NetPacksLib.cpp 27 KB

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  1. #define VCMI_DLL
  2. #include "NetPacks.h"
  3. #include "../hch/CGeneralTextHandler.h"
  4. #include "../hch/CDefObjInfoHandler.h"
  5. #include "../hch/CArtHandler.h"
  6. #include "../hch/CHeroHandler.h"
  7. #include "../hch/CObjectHandler.h"
  8. #include "VCMI_Lib.h"
  9. #include "map.h"
  10. #include "../hch/CSpellHandler.h"
  11. #include <boost/bind.hpp>
  12. #include <boost/foreach.hpp>
  13. #include <boost/lexical_cast.hpp>
  14. #include <boost/algorithm/string/replace.hpp>
  15. #include <boost/thread.hpp>
  16. #include <boost/thread/shared_mutex.hpp>
  17. /*
  18. * NetPacksLib.cpp, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. #ifdef min
  27. #undef min
  28. #endif
  29. #ifdef max
  30. #undef max
  31. #endif
  32. DLL_EXPORT void SetResource::applyGs( CGameState *gs )
  33. {
  34. amax(val, 0); //new value must be >= 0
  35. gs->getPlayer(player)->resources[resid] = val;
  36. }
  37. DLL_EXPORT void SetResources::applyGs( CGameState *gs )
  38. {
  39. for(int i=0;i<res.size();i++)
  40. gs->getPlayer(player)->resources[i] = res[i];
  41. }
  42. DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
  43. {
  44. CGHeroInstance *hero = gs->getHero(id);
  45. if(which <4)
  46. {
  47. if(abs)
  48. hero->primSkills[which] = val;
  49. else
  50. hero->primSkills[which] += val;
  51. }
  52. else if(which == 4) //XP
  53. {
  54. if(abs)
  55. hero->exp = val;
  56. else
  57. hero->exp += val;
  58. }
  59. }
  60. DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
  61. {
  62. CGHeroInstance *hero = gs->getHero(id);
  63. if(hero->getSecSkillLevel(which) == 0)
  64. {
  65. hero->secSkills.push_back(std::pair<int,int>(which, val));
  66. }
  67. else
  68. {
  69. for(unsigned i=0;i<hero->secSkills.size();i++)
  70. {
  71. if(hero->secSkills[i].first == which)
  72. {
  73. if(abs)
  74. hero->secSkills[i].second = val;
  75. else
  76. hero->secSkills[i].second += val;
  77. if(hero->secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once
  78. {
  79. tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
  80. hero->secSkills[i].second = 3;
  81. }
  82. }
  83. }
  84. }
  85. }
  86. DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
  87. {
  88. CGHeroInstance *h = gs->getHero(hid);
  89. CGTownInstance *t = gs->getTown(tid);
  90. if(start())
  91. {
  92. if(garrison())
  93. {
  94. t->garrisonHero = h;
  95. h->visitedTown = t;
  96. h->inTownGarrison = true;
  97. }
  98. else
  99. {
  100. t->visitingHero = h;
  101. h->visitedTown = t;
  102. h->inTownGarrison = false;
  103. }
  104. }
  105. else
  106. {
  107. if(garrison())
  108. {
  109. t->garrisonHero = NULL;
  110. h->visitedTown = NULL;
  111. h->inTownGarrison = false;
  112. }
  113. else
  114. {
  115. t->visitingHero = NULL;
  116. h->visitedTown = NULL;
  117. h->inTownGarrison = false;
  118. }
  119. }
  120. }
  121. DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
  122. {
  123. CGHeroInstance *hero = gs->getHero(hid);
  124. if(learn)
  125. BOOST_FOREACH(ui32 sid, spells)
  126. hero->spells.insert(sid);
  127. else
  128. BOOST_FOREACH(ui32 sid, spells)
  129. hero->spells.erase(sid);
  130. }
  131. DLL_EXPORT void SetMana::applyGs( CGameState *gs )
  132. {
  133. CGHeroInstance *hero = gs->getHero(hid);
  134. amax(val, 0); //not less than 0
  135. hero->mana = val;
  136. }
  137. DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
  138. {
  139. CGHeroInstance *hero = gs->getHero(hid);
  140. hero->movement = val;
  141. }
  142. DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
  143. {
  144. BOOST_FOREACH(int3 t, tiles)
  145. gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode;
  146. }
  147. DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
  148. {
  149. gs->getPlayer(player)->availableHeroes.clear();
  150. CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
  151. gs->getPlayer(player)->availableHeroes.push_back(h);
  152. if(h && flags & 1)
  153. {
  154. h->army.slots.clear();
  155. h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
  156. }
  157. h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
  158. gs->getPlayer(player)->availableHeroes.push_back(h);
  159. if(flags & 2)
  160. {
  161. h->army.slots.clear();
  162. h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
  163. }
  164. }
  165. DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
  166. {
  167. CGHeroInstance *h = gs->getHero(hid);
