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vcmi/lib/NetPacksLib.cpp

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#define VCMI_DLL
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#include "NetPacks.h"
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#include "../hch/CGeneralTextHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CArtHandler.h"
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#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
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#include "VCMI_Lib.h"
#include "map.h"
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#include "../hch/CSpellHandler.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string/replace.hpp>
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#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#undef min
#undef max
/*
* 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
*
*/
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
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DLL_EXPORT void SetResource::applyGs( CGameState *gs )
{
assert(player < PLAYER_LIMIT);
amax(val, 0); //new value must be >= 0
gs->getPlayer(player)->resources[resid] = val;
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}
DLL_EXPORT void SetResources::applyGs( CGameState *gs )
{
assert(player < PLAYER_LIMIT);
for(int i=0;i<res.size();i++)
gs->getPlayer(player)->resources[i] = res[i];
}
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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;
if(hero->secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once
{
tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
hero->secSkills[i].second = 3;
}
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}
}
}
}
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);
amax(val, 0); //not less than 0
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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;
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}
DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
{
gs->getPlayer(player)->availableHeroes.clear();
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CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
gs->getPlayer(player)->availableHeroes.push_back(h);
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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);
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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);
std::string &descr = h->bonuses.back().description;
if(!bdescr.message.size()
&& bonus.source == HeroBonus::OBJECT
&& (bonus.type == HeroBonus::LUCK || bonus.type == HeroBonus::MORALE || bonus.type == HeroBonus::MORALE_AND_LUCK)
&& gs->map->objects[bonus.id]->ID == 26) //it's morale/luck bonus from an event without description
{
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
else
{
bdescr.toString(descr);
}
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}
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 PlayerEndsGame::applyGs( CGameState *gs )
{
PlayerState *p = gs->getPlayer(player);
p->status = victory ? 2 : 1;
}
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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);
h->tempOwner = 255; //no one owns beaten hero
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if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = NULL;
else
h->visitedTown->visitingHero = NULL;
h->visitedTown = NULL;
}
//TODO: add to the pool?
}
else if (obj->ID==CREI_TYPE) //only fixed monsters can be a part of quest
{
CGCreature *cre = static_cast<CGCreature*>(obj);
gs->map->monsters[cre->identifier]->pos = int3 (-1,-1,-1); //use nonexistent monster for quest :>
}
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gs->map->objects[id] = NULL;
//unblock tiles
if(obj->defInfo)
{
gs->map->removeBlockVisTiles(obj);
}
}
static int getDir(int3 src, int3 dst)
{
int ret = -1;
if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
{
ret = 1;
}
else if(dst.x == src.x && dst.y+1 == src.y) //t
{
ret = 2;
}
else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
{
ret = 3;
}
else if(dst.x-1 == src.x && dst.y == src.y) //r
{
ret = 4;
}
else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
{
ret = 5;
}
else if(dst.x == src.x && dst.y-1 == src.y) //b
{
ret = 6;
}
else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
{
ret = 7;
}
else if(dst.x+1 == src.x && dst.y == src.y) //l
{
ret = 8;
}
return ret;
}
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void TryMoveHero::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(id);
h->movement = movePoints;
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
h->moveDir = getDir(start,end);
if(result == EMBARK) //hero enters boat at dest tile
{
const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
h->boat = boat;
boat->hero = h;
}
else if(result == DISEMBARK) //hero leaves boat to dest tile
{
h->boat->direction = h->moveDir;
h->boat->pos = start;
h->boat->hero = NULL;
gs->map->addBlockVisTiles(h->boat);
h->boat = NULL;
}
if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
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{
gs->map->removeBlockVisTiles(h);
h->pos = end;
if(h->boat)
h->boat->pos = end;
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gs->map->addBlockVisTiles(h);
}
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BOOST_FOREACH(int3 t, fowRevealed)
gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
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}
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);
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BOOST_FOREACH(si32 id,bid)
{
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t->builtBuildings.insert(id);
}
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t->builded = builded;
}
DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
BOOST_FOREACH(si32 id,bid)
{
t->builtBuildings.erase(id);
}
t->destroyed = destroyed; //yeaha
}
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DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
{
CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid]);
assert(dw);
dw->creatures = creatures;
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}
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);
BOOST_FOREACH(ui32 id, equiped)
{
//if hero already had equipped at least one artifact of that type, don't give any new bonuses
if(h->getArtPos(id) >= 0)
continue;
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);
}
}
//update hero data
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h->artifacts = artifacts;
h->artifWorn = artifWorn;
//remove bonus from unequipped artifact
BOOST_FOREACH(ui32 id, unequiped)
{
//if hero still has equipped at least one artifact of that type, don't remove bonuses
if(h->getArtPos(id) >= 0)
continue;
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;
}
}
}
}
DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
{
if(art<0)
{
if(pos<19)
VLC->arth->unequipArtifact(artifWorn, pos);
else
artifacts.erase(artifacts.begin() + (pos - 19));
}
else
{
if (pos < 19) {
VLC->arth->equipArtifact(artifWorn, pos, (ui32) art);
} else { // Goes into the backpack.
