NetPacksLib.cpp 22 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(start!=end && (result == SUCCESS || result == TELEPORTATION))
  265. {
  266. gs->map->removeBlockVisTiles(h);
  267. h->pos = end;
  268. gs->map->addBlockVisTiles(h);
  269. }
  270. BOOST_FOREACH(int3 t, fowRevealed)
  271. gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
  272. if(result == SUCCESS || result == BLOCKING_VISIT)
  273. h->moveDir = getDir(start,end);
  274. }
  275. DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
  276. {
  277. for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  278. {
  279. CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
  280. ai->army = i->second;
  281. if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
  282. const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
  283. else if(ai->ID==HEROI_TYPE)
  284. {
  285. CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
  286. if(h->visitedTown && h->inTownGarrison)
  287. h->visitedTown->army = i->second;
  288. }
  289. }
  290. }
  291. DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
  292. {
  293. CGTownInstance*t = gs->getTown(tid);
  294. BOOST_FOREACH(si32 id,bid)
  295. t->builtBuildings.insert(id);
  296. t->builded = builded;
  297. }
  298. DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
  299. {
  300. gs->getTown(tid)->creatures = creatures;
  301. }
  302. DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
  303. {
  304. CGTownInstance *t = gs->getTown(tid);
  305. CGHeroInstance *v = gs->getHero(visiting),
  306. *g = gs->getHero(garrison);
  307. t->visitingHero = v;
  308. t->garrisonHero = g;
  309. if(v)
  310. {
  311. v->visitedTown = t;
  312. v->inTownGarrison = false;
  313. gs->map->addBlockVisTiles(v);
  314. }
  315. if(g)
  316. {
  317. g->visitedTown = t;
  318. g->inTownGarrison = true;
  319. gs->map->removeBlockVisTiles(g);
  320. }
  321. }
  322. DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
  323. {
  324. CGHeroInstance *h = gs->getHero(hid);
  325. std::vector<ui32> equiped, unequiped;
  326. for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
  327. if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
  328. unequiped.push_back(i->second);
  329. for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
  330. if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
  331. equiped.push_back(i->second);
  332. BOOST_FOREACH(ui32 id, equiped)
  333. {
  334. //if hero already had equipped at least one artifact of that type, don't give any new bonuses
  335. if(h->getArtPos(id) >= 0)
  336. continue;
  337. CArtifact &art = VLC->arth->artifacts[id];
  338. for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
  339. {
  340. gained.push_back(&*i);
  341. h->bonuses.push_back(*i);
  342. }
  343. }
  344. //update hero data
  345. h->artifacts = artifacts;
  346. h->artifWorn = artifWorn;
  347. //remove bonus from unequipped artifact
  348. BOOST_FOREACH(ui32 id, unequiped)
  349. {
  350. //if hero still has equipped at least one artifact of that type, don't remove bonuses
  351. if(h->getArtPos(id) >= 0)
  352. continue;
  353. while(1)
  354. {
  355. std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));
  356. if(hlp != h->bonuses.end())
  357. {
  358. lost.push_back(&*hlp);
  359. h->bonuses.erase(hlp);
  360. }
  361. else
  362. {
  363. break;
  364. }
  365. }
  366. }
  367. }
  368. DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
  369. {
  370. if(art<0)
  371. {
  372. if(pos<19)
  373. artifWorn.erase(pos);
  374. else
  375. artifacts -= artifacts[pos-19];
  376. }
  377. else
  378. {
  379. if(pos<19)
  380. artifWorn[pos] = art;
  381. else
  382. if(pos-19 < artifacts.size())
  383. artifacts[pos-19] = art;
  384. else
  385. artifacts.push_back(art);
  386. }
  387. }
  388. DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
  389. {
  390. CGHeroInstance *h = gs->hpool.heroesPool[hid];
  391. CGTownInstance *t = gs->getTown(tid);
  392. h->setOwner(player);
  393. h->pos = tile;
  394. h->movement = h->maxMovePoints(true);
  395. gs->hpool.heroesPool.erase(hid);
  396. if(h->id < 0)
  397. {
  398. h->id = gs->map->objects.size();
  399. gs->map->objects.push_back(h);
  400. }
  401. else
  402. gs->map->objects[h->id] = h;
  403. h->initHeroDefInfo();
  404. gs->map->heroes.push_back(h);
  405. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  406. gs->map->addBlockVisTiles(h);
  407. t->visitingHero = h;
  408. h->visitedTown = t;
  409. h->inTownGarrison = false;
  410. }
  411. DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
  412. {
  413. CGHeroInstance *h = gs->getHero(id);
  414. gs->map->removeBlockVisTiles(h,true);
  415. h->setOwner(player);
  416. h->movement = h->maxMovePoints(true);
  417. h->initHeroDefInfo();
  418. gs->map->heroes.push_back(h);
  419. gs->getPlayer(h->getOwner())->heroes.push_back(h);
  420. gs->map->addBlockVisTiles(h);
  421. h->inTownGarrison = false;
  422. }
  423. DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
  424. {
  425. gs->day = day;
