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- #define VCMI_DLL
- #include "../lib/NetPacks.h"
- #include "../hch/CGeneralTextHandler.h"
- #include "../hch/CDefObjInfoHandler.h"
- #include "../hch/CArtHandler.h"
- #include "../hch/CHeroHandler.h"
- #include "../hch/CObjectHandler.h"
- #include "../lib/VCMI_Lib.h"
- #include "../map.h"
- #include "../hch/CSpellHandler.h"
- #include <boost/bind.hpp>
- #include <boost/foreach.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- /*
- * NetPacksLib.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- DLL_EXPORT void SetResource::applyGs( CGameState *gs )
- {
- gs->getPlayer(player)->resources[resid] = val;
- }
- DLL_EXPORT void SetResources::applyGs( CGameState *gs )
- {
- for(int i=0;i<res.size();i++)
- gs->getPlayer(player)->resources[i] = res[i];
- }
- DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
- {
- CGHeroInstance *hero = gs->getHero(id);
- if(which <4)
- {
- if(abs)
- hero->primSkills[which] = val;
- else
- hero->primSkills[which] += val;
- }
- else if(which == 4) //XP
- {
- if(abs)
- hero->exp = val;
- else
- hero->exp += val;
- }
- }
- DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
- {
- CGHeroInstance *hero = gs->getHero(id);
- if(hero->getSecSkillLevel(which) == 0)
- {
- hero->secSkills.push_back(std::pair<int,int>(which, val));
- }
- else
- {
- for(unsigned i=0;i<hero->secSkills.size();i++)
- {
- if(hero->secSkills[i].first == which)
- {
- if(abs)
- hero->secSkills[i].second = val;
- else
- hero->secSkills[i].second += val;
- }
- }
- }
- }
- DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
- {
- CGHeroInstance *h = gs->getHero(hid);
- CGTownInstance *t = gs->getTown(tid);
- if(start())
- {
- if(garrison())
- {
- t->garrisonHero = h;
- h->visitedTown = t;
- h->inTownGarrison = true;
- }
- else
- {
- t->visitingHero = h;
- h->visitedTown = t;
- h->inTownGarrison = false;
- }
- }
- else
- {
- if(garrison())
- {
- t->garrisonHero = NULL;
- h->visitedTown = NULL;
- h->inTownGarrison = false;
- }
- else
- {
- t->visitingHero = NULL;
- h->visitedTown = NULL;
- h->inTownGarrison = false;
- }
- }
- }
- DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
- {
- CGHeroInstance *hero = gs->getHero(hid);
- if(learn)
- BOOST_FOREACH(ui32 sid, spells)
- hero->spells.insert(sid);
- else
- BOOST_FOREACH(ui32 sid, spells)
- hero->spells.erase(sid);
- }
- DLL_EXPORT void SetMana::applyGs( CGameState *gs )
- {
- CGHeroInstance *hero = gs->getHero(hid);
- hero->mana = val;
- }
- DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
- {
- CGHeroInstance *hero = gs->getHero(hid);
- hero->movement = val;
- }
- DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
- {
- BOOST_FOREACH(int3 t, tiles)
- gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode;
- }
- DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
- {
- gs->getPlayer(player)->availableHeroes.clear();
- CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
- gs->getPlayer(player)->availableHeroes.push_back(h);
- if(h && flags & 1)
- {
- h->army.slots.clear();
- h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
- }
- h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
- gs->getPlayer(player)->availableHeroes.push_back(h);
- if(flags & 2)
- {
- h->army.slots.clear();
- h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
- }
- }
- DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
- {
- CGHeroInstance *h = gs->getHero(hid);
- h->bonuses.push_back(bonus);
- h->bonuses.back().description = toString(bdescr);
- }
- DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
- {
- CGObjectInstance *obj = gs->map->objects[objid];
- if(!obj)
- {
- tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
- return;
- }
- gs->map->removeBlockVisTiles(obj);
- obj->pos = nPos;
- gs->map->addBlockVisTiles(obj);
- }
- DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
- {
- CGObjectInstance *obj = gs->map->objects[id];
- if(obj->ID==HEROI_TYPE)
- {
- CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
- std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
- gs->map->heroes.erase(nitr);
- int player = h->tempOwner;
- nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
- gs->getPlayer(player)->heroes.erase(nitr);
- if(h->visitedTown)
- {
- if(h->inTownGarrison)
- h->visitedTown->garrisonHero = NULL;
- else
- h->visitedTown->visitingHero = NULL;
- h->visitedTown = NULL;
- }
- //TODO: add to the pool?