  168. h->bonuses.push_back(bonus);
  169. std::string &descr = h->bonuses.back().description;
  170. if(!bdescr.message.size()
  171. && bonus.source == HeroBonus::OBJECT
  172. && (bonus.type == HeroBonus::LUCK || bonus.type == HeroBonus::MORALE || bonus.type == HeroBonus::MORALE_AND_LUCK)
  173. && gs->map->objects[bonus.id]->ID == 26) //it's morale/luck bonus from an event without description
  174. {
  175. descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
  176. boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
  177. }
  178. else
  179. {
  180. bdescr.toString(descr);
  181. }
  182. }
  183. DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
  184. {
  185. CGObjectInstance *obj = gs->map->objects[objid];
  186. if(!obj)
  187. {
  188. tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
  189. return;
  190. }
  191. gs->map->removeBlockVisTiles(obj);
  192. obj->pos = nPos;
  193. gs->map->addBlockVisTiles(obj);
  194. }
  195. DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
  196. {
  197. CGObjectInstance *obj = gs->map->objects[id];
  198. if(obj->ID==HEROI_TYPE)
  199. {
  200. CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
  201. std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
  202. gs->map->heroes.erase(nitr);
  203. int player = h->tempOwner;
  204. nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
  205. gs->getPlayer(player)->heroes.erase(nitr);
  206. if(h->visitedTown)
  207. {
  208. if(h->inTownGarrison)
  209. h->visitedTown->garrisonHero = NULL;
  210. else
  211. h->visitedTown->visitingHero = NULL;
  212. h->visitedTown = NULL;
  213. }
  214. //TODO: add to the pool?
  215. }
  216. gs->map->objects[id] = NULL;
  217. //unblock tiles
  218. if(obj->defInfo)
  219. {
  220. gs->map->removeBlockVisTiles(obj);
  221. }
  222. }
  223. static int getDir(int3 src, int3 dst)
  224. {
  225. int ret = -1;
  226. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  227. {
  228. ret = 1;
  229. }
  230. else if(dst.x == src.x && dst.y+1 == src.y) //t
  231. {
  232. ret = 2;
  233. }
  234. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  235. {
  236. ret = 3;
  237. }
  238. else if(dst.x-1 == src.x && dst.y == src.y) //r
  239. {
  240. ret = 4;
  241. }
  242. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  243. {
  244. ret = 5;
  245. }
  246. else if(dst.x == src.x && dst.y-1 == src.y) //b
  247. {
  248. ret = 6;
  249. }
  250. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  251. {
  252. ret = 7;
  253. }
  254. else if(dst.x+1 == src.x && dst.y == src.y) //l
  255. {
  256. ret = 8;
  257. }
  258. return ret;
  259. }
  260. void TryMoveHero::applyGs( CGameState *gs )
  261. {
  262. CGHeroInstance *h = gs->getHero(id);
  263. h->movement = movePoints;
  264. if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
  265. h->moveDir = getDir(start,end);
  266. if(result == EMBARK) //hero enters boat at dest tile
  267. {
  268. const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
  269. assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
  270. CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
  271. gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  272. h->boat = boat;
  273. boat->hero = h;
  274. }
  275. else if(result == DISEMBARK) //hero leaves boat to dest tile
  276. {
  277. h->boat->direction = h->moveDir;
  278. h->boat->pos = start;
  279. h->boat->hero = NULL;
  280. gs->map->addBlockVisTiles(h->boat);
  281. h->boat = NULL;
  282. }
  283. if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
  284. {
  285. gs->map->removeBlockVisTiles(h);
  286. h->pos = end;
  287. if(h->boat)
  288. h->boat->pos = end;
  289. gs->map->addBlockVisTiles(h);
  290. }
  291. BOOST_FOREACH(int3 t, fowRevealed)
  292. gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
  293. }
  294. DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
  295. {
  296. for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  297. {
  298. CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
  299. ai->army = i->second;
  300. if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
  301. const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
  302. else if(ai->ID==HEROI_TYPE)
  303. {
  304. CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
  305. if(h->visitedTown && h->inTownGarrison)
  306. h->visitedTown->army = i->second;
  307. }
  308. }
  309. }
  310. DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
  311. {
  312. CGTownInstance*t = gs->getTown(tid);
  313. BOOST_FOREACH(si32 id,bid)