  426. BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
  427. {
  428. CGHeroInstance *hero = gs->getHero(h.id);
  429. hero->movement = h.move;
  430. hero->mana = h.mana;
  431. }
  432. BOOST_FOREACH(SetResources h, res) //give resources
  433. h.applyGs(gs);
  434. BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
  435. h.applyGs(gs);
  436. if(resetBuilded) //reset amount of structures set in this turn in towns
  437. BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
  438. t->builded = 0;
  439. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  440. h->bonuses.remove_if(HeroBonus::OneDay);
  441. if(gs->getDate(1) == 7) //new week
  442. BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
  443. h->bonuses.remove_if(HeroBonus::OneWeek);
  444. }
  445. DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
  446. {
  447. CGObjectInstance *obj = gs->map->objects[id];
  448. if(!obj)
  449. tlog1 << "Wrong object ID - property cannot be set!\n";
  450. else
  451. obj->setProperty(what,val);
  452. }
  453. DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
  454. {
  455. name.toString(gs->map->objects[id]->hoverName);
  456. }
  457. DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
  458. {
  459. gs->getHero(heroid)->level = level;
  460. }
  461. DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
  462. {
  463. gs->curB = info;
  464. }
  465. DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
  466. {
  467. gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
  468. gs->curB->round = round;
  469. BOOST_FOREACH(CStack *s, gs->curB->stacks)
  470. {
  471. s->state -= DEFENDING;
  472. s->state -= WAITING;
  473. s->state -= MOVED;
  474. s->state -= HAD_MORALE;
  475. s->counterAttacks = 1;
  476. //remove effects and restore only those with remaining turns in duration
  477. std::vector<CStack::StackEffect> tmpEffects = s->effects;
  478. s->effects.clear();
  479. for(int i=0; i < tmpEffects.size(); i++)
  480. {
  481. tmpEffects[i].turnsRemain--;
  482. if(tmpEffects[i].turnsRemain > 0)
  483. s->effects.push_back(tmpEffects[i]);
  484. }
  485. //the same as above for features
  486. std::vector<StackFeature> tmpFeatures = s->features;
  487. s->features.clear();
  488. for(int i=0; i < tmpFeatures.size(); i++)
  489. {
  490. if(tmpFeatures[i].duration == StackFeature::N_TURNS)
  491. {
  492. tmpFeatures[i].turnsRemain--;
  493. if(tmpFeatures[i].turnsRemain > 0)
  494. s->features.push_back(tmpFeatures[i]);
  495. }
  496. else
  497. {
  498. s->features.push_back(tmpFeatures[i]);
  499. }
  500. }
  501. }
  502. }
  503. DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
  504. {
  505. gs->curB->activeStack = stack;
  506. CStack *st = gs->curB->getStack(stack);
  507. if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
  508. st->state.insert(HAD_MORALE);
  509. }
  510. void BattleResult::applyGs( CGameState *gs )
  511. {
  512. for(unsigned i=0;i<gs->curB->stacks.size();i++)
  513. delete gs->curB->stacks[i];
  514. //remove any "until next battle" bonuses
  515. CGHeroInstance *h;
  516. h = gs->getHero(gs->curB->hero1);
  517. if(h)
  518. h->bonuses.remove_if(HeroBonus::OneBattle);
  519. h = gs->getHero(gs->curB->hero2);
  520. if(h)
  521. h->bonuses.remove_if(HeroBonus::OneBattle);
  522. delete gs->curB;
  523. gs->curB = NULL;
  524. }
  525. void BattleStackMoved::applyGs( CGameState *gs )
  526. {
  527. gs->curB->getStack(stack)->position = tile;
  528. }
  529. DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
  530. {
  531. CStack * at = gs->curB->getStack(stackAttacked);
  532. at->amount = newAmount;
  533. at->firstHPleft = newHP;
  534. if(killed())
  535. at->state -= ALIVE;
  536. }
  537. DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
  538. {
  539. CStack *attacker = gs->curB->getStack(stackAttacking);
  540. if(counter())
  541. attacker->counterAttacks--;
  542. if(shot())
  543. attacker->shots--;
  544. BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
  545. stackAttacked.applyGs(gs);
  546. }
  547. DLL_EXPORT void StartAction::applyGs( CGameState *gs )
  548. {
  549. CStack *st = gs->curB->getStack(ba.stackNumber);
  550. switch(ba.actionType)
  551. {
  552. case 3:
  553. st->state.insert(DEFENDING);
  554. break;
  555. case 8:
  556. st->state.insert(WAITING);
  557. break;
  558. case 2: case 6: case 7: case 9: case 10: case 11:
  559. st->state.insert(MOVED);
  560. break;
  561. }
  562. }
  563. DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
  564. {
  565. CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  566. if(h)
  567. {
  568. h->mana -= VLC->spellh->spells[id].costs[skill];
  569. if(h->mana < 0) h->mana = 0;
  570. }
  571. if(side >= 0 && side < 2)
  572. {
  573. gs->curB->castSpells[side]++;
  574. }
  575. if(gs->curB && id == 35) //dispel
  576. {
  577. CStack *s = gs->curB->getStackT(tile);
  578. if(s)
  579. {
  580. s->effects.clear(); //removing all effects
  581. //removing all features from spells
  582. std::vector<StackFeature> tmpFeatures = s->features;