- }
- gs->map->objects[id] = NULL;
- //unblock tiles
- if(obj->defInfo)
- {
- gs->map->removeBlockVisTiles(obj);
- }
- }
- void TryMoveHero::applyGs( CGameState *gs )
- {
- CGHeroInstance *h = gs->getHero(id);
- h->movement = movePoints;
- if(start!=end && result)
- {
- gs->map->removeBlockVisTiles(h);
- h->pos = end;
- gs->map->addBlockVisTiles(h);
- }
- BOOST_FOREACH(int3 t, fowRevealed)
- gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
- }
- DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
- {
- for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
- {
- CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
- ai->army = i->second;
- if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
- const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
- else if(ai->ID==HEROI_TYPE)
- {
- CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
- if(h->visitedTown && h->inTownGarrison)
- h->visitedTown->army = i->second;
- }
- }
- }
- DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
- {
- CGTownInstance*t = gs->getTown(tid);
- BOOST_FOREACH(si32 id,bid)
- t->builtBuildings.insert(id);
- t->builded = builded;
- }
- DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
- {
- gs->getTown(tid)->strInfo.creatures = creatures;
- }
- DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
- {
- CGTownInstance *t = gs->getTown(tid);
- CGHeroInstance *v = gs->getHero(visiting),
- *g = gs->getHero(garrison);
- t->visitingHero = v;
- t->garrisonHero = g;
- if(v)
- {
- v->visitedTown = t;
- v->inTownGarrison = false;
- gs->map->addBlockVisTiles(v);
- }
- if(g)
- {
- g->visitedTown = t;
- g->inTownGarrison = true;
- gs->map->removeBlockVisTiles(g);
- }
- }
- DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
- {
- CGHeroInstance *h = gs->getHero(hid);
- std::vector<ui32> equiped, unequiped;
- for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
- if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
- unequiped.push_back(i->second);
- for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
- if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
- equiped.push_back(i->second);
- h->artifacts = artifacts;
- h->artifWorn = artifWorn;
- BOOST_FOREACH(ui32 id, unequiped)
- {
- while(1)
- {
- std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));
- if(hlp != h->bonuses.end())
- {
- lost.push_back(&*hlp);
- h->bonuses.erase(hlp);
- }
- else
- {
- break;
- }
- }
- }
- BOOST_FOREACH(ui32 id, equiped)
- {
- CArtifact &art = VLC->arth->artifacts[id];
- for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
- {
- gained.push_back(&*i);
- h->bonuses.push_back(*i);
- }
- }
- }
- DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
- {
- if(art<0)
- {
- if(pos<19)
- artifWorn.erase(pos);
- else
- artifacts -= artifacts[pos-19];
- }
- else
- {
- if(pos<19)
- artifWorn[pos] = art;
- else
- if(pos-19 < artifacts.size())
- artifacts[pos-19] = art;
- else
- artifacts.push_back(art);
- }
- }
- DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
- {
- CGHeroInstance *h = gs->hpool.heroesPool[hid];
- CGTownInstance *t = gs->getTown(tid);
- h->setOwner(player);
- h->pos = tile;
- h->movement = h->maxMovePoints(true);
- gs->hpool.heroesPool.erase(hid);
- if(h->id < 0)
- {
- h->id = gs->map->objects.size();
- gs->map->objects.push_back(h);
- }
- else
- gs->map->objects[h->id] = h;
- h->initHeroDefInfo();
- gs->map->heroes.push_back(h);
- gs->getPlayer(h->getOwner())->heroes.push_back(h);
- gs->map->addBlockVisTiles(h);
- t->visitingHero = h;
- h->visitedTown = t;
- h->inTownGarrison = false;
- }
- DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
- {
- CGHeroInstance *h = gs->getHero(id);
- gs->map->removeBlockVisTiles(h,true);
- h->setOwner(player);
- h->movement = h->maxMovePoints(true);
- h->initHeroDefInfo();
- gs->map->heroes.push_back(h);
- gs->getPlayer(h->getOwner())->heroes.push_back(h);
- gs->map->addBlockVisTiles(h);
- h->inTownGarrison = false;
- }
- DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
- {
- gs->day = day;
- BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
- {
- CGHeroInstance *hero = gs->getHero(h.id);
- hero->movement = h.move;
- hero->mana = h.mana;
- }