  314. t->builtBuildings.insert(id);
  315. t->builded = builded;
  316. }
  317. DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
  318. {
  319. CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid]);
  320. assert(dw);
  321. dw->creatures = creatures;
  322. }
  323. DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
  324. {
  325. CGTownInstance *t = gs->getTown(tid);
  326. CGHeroInstance *v = gs->getHero(visiting),
  327. *g = gs->getHero(garrison);
  328. t->visitingHero = v;
  329. t->garrisonHero = g;
  330. if(v)
  331. {
  332. v->visitedTown = t;
  333. v->inTownGarrison = false;
  334. gs->map->addBlockVisTiles(v);
  335. }
  336. if(g)
  337. {
  338. g->visitedTown = t;
  339. g->inTownGarrison = true;
  340. gs->map->removeBlockVisTiles(g);
  341. }
  342. }
  343. DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
  344. {
  345. CGHeroInstance *h = gs->getHero(hid);
  346. std::vector<ui32> equiped, unequiped;
  347. for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
  348. if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
  349. unequiped.push_back(i->second);
  350. for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
  351. if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
  352. equiped.push_back(i->second);
  353. BOOST_FOREACH(ui32 id, equiped)
  354. {
  355. //if hero already had equipped at least one artifact of that type, don't give any new bonuses
  356. if(h->getArtPos(id) >= 0)
  357. continue;
  358. CArtifact &art = VLC->arth->artifacts[id];
  359. for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
  360. {
  361. gained.push_back(&*i);
  362. h->bonuses.push_back(*i);
  363. }
  364. }
  365. //update hero data
  366. h->artifacts = artifacts;
  367. h->artifWorn = artifWorn;
  368. //remove bonus from unequipped artifact
  369. BOOST_FOREACH(ui32 id, unequiped)
  370. {
  371. //if hero still has equipped at least one artifact of that type, don't remove bonuses
  372. if(h->getArtPos(id) >= 0)
  373. continue;
  374. while(1)
  375. {
  376. std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));
  377. if(hlp != h->bonuses.end())
  378. {
  379. lost.push_back(&*hlp);
  380. h->bonuses.erase(hlp);
  381. }
  382. else
  383. {
  384. break;
  385. }
  386. }
  387. }
  388. }
  389. DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
  390. {
  391. if(art<0)
  392. {
  393. if(pos<19)
  394. artifWorn.erase(pos);
  395. else
  396. artifacts -= artifacts[pos-19];
  397. }
  398. else
  399. {
  400. if(pos<19)
  401. artifWorn[pos] = art;
  402. else
  403. if(pos-19 < artifacts.size())
  404. artifacts[pos-19] = art;
  405. else
  406. artifacts.push_back(art);
  407. }
  408. }
  409. DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
  410. {
  411. assert(vstd::contains(gs->hpool.heroesPool, hid));
  412. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  413. CGTownInstance *t = gs->getTown(tid);
  414. h->setOwner(player);
  415. h->pos = tile;
  416. h->movement = h->maxMovePoints(true);
  417. gs->hpool.heroesPool.erase(hid);
  418. if(h->id < 0)
  419. {
  420. h->id = gs->map->objects.size();
  421. gs->map->objects.push_back(h);
  422. }
  423. else
  424. gs->map->objects[h->id] = h;
  425. h->initHeroDefInfo();
  426. gs->map->heroes.push_back(h);
  427. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  428. h->initObj();
  429. gs->map->addBlockVisTiles(h);
  430. t->visitingHero = h;
  431. h->visitedTown = t;
  432. h->inTownGarrison = false;
  433. }
  434. DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
  435. {
  436. CGHeroInstance *h = gs->getHero(id);
  437. gs->map->removeBlockVisTiles(h,true);
  438. h->setOwner(player);
  439. h->movement = h->maxMovePoints(true);
  440. h->initHeroDefInfo();
  441. gs->map->heroes.push_back(h);
  442. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  443. gs->map->addBlockVisTiles(h);
  444. h->inTownGarrison = false;
  445. }
  446. DLL_EXPORT void NewObject::applyGs( CGameState *gs )
  447. {
  448. CGObjectInstance *o = NULL;
  449. switch(ID)
  450. {
  451. case 8:
  452. o = new CGBoat();
  453. break;
  454. default:
  455. o = new CGObjectInstance();
  456. break;
  457. }
  458. o->ID = ID;
  459. o->subID = subID;
  460. o->pos = pos;
  461. o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
  462. id = o->id = gs->map->objects.size();
  463. o->hoverName = VLC->generaltexth->names[ID];
  464. gs->map->objects.push_back(o);
  465. gs->map->addBlockVisTiles(o);
  466. o->initObj();
  467. assert(o->defInfo);