if(pos - 19 < artifacts.size())
artifacts.insert(artifacts.begin() + (pos - 19), art);
else
artifacts.push_back(art);
}
}
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}
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DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
{
assert(vstd::contains(gs->hpool.heroesPool, hid));
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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);
h->initObj();
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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);
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gs->map->addBlockVisTiles(h);
h->inTownGarrison = false;
}
DLL_EXPORT void NewObject::applyGs( CGameState *gs )
{
CGObjectInstance *o = NULL;
switch(ID)
{
case 8:
o = new CGBoat();
break;
default:
o = new CGObjectInstance();
break;
}
o->ID = ID;
o->subID = subID;
o->pos = pos;
o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
id = o->id = gs->map->objects.size();
o->hoverName = VLC->generaltexth->names[ID];
gs->map->objects.push_back(o);
gs->map->addBlockVisTiles(o);
o->initObj();
assert(o->defInfo);
}
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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;
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}
for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)
{
assert(i->first < PLAYER_LIMIT);
std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;
for(int j = 0; j < i->second.size(); j++)
playerRes[j] = i->second[j];
}
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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);
//count days without town
for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
if(i->second.towns.size() || gs->day == 1)
i->second.daysWithoutCastle = 0;
else
i->second.daysWithoutCastle++;
}
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}
DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
if(!obj)
{
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tlog1 << "Wrong object ID - property cannot be set!\n";
return;
}
if(what == 1)
{
if(obj->ID == TOWNI_TYPE)
{
CGTownInstance *t = static_cast<CGTownInstance*>(obj);
if(t->tempOwner < PLAYER_LIMIT)
gs->getPlayer(t->tempOwner)->towns -= t;
if(val < PLAYER_LIMIT)
gs->getPlayer(val)->towns.push_back(t);
}
}
obj->setProperty(what,val);
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}
DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
{
name.toString(gs->map->objects[id]->hoverName);
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}
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 )
{
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gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
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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 + s->valOfFeatures(StackFeature::ADDITIONAL_RETALIATION);
//regeneration
if( s->hasFeatureOfType(StackFeature::HP_REGENERATION) && s->alive() )
s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfFeatures(StackFeature::HP_REGENERATION) );
if( s->hasFeatureOfType(StackFeature::FULL_HP_REGENERATION) && s->alive() )
s->firstHPleft = s->MaxHealth();
//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]);
}
//the same as above for features
std::vector<StackFeature> tmpFeatures = s->features;
s->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
if((tmpFeatures[i].duration & StackFeature::N_TURNS) != 0)
{
tmpFeatures[i].turnsRemain--;
if(tmpFeatures[i].turnsRemain > 0)
s->features.push_back(tmpFeatures[i]);
}
else
{
s->features.push_back(tmpFeatures[i]);
}
}
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}
}
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 )
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{
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->curB->heroes[0];
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if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
h = gs->curB->heroes[1];
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if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
delete gs->curB;
gs->curB = NULL;
}
void BattleStackMoved::applyGs( CGameState *gs )
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{
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);
for(int g=0; g<attacker->features.size(); ++g)
{
if((attacker->features[g].duration & StackFeature::UNTIL_ATTACK) != 0)
{
attacker->features.erase(attacker->features.begin() + g);
g = 0;
}
}
for(std::set<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
{
CStack * stack = gs->curB->getStack(it->stackAttacked, false);
for(int g=0; g<stack->features.size(); ++g)
{
if((stack->features[g].duration & StackFeature::UNITL_BEING_ATTACKED) != 0)
{
stack->features.erase(stack->features.begin() + g);
g = 0;
}
}
}
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}
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
{
CStack *st = gs->curB->getStack(ba.stackNumber);
if(ba.actionType != 1) //don't check for stack if it's custom action by hero
assert(st);
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switch(ba.actionType)
{
case 3:
st->state.insert(DEFENDING);
break;
case 8:
st->state.insert(WAITING);
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return;
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case 2: case 6: case 7: case 9: case 10: case 11:
st->state.insert(MOVED);
break;
}
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if(st)
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)
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}
