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