  468. }
  469. DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
  470. {
  471. gs->day = day;
  472. BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
  473. {
  474. CGHeroInstance *hero = gs->getHero(h.id);
  475. hero->movement = h.move;
  476. hero->mana = h.mana;
  477. }
  478. BOOST_FOREACH(SetResources h, res) //give resources
  479. h.applyGs(gs);
  480. BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
  481. h.applyGs(gs);
  482. if(resetBuilded) //reset amount of structures set in this turn in towns
  483. BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
  484. t->builded = 0;
  485. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  486. h->bonuses.remove_if(HeroBonus::OneDay);
  487. if(gs->getDate(1) == 7) //new week
  488. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  489. h->bonuses.remove_if(HeroBonus::OneWeek);
  490. }
  491. DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
  492. {
  493. CGObjectInstance *obj = gs->map->objects[id];
  494. if(!obj)
  495. tlog1 << "Wrong object ID - property cannot be set!\n";
  496. else
  497. obj->setProperty(what,val);
  498. }
  499. DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
  500. {
  501. name.toString(gs->map->objects[id]->hoverName);
  502. }
  503. DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
  504. {
  505. gs->getHero(heroid)->level = level;
  506. }
  507. DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
  508. {
  509. gs->curB = info;
  510. }
  511. DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
  512. {
  513. gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
  514. gs->curB->round = round;
  515. BOOST_FOREACH(CStack *s, gs->curB->stacks)
  516. {
  517. s->state -= DEFENDING;
  518. s->state -= WAITING;
  519. s->state -= MOVED;
  520. s->state -= HAD_MORALE;
  521. s->counterAttacks = 1;
  522. //remove effects and restore only those with remaining turns in duration
  523. std::vector<CStack::StackEffect> tmpEffects = s->effects;
  524. s->effects.clear();
  525. for(int i=0; i < tmpEffects.size(); i++)
  526. {
  527. tmpEffects[i].turnsRemain--;
  528. if(tmpEffects[i].turnsRemain > 0)
  529. s->effects.push_back(tmpEffects[i]);
  530. }
  531. //the same as above for features
  532. std::vector<StackFeature> tmpFeatures = s->features;
  533. s->features.clear();
  534. for(int i=0; i < tmpFeatures.size(); i++)
  535. {
  536. if(tmpFeatures[i].duration == StackFeature::N_TURNS)
  537. {
  538. tmpFeatures[i].turnsRemain--;
  539. if(tmpFeatures[i].turnsRemain > 0)
  540. s->features.push_back(tmpFeatures[i]);
  541. }
  542. else
  543. {
  544. s->features.push_back(tmpFeatures[i]);
  545. }
  546. }
  547. }
  548. }
  549. DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
  550. {
  551. gs->curB->activeStack = stack;
  552. CStack *st = gs->curB->getStack(stack);
  553. if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
  554. st->state.insert(HAD_MORALE);
  555. }
  556. void BattleResult::applyGs( CGameState *gs )
  557. {
  558. for(unsigned i=0;i<gs->curB->stacks.size();i++)
  559. delete gs->curB->stacks[i];
  560. //remove any "until next battle" bonuses
  561. CGHeroInstance *h;
  562. h = gs->getHero(gs->curB->hero1);
  563. if(h)
  564. h->bonuses.remove_if(HeroBonus::OneBattle);
  565. h = gs->getHero(gs->curB->hero2);
  566. if(h)
  567. h->bonuses.remove_if(HeroBonus::OneBattle);
  568. delete gs->curB;
  569. gs->curB = NULL;
  570. }
  571. void BattleStackMoved::applyGs( CGameState *gs )
  572. {
  573. gs->curB->getStack(stack)->position = tile;
  574. }
  575. DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
  576. {
  577. CStack * at = gs->curB->getStack(stackAttacked);
  578. at->amount = newAmount;
  579. at->firstHPleft = newHP;
  580. if(killed())
  581. at->state -= ALIVE;
  582. }
  583. DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
  584. {
  585. CStack *attacker = gs->curB->getStack(stackAttacking);
  586. if(counter())
  587. attacker->counterAttacks--;
  588. if(shot())
  589. attacker->shots--;
  590. BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
  591. stackAttacked.applyGs(gs);
  592. }
  593. DLL_EXPORT void StartAction::applyGs( CGameState *gs )
  594. {
  595. CStack *st = gs->curB->getStack(ba.stackNumber);
  596. switch(ba.actionType)
  597. {
  598. case 3:
  599. st->state.insert(DEFENDING);
  600. break;
  601. case 8:
  602. st->state.insert(WAITING);
  603. break;
  604. case 2: case 6: case 7: case 9: case 10: case 11:
  605. st->state.insert(MOVED);