- BOOST_FOREACH(SetResources h, res) //give resources
- h.applyGs(gs);
- BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
- h.applyGs(gs);
- if(resetBuilded) //reset amount of structures set in this turn in towns
- BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
- t->builded = 0;
- BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
- h->bonuses.remove_if(HeroBonus::OneDay);
- if(gs->getDate(1) == 7) //new week
- BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
- h->bonuses.remove_if(HeroBonus::OneWeek);
- }
- DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
- {
- CGObjectInstance *obj = gs->map->objects[id];
- if(!obj)
- tlog1 << "Wrong object ID - property cannot be set!\n";
- else
- obj->setProperty(what,val);
- }
- DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
- {
- gs->map->objects[id]->hoverName = toString(name);
- }
- DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
- {
- gs->getHero(heroid)->level = level;
- }
- DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
- {
- gs->curB = info;
- }
- DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
- {
- gs->curB->castedSpells[0] = gs->curB->castedSpells[1] = 0;
- gs->curB->round = round;
- BOOST_FOREACH(CStack *s, gs->curB->stacks)
- {
- s->state -= DEFENDING;
- s->state -= WAITING;
- s->state -= MOVED;
- s->state -= HAD_MORALE;
- s->counterAttacks = 1;
- //remove effects and restore only those with remaining turns in duration
- std::vector<CStack::StackEffect> tmpEffects = s->effects;
- s->effects.clear();
- for(int i=0; i < tmpEffects.size(); i++)
- {
- tmpEffects[i].turnsRemain--;
- if(tmpEffects[i].turnsRemain > 0)
- s->effects.push_back(tmpEffects[i]);
- }
- }
- }
- DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
- {
- gs->curB->activeStack = stack;
- CStack *st = gs->curB->getStack(stack);
- if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
- st->state.insert(HAD_MORALE);
- }
- void BattleResult::applyGs( CGameState *gs )
- {
- for(unsigned i=0;i<gs->curB->stacks.size();i++)
- delete gs->curB->stacks[i];
- //remove any "until next battle" bonuses
- CGHeroInstance *h;
- h = gs->getHero(gs->curB->hero1);
- if(h)
- h->bonuses.remove_if(HeroBonus::OneBattle);
- h = gs->getHero(gs->curB->hero2);
- if(h)
- h->bonuses.remove_if(HeroBonus::OneBattle);
- delete gs->curB;
- gs->curB = NULL;
- }
- void BattleStackMoved::applyGs( CGameState *gs )
- {
- gs->curB->getStack(stack)->position = tile;
- }
- DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
- {
- CStack * at = gs->curB->getStack(stackAttacked);
- at->amount = newAmount;
- at->firstHPleft = newHP;
- if(killed())
- at->state -= ALIVE;
- }
- DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
- {
- CStack *attacker = gs->curB->getStack(stackAttacking);
- if(counter())
- attacker->counterAttacks--;
- if(shot())
- attacker->shots--;
- BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
- stackAttacked.applyGs(gs);
- }
- DLL_EXPORT void StartAction::applyGs( CGameState *gs )
- {
- CStack *st = gs->curB->getStack(ba.stackNumber);
- switch(ba.actionType)
- {
- case 3:
- st->state.insert(DEFENDING);
- break;
- case 8:
- st->state.insert(WAITING);
- break;
- case 2: case 6: case 7: case 9: case 10: case 11:
- st->state.insert(MOVED);
- break;
- }
- }
- DLL_EXPORT void SpellCasted::applyGs( CGameState *gs )
- {
- CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
- if(h)
- {
- h->mana -= VLC->spellh->spells[id].costs[skill];
- if(h->mana < 0) h->mana = 0;
- }
- if(side >= 0 && side < 2)
- {
- gs->curB->castedSpells[side]++;
- }
- }
- DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
- {
- BOOST_FOREACH(ui32 id, stacks)
- {
- CStack *s = gs->curB->getStack(id);
- if(s)
- s->effects.push_back(effect);
- else
- tlog1 << "Cannot find stack " << id << std::endl;
- }
- }
- DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
- {
- BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
- stackAttacked.applyGs(gs);
- }
- DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
- {
- gs->currentPlayer = player;
- }
- DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
- {
- gs->getPlayer(player)->currentSelection = id;
- }
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