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DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
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{
CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];
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if(h)
{
int spellCost = 0;
if(gs->curB)
{
spellCost = gs->curB->getSpellCost(&VLC->spellh->spells[id], h);
}
else
{
spellCost = VLC->spellh->spells[id].costs[skill];
}
h->mana -= spellCost;
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if(h->mana < 0) h->mana = 0;
}
if(side >= 0 && side < 2)
{
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gs->curB->castSpells[side]++;
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}
if(gs->curB && id == 35) //dispel
{
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for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
{
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CStack *s = gs->curB->getStack(*it);
if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
{
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s->effects.clear(); //removing all effects
//removing all features from spells
std::vector<StackFeature> tmpFeatures = s->features;
s->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
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if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
{
s->features.push_back(tmpFeatures[i]);
}
}
}
}
}
//elemental summoning
if(id >= 66 && id <= 69)
{
int creID;
switch(id)
{
case 66:
creID = 114; //fire elemental
break;
case 67:
creID = 113; //earth elemental
break;
case 68:
creID = 115; //water elemental
break;
case 69:
creID = 112; //air elemental
break;
}
const int3 & tile = gs->curB->tile;
TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;
int pos; //position of stack on the battlefield - to be calculated
bool ac[BFIELD_SIZE];
std::set<int> occupyable;
bool twoHex = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::DOUBLE_WIDE);
bool flying = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::FLYING);
gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
for(int g=0; g<BFIELD_SIZE; ++g)
{
if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )
{
pos = g;
break;
}
}
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CStack * summonedStack = gs->curB->generateNewStack(h, creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], gs->curB->stacks.size(), !side, 255, ter, pos);
summonedStack->features.push_back( makeFeature(StackFeature::SUMMONED, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::BONUS_FROM_HERO) );
gs->curB->stacks.push_back(summonedStack);
}
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}
static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0)
{
return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);
}
static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse)
{
std::vector<StackFeature> sf;
switch(sse.id)
{
case 27: //shield
sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 28: //air shield
sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 30: //protection from air
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 31: //protection from fire
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 32: //protection from water
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 33: //protection from earth
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 34: //anti-magic
sf.push_back(featureGenerator(StackFeature::LEVEL_SPELL_IMMUNITY, 0, VLC->spellh->spells[sse.id].powers[sse.level] - 1, sse.turnsRemain));
break;
case 41: //bless
sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 42: //curse
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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));
break;
case 43: //bloodlust
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 44: //precision
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 45: //weakness
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 46: //stone skin
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 47: //disrupting ray
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 48: //prayer
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 49: //mirth
sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 50: //sorrow
sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 51: //fortune
sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 52: //misfortune
sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 53: //haste
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 54: //slow
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sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * ( 100 - VLC->spellh->spells[sse.id].powers[sse.level] ) ));
break;
case 55: //slayer
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 56: //frenzy
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 58: //counterstrike
sf.push_back(featureGenerator(StackFeature::ADDITIONAL_RETALIATION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 59: //bersek
sf.push_back(featureGenerator(StackFeature::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain));
break;
case 60: //hypnotize
sf.push_back(featureGenerator(StackFeature::HYPNOTIZED, 0, sse.level, sse.turnsRemain));
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 62: //blind
sf.push_back(makeFeature(StackFeature::NOT_ACTIVE, StackFeature::UNITL_BEING_ATTACKED | StackFeature::N_TURNS, 0, 0, StackFeature::SPELL_EFFECT, sse.turnsRemain, 0));
sf.push_back(makeFeature(StackFeature::GENERAL_ATTACK_REDUCTION, StackFeature::UNTIL_ATTACK | StackFeature::N_TURNS, 0, VLC->spellh->spells[sse.id].powers[sse.level], StackFeature::SPELL_EFFECT, sse.turnsRemain, 0));