  606. break;
  607. }
  608. }
  609. DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
  610. {
  611. CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  612. if(h)
  613. {
  614. h->mana -= VLC->spellh->spells[id].costs[skill];
  615. if(h->mana < 0) h->mana = 0;
  616. }
  617. if(side >= 0 && side < 2)
  618. {
  619. gs->curB->castSpells[side]++;
  620. }
  621. if(gs->curB && id == 35) //dispel
  622. {
  623. for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
  624. {
  625. CStack *s = gs->curB->getStack(*it);
  626. if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
  627. {
  628. s->effects.clear(); //removing all effects
  629. //removing all features from spells
  630. std::vector<StackFeature> tmpFeatures = s->features;
  631. s->features.clear();
  632. for(int i=0; i < tmpFeatures.size(); i++)
  633. {
  634. if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
  635. {
  636. s->features.push_back(tmpFeatures[i]);
  637. }
  638. }
  639. }
  640. }
  641. }
  642. //elemental summoning
  643. if(id >= 66 && id <= 69)
  644. {
  645. int creID;
  646. switch(id)
  647. {
  648. case 66:
  649. creID = 114; //fire elemental
  650. break;
  651. case 67:
  652. creID = 113; //earth elemental
  653. break;
  654. case 68:
  655. creID = 115; //water elemental
  656. break;
  657. case 69:
  658. creID = 112; //air elemental
  659. break;
  660. }
  661. const int3 & tile = gs->curB->tile;
  662. TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;
  663. int pos; //position of stack on the battlefield - to be calculated
  664. bool ac[BFIELD_SIZE];
  665. std::set<int> occupyable;
  666. bool twoHex = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::DOUBLE_WIDE);
  667. bool flying = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::FLYING);
  668. gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
  669. for(int g=0; g<BFIELD_SIZE; ++g)
  670. {
  671. if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )
  672. {
  673. pos = g;
  674. break;
  675. }
  676. }
  677. CStack * summonedStack = BattleInfo::generateNewStack(h, creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], gs->curB->stacks.size(), !side, 255, ter, pos);
  678. summonedStack->features.push_back( makeFeature(StackFeature::SUMMONED, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::BONUS_FROM_HERO) );
  679. gs->curB->stacks.push_back(summonedStack);
  680. }
  681. }
  682. static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0)
  683. {
  684. return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);
  685. }
  686. static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse)
  687. {
  688. std::vector<StackFeature> sf;
  689. switch(sse.id)
  690. {
  691. case 27: //shield
  692. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  693. break;
  694. case 28: //air shield
  695. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  696. break;
  697. case 30: //protection from air
  698. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  699. break;
  700. case 31: //protection from fire
  701. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  702. break;
  703. case 32: //protection from water
  704. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  705. break;
  706. case 33: //protection from earth
  707. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  708. break;
  709. case 34: //anti-magic
  710. sf.push_back(featureGenerator(StackFeature::LEVEL_SPELL_IMMUNITY, 0, VLC->spellh->spells[sse.id].powers[sse.level] - 1, sse.turnsRemain));
  711. break;
  712. case 41: //bless
  713. sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  714. break;
  715. case 42: //curse
  716. sf.push_back(featureGenerator(StackFeature::ALWAYS_MINIMUM_DAMAGE, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain, sse.level >= 2 ? 20 : 0));
  717. break;
  718. case 43: //bloodlust
  719. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  720. break;
  721. case 44: //precision
  722. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  723. break;
  724. case 45: //weakness
  725. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  726. break;
  727. case 46: //stone skin
  728. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  729. break;
  730. case 47: //disrupting ray
  731. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  732. break;
  733. case 48: //prayer
  734. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  735. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  736. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  737. break;
