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/*
* 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
*
*/
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# include "StdInc.h"
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# include "NetPacks.h"
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# include "CGeneralTextHandler.h"
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# include "mapObjects/CObjectClassesHandler.h"
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# include "CArtHandler.h"
# include "CHeroHandler.h"
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# include "mapObjects/CObjectHandler.h"
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# include "CModHandler.h"
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# include "VCMI_Lib.h"
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# include "mapping/CMap.h"
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# include "spells/CSpellHandler.h"
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# include "CCreatureHandler.h"
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# include "CGameState.h"
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# include "CStack.h"
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# include "battle/BattleInfo.h"
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# include "CTownHandler.h"
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# include "mapping/CMapInfo.h"
# include "StartInfo.h"
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# include "CPlayerState.h"
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# undef min
# undef max
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std : : ostream & operator < < ( std : : ostream & out , const CPack * pack )
{
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return out < < ( pack ? pack - > toString ( ) : " <nullptr> " ) ;
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}
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DLL_LINKAGE void SetResources : : applyGs ( CGameState * gs )
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{
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assert ( player < PlayerColor : : PLAYER_LIMIT ) ;
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if ( abs )
gs - > getPlayer ( player ) - > resources = res ;
else
gs - > getPlayer ( player ) - > resources + = res ;
//just ensure that player resources are not negative
//server is responsible to check if player can afford deal
//but events on server side are allowed to take more than player have
gs - > getPlayer ( player ) - > resources . positive ( ) ;
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}
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DLL_LINKAGE void SetPrimSkill : