. attacker->counterAttacks--;
  909. if(shot())
  910. {
  911. //don't remove ammo if we have a working ammo cart
  912. bool hasAmmoCart = false;
  913. BOOST_FOREACH(const CStack * st, gs->curB->stacks)
  914. {
  915. if(st->owner == attacker->owner && st->getCreature()->idNumber == 148 && st->alive())
  916. {
  917. hasAmmoCart = true;
  918. break;
  919. }
  920. }
  921. if (!hasAmmoCart)
  922. {
  923. attacker->shots--;
  924. }
  925. }
  926. BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
  927. stackAttacked.applyGs(gs);
  928. attacker->bonuses.remove_if(Bonus::UntilAttack);
  929. for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
  930. {
  931. CStack * stack = gs->curB->getStack(it->stackAttacked, false);
  932. stack->bonuses.remove_if(Bonus::UntilBeingAttacked);
  933. }
  934. }
  935. DLL_EXPORT void StartAction::applyGs( CGameState *gs )
  936. {
  937. CStack *st = gs->curB->getStack(ba.stackNumber);
  938. if(ba.actionType != BattleAction::HERO_SPELL) //don't check for stack if it's custom action by hero
  939. assert(st);
  940. switch(ba.actionType)
  941. {
  942. case BattleAction::DEFEND:
  943. st->state.insert(DEFENDING);
  944. break;
  945. case BattleAction::WAIT:
  946. st->state.insert(WAITING);
  947. return;
  948. case BattleAction::NO_ACTION: case BattleAction::WALK: case BattleAction::WALK_AND_ATTACK:
  949. case BattleAction::SHOOT: case BattleAction::CATAPULT: case BattleAction::MONSTER_SPELL:
  950. case BattleAction::BAD_MORALE: case BattleAction::STACK_HEAL:
  951. st->state.insert(MOVED);
  952. break;
  953. }
  954. if(st)
  955. 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)
  956. }
  957. DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
  958. {
  959. assert(gs->curB);
  960. CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];
  961. if(h && castedByHero)
  962. {
  963. int spellCost = 0;
  964. if(gs->curB)
  965. {
  966. spellCost = gs->curB->getSpellCost(VLC->spellh->spells[id], h);
  967. }
  968. else
  969. {
  970. spellCost = VLC->spellh->spells[id]->costs[skill];
  971. }
  972. h->mana -= spellCost;
  973. if(h->mana < 0) h->mana = 0;
  974. }
  975. if(side >= 0 && side < 2 && castedByHero)
  976. {
  977. gs->curB->castSpells[side]++;
  978. }
  979. if(id == 35 || id == 78) //dispel and dispel helpful spells
  980. {
  981. bool onlyHelpful = id == 78;
  982. for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
  983. {
  984. CStack *s = gs->curB->getStack(*it);
  985. if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
  986. {
  987. BonusList remainingEff;
  988. //WTF?
  989. for (BonusList::iterator it = remainingEff.begin(); it != remainingEff.end(); it++)
  990. {
  991. if (onlyHelpful && VLC->spellh->spells[ (*it)->id ]->positiveness != 1)
  992. {
  993. remainingEff.push_back(*it);
  994. }
  995. }
  996. s->bonuses.removeSpells(Bonus::SPELL_EFFECT); //removing all effects
  997. s->bonuses = remainingEff; //assigning effects that should remain
  998. //removing all features from spells
  999. BonusList tmpFeatures = s->bonuses;
  1000. s->bonuses.clear();
  1001. BOOST_FOREACH(Bonus *b, tmpFeatures)
  1002. {
  1003. const CSpell *sp = b->sourceSpell();
  1004. if(sp && sp->positiveness != 1) //if(b->source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
  1005. s->addNewBonus(b);
  1006. }
  1007. }
  1008. }
  1009. }
  1010. //elemental summoning
  1011. if(id >= 66 && id <= 69)
  1012. {
  1013. int creID;
  1014. switch(id)
  1015. {
  1016. case 66:
  1017. creID = 114; //fire elemental
  1018. break;
  1019. case 67:
  1020. creID = 113; //earth elemental
  1021. break;
  1022. case 68:
  1023. creID = 115; //water elemental
  1024. break;
  1025. case 69:
  1026. creID = 112; //air elemental
  1027. break;
  1028. }
  1029. // const int3 & tile = gs->curB->tile;
  1030. // TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;
  1031. int pos; //position of stack on the battlefield - to be calculated
  1032. bool ac[BFIELD_SIZE];
  1033. std::set<THex> occupyable;
  1034. bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
  1035. bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
  1036. gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
  1037. for(int g=0; g<BFIELD_SIZE; ++g)
  1038. {
  1039. if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )
  1040. {
  1041. pos = g;
  1042. break;
  1043. }
  1044. }
  1045. CStackInstance *csi = new CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id]->powers[skill]); //deleted by d-tor of summoned stack
  1046. csi->setArmyObj(h);
  1047. CStack * summonedStack = gs->curB->generateNewStack(*csi, gs->curB->stacks.size(), !side, 255, pos);
  1048. summonedStack->state.insert(SUMMONED);
  1049. //summonedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
  1050. gs->curB->stacks.push_back(summonedStack);
  1051. }
  1052. }
  1053. void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)
  1054. {
  1055. //actualizing features vector
  1056. BOOST_FOREACH(const Bonus &fromEffect, ef)
  1057. {
  1058. BOOST_FOREACH(Bonus *stackBonus, s->bonuses) //TODO: optimize
  1059. {