break;
}
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//setting positiveness
for(int g=0; g<sf.size(); ++g)
{
sf[g].positiveness = VLC->spellh->spells[sse.id].positiveness;
}
return sf;
}
void actualizeEffect(CStack * s, CStack::StackEffect & ef)
{
//actualizing effects vector
for(int g=0; g<s->effects.size(); ++g)
{
if(s->effects[g].id == ef.id)
{
s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
}
}
//actualizing features vector
std::vector<StackFeature> sf = stackEffectToFeature(ef);
for(int b=0; b<sf.size(); ++b)
{
for(int g=0; g<s->features.size(); ++g)
{
if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)
{
s->features[g].turnsRemain = std::max(s->features[g].turnsRemain, ef.turnsRemain);
}
}
}
}
bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
{
for(int g=0; g<vec.size(); ++g)
{
if(vec[g].id == effectId)
return true;
}
return false;
}
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DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
{
BOOST_FOREACH(ui32 id, stacks)
{
CStack *s = gs->curB->getStack(id);
if(s)
{
if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
{
s->effects.push_back(effect);
std::vector<StackFeature> sf = stackEffectToFeature(effect);
for(int n=0; n<sf.size(); ++n)
{
s->features.push_back(sf[n]);
}
}
else //just actualize
{
actualizeEffect(s, effect);
}
}
else
tlog1 << "Cannot find stack " << id << std::endl;
}
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}
DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
{
BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
stackAttacked.applyGs(gs);
}
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DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
{
for(int g=0; g<healedStacks.size(); ++g)
{
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CStack * changedStack = gs->curB->getStack(healedStacks[g].stackID, false);
//checking if we resurrect a stack that is under a living stack
std::vector<int> access = gs->curB->getAccessibility(changedStack->ID, true);
bool acc[BFIELD_SIZE];
for(int h=0; h<BFIELD_SIZE; ++h)
acc[h] = false;
for(int h=0; h<access.size(); ++h)
acc[access[h]] = true;
if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,
changedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), changedStack->attackerOwned,
changedStack->hasFeatureOfType(StackFeature::FLYING), true))
return; //position is already occupied
//applying changes
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bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
if(!changedStack->alive())
{
changedStack->state.insert(ALIVE);
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if(healedStacks[g].lowLevelResurrection)
changedStack->features.push_back( makeFeature(StackFeature::SUMMONED, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::BONUS_FROM_HERO) );
}
int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
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int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->amount );
changedStack->amount += res;
changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();
if(changedStack->firstHPleft > changedStack->MaxHealth())
{
changedStack->firstHPleft -= changedStack->MaxHealth();
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if(changedStack->baseAmount > changedStack->amount)
{
changedStack->amount += 1;
}
}
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amin(changedStack->firstHPleft, changedStack->MaxHealth());
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//removal of negative effects
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if(resurrected)
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{
for(int h=0; h<changedStack->effects.size(); ++h)
{
if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
{
changedStack->effects.erase(changedStack->effects.begin() + h);
}
}
//removing all features from negative spells
std::vector<StackFeature> tmpFeatures = changedStack->features;
changedStack->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT || tmpFeatures[i].positiveness >= 0)
{
changedStack->features.push_back(tmpFeatures[i]);
}
}
}
}
}
DLL_EXPORT void ObstaclesRemoved::applyGs( CGameState *gs )
{
if(gs->curB) //if there is a battle
{
for(std::set<si32>::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it)
{
for(int i=0; i<gs->curB->obstacles.size(); ++i)
{
if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle
{
gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
break;
}
}
}
}
}
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DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
{
if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
{
for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
{
gs->curB->si.wallState[it->first.first] =
std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
}
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}
}
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DLL_EXPORT void BattleStacksRemoved::applyGs( CGameState *gs )
{
if(!gs->curB)
return;
for(std::set<ui32>::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack
{
for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
{
if(gs->curB->stacks[b]->ID == *it) //if found
{
gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove
break;
}
}
}
}
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DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
{
gs->currentPlayer = player;
}
DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
{
gs->getPlayer(player)->currentSelection = id;
}