  583. s->features.clear();
  584. for(int i=0; i < tmpFeatures.size(); i++)
  585. {
  586. if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
  587. {
  588. s->features.push_back(tmpFeatures[i]);
  589. }
  590. }
  591. }
  592. }
  593. }
  594. static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0)
  595. {
  596. return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);
  597. }
  598. static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse)
  599. {
  600. std::vector<StackFeature> sf;
  601. switch(sse.id)
  602. {
  603. case 27: //shield
  604. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  605. break;
  606. case 28: //air shield
  607. sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  608. break;
  609. case 30: //protection from air
  610. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  611. break;
  612. case 31: //protection from fire
  613. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  614. break;
  615. case 32: //protection from water
  616. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  617. break;
  618. case 33: //protection from earth
  619. sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  620. break;
  621. case 41: //bless
  622. sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  623. break;
  624. case 42: //curse
  625. 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));
  626. break;
  627. case 43: //bloodlust
  628. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  629. break;
  630. case 44: //precision
  631. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  632. break;
  633. case 45: //weakness
  634. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  635. break;
  636. case 46: //stone skin
  637. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  638. break;
  639. case 47: //disrupting ray
  640. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  641. break;
  642. case 48: //prayer
  643. sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  644. sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  645. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  646. break;
  647. case 49: //mirth
  648. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  649. break;
  650. case 50: //sorrow
  651. sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  652. break;
  653. case 51: //fortune
  654. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  655. break;
  656. case 52: //misfortune
  657. sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  658. break;
  659. case 53: //haste
  660. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
  661. break;
  662. case 54: //slow
  663. sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * VLC->spellh->spells[sse.id].powers[sse.level]));
  664. break;
  665. case 55: //slayer
  666. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  667. break;
  668. case 61: //forgetfulness
  669. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  670. break;
  671. case 56: //frenzy
  672. sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
  673. break;
  674. }
  675. return sf;
  676. }
  677. void actualizeEffect(CStack * s, CStack::StackEffect & ef)
  678. {
  679. //actualizing effects vector
  680. for(int g=0; g<s->effects.size(); ++g)
  681. {
  682. if(s->effects[g].id == ef.id)
  683. {
  684. s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
  685. }
  686. }
  687. //actualizing features vector
  688. std::vector<StackFeature> sf = stackEffectToFeature(ef);
  689. for(int b=0; b<sf.size(); ++b)
  690. {
  691. for(int g=0; g<s->features.size(); ++g)
  692. {
  693. if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)
  694. {
  695. s->features[g].turnsRemain = std::max(s->features[g].turnsRemain, ef.turnsRemain);
  696. }
  697. }
  698. }
  699. }
  700. bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
  701. {
  702. for(int g=0; g<vec.size(); ++g)
  703. {
  704. if(vec[g].id == effectId)
  705. return true;
  706. }
  707. return false;
  708. }
  709. DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
  710. {
  711. BOOST_FOREACH(ui32 id, stacks)
  712. {
  713. CStack *s = gs->curB->getStack(id);
  714. if(s)
  715. {
  716. if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
  717. {
  718. s->effects.push_back(effect);
  719. std::vector<StackFeature> sf = stackEffectToFeature(effect);
  720. for(int n=0; n<sf.size(); ++n)
  721. {
  722. s->features.push_back(sf[n]);
  723. }
  724. }
  725. else //just actualize
  726. {
  727. actualizeEffect(s, effect);
  728. }
  729. }
  730. else
  731. tlog1 << "Cannot find stack " << id << std::endl;
  732. }
  733. }
  734. DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
  735. {
  736. BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
  737. stackAttacked.applyGs(gs);
  738. }
  739. DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
  740. {
  741. gs->currentPlayer = player;
  742. }
  743. DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
  744. {
  745. gs->getPlayer(player)->currentSelection = id;
  746. }