  1060. if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect.type && stackBonus->subtype == fromEffect.subtype)
  1061. {
  1062. stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, fromEffect.turnsRemain);
  1063. }
  1064. }
  1065. }
  1066. }
  1067. DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
  1068. {
  1069. BOOST_FOREACH(ui32 id, stacks)
  1070. {
  1071. CStack *s = gs->curB->getStack(id);
  1072. if(s)
  1073. {
  1074. int id = effect.begin()->id; //effects' source ID
  1075. if(id == 47 || !s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, id)))//disrupting ray or not on the list - just add
  1076. {
  1077. BOOST_FOREACH(Bonus &fromEffect, effect)
  1078. {
  1079. s->addNewBonus( new Bonus(fromEffect));
  1080. }
  1081. }
  1082. else //just actualize
  1083. {
  1084. actualizeEffect(s, effect);
  1085. }
  1086. }
  1087. else
  1088. tlog1 << "Cannot find stack " << id << std::endl;
  1089. }
  1090. }
  1091. DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
  1092. {
  1093. BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
  1094. stackAttacked.applyGs(gs);
  1095. }
  1096. DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
  1097. {
  1098. for(int g=0; g<healedStacks.size(); ++g)
  1099. {
  1100. CStack * changedStack = gs->curB->getStack(healedStacks[g].stackID, false);
  1101. //checking if we resurrect a stack that is under a living stack
  1102. std::vector<THex> access = gs->curB->getAccessibility(changedStack, true);
  1103. bool acc[BFIELD_SIZE];
  1104. for(int h=0; h<BFIELD_SIZE; ++h)
  1105. acc[h] = false;
  1106. for(int h=0; h<access.size(); ++h)
  1107. acc[access[h]] = true;
  1108. if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,
  1109. changedStack->doubleWide(), changedStack->attackerOwned,
  1110. changedStack->hasBonusOfType(Bonus::FLYING), true))
  1111. return; //position is already occupied
  1112. //applying changes
  1113. bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
  1114. if(resurrected)
  1115. {
  1116. changedStack->state.insert(ALIVE);
  1117. if(healedStacks[g].lowLevelResurrection)
  1118. changedStack->state.insert(SUMMONED);
  1119. //changedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
  1120. }
  1121. //int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
  1122. int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
  1123. changedStack->count += res;
  1124. changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();
  1125. if(changedStack->firstHPleft > changedStack->MaxHealth())
  1126. {
  1127. changedStack->firstHPleft -= changedStack->MaxHealth();
  1128. if(changedStack->baseAmount > changedStack->count)
  1129. {
  1130. changedStack->count += 1;
  1131. }
  1132. }
  1133. amin(changedStack->firstHPleft, changedStack->MaxHealth());
  1134. //removal of negative effects
  1135. if(resurrected)
  1136. {
  1137. for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)
  1138. {
  1139. if(VLC->spellh->spells[(*it)->id]->positiveness < 0)
  1140. {
  1141. changedStack->bonuses.erase(it);
  1142. }
  1143. }
  1144. //removing all features from negative spells
  1145. BonusList tmpFeatures = changedStack->bonuses;
  1146. changedStack->bonuses.clear();
  1147. BOOST_FOREACH(Bonus *b, tmpFeatures)
  1148. {
  1149. const CSpell *s = b->sourceSpell();
  1150. if(s && s->positiveness >= 0)
  1151. {
  1152. changedStack->addNewBonus(b);
  1153. }
  1154. }
  1155. }
  1156. }
  1157. }
  1158. DLL_EXPORT void ObstaclesRemoved::applyGs( CGameState *gs )
  1159. {
  1160. if(gs->curB) //if there is a battle
  1161. {
  1162. for(std::set<si32>::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it)
  1163. {
  1164. for(int i=0; i<gs->curB->obstacles.size(); ++i)
  1165. {
  1166. if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle
  1167. {
  1168. gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
  1169. break;
  1170. }
  1171. }
  1172. }
  1173. }
  1174. }
  1175. DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
  1176. {
  1177. if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
  1178. {
  1179. for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
  1180. {
  1181. gs->curB->si.wallState[it->first.first] =
  1182. std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
  1183. }
  1184. }
  1185. }
  1186. DLL_EXPORT void BattleStacksRemoved::applyGs( CGameState *gs )
  1187. {
  1188. if(!gs->curB)
  1189. return;
  1190. for(std::set<ui32>::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack
  1191. {
  1192. for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
  1193. {
  1194. if(gs->curB->stacks[b]->ID == *it) //if found
  1195. {
  1196. gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove
  1197. break;
  1198. }
  1199. }
  1200. }
  1201. }
  1202. DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
  1203. {
  1204. gs->currentPlayer = player;
  1205. }
  1206. DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
  1207. {
  1208. gs->getPlayer(player)->currentSelection = id;
  1209. }
  1210. DLL_EXPORT Component::Component(const CStackBasicDescriptor &stack)
  1211. :id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
  1212. {
  1213. }