  738. case 49: //mirth
  739. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  740. break;
  741. case 50: //sorrow
  742. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  743. break;
  744. case 51: //fortune
  745. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  746. break;
  747. case 52: //misfortune
  748. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  749. break;
  750. case 53: //haste
  751. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  752. break;
  753. case 54: //slow
  754. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * VLC->spellh->spells[sse.id].powers[sse.level]));
  755. break;
  756. case 55: //slayer
  757. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  758. break;
  759. case 61: //forgetfulness
  760. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  761. break;
  762. case 56: //frenzy
  763. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  764. break;
  765. }
  766. //setting positiveness
  767. for(int g=0; g<sf.size(); ++g)
  768. {
  769. sf[g].positiveness = VLC->spellh->spells[sse.id].positiveness;
  770. }
  771. return sf;
  772. }
  773. void actualizeEffect(CStack * s, CStack::StackEffect & ef)
  774. {
  775. //actualizing effects vector
  776. for(int g=0; g<s->effects.size(); ++g)
  777. {
  778. if(s->effects[g].id == ef.id)
  779. {
  780. s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
  781. }
  782. }
  783. //actualizing features vector
  784. std::vector<StackFeature> sf = stackEffectToFeature(ef);
  785. for(int b=0; b<sf.size(); ++b)
  786. {
  787. for(int g=0; g<s->features.size(); ++g)
  788. {
  789. if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)
  790. {
  791. s->features[g].turnsRemain = std::max(s->features[g].turnsRemain, ef.turnsRemain);
  792. }
  793. }
  794. }
  795. }
  796. bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
  797. {
  798. for(int g=0; g<vec.size(); ++g)
  799. {
  800. if(vec[g].id == effectId)
  801. return true;
  802. }
  803. return false;
  804. }
  805. DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
  806. {
  807. BOOST_FOREACH(ui32 id, stacks)
  808. {
  809. CStack *s = gs->curB->getStack(id);
  810. if(s)
  811. {
  812. if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
  813. {
  814. s->effects.push_back(effect);
  815. std::vector<StackFeature> sf = stackEffectToFeature(effect);
  816. for(int n=0; n<sf.size(); ++n)
  817. {
  818. s->features.push_back(sf[n]);
  819. }
  820. }
  821. else //just actualize
  822. {
  823. actualizeEffect(s, effect);
  824. }
  825. }
  826. else
  827. tlog1 << "Cannot find stack " << id << std::endl;
  828. }
  829. }
  830. DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
  831. {
  832. BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
  833. stackAttacked.applyGs(gs);
  834. }
  835. DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
  836. {
  837. for(int g=0; g<healedStacks.size(); ++g)
  838. {
  839. CStack * changedStack = gs->curB->stacks[healedStacks[g].stackID];
  840. if(!changedStack->alive())
  841. {
  842. changedStack->state.insert(ALIVE);
  843. }
  844. int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
  845. changedStack->amount += healedStacks[g].healedHP / changedStack->MaxHealth();
  846. changedStack->firstHPleft += healedStacks[g].healedHP - changedStack->amount * changedStack->MaxHealth();
  847. if(changedStack->firstHPleft > changedStack->MaxHealth())
  848. {
  849. changedStack->firstHPleft -= changedStack->MaxHealth();
  850. changedStack->amount += 1;
  851. }
  852. //removal of negative effects
  853. {
  854. for(int h=0; h<changedStack->effects.size(); ++h)
  855. {
  856. if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
  857. {
  858. changedStack->effects.erase(changedStack->effects.begin() + h);
  859. }
  860. }
  861. //removing all features from negative spells
  862. std::vector<StackFeature> tmpFeatures = changedStack->features;
  863. changedStack->features.clear();
  864. for(int i=0; i < tmpFeatures.size(); i++)
  865. {
  866. if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT || tmpFeatures[i].positiveness >= 0)
  867. {
  868. changedStack->features.push_back(tmpFeatures[i]);
  869. }
  870. }
  871. }
  872. }
  873. }
  874. DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
  875. {
  876. gs->currentPlayer = player;
  877. }
  878. DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
  879. {
  880. gs->getPlayer(player)->currentSelection = id;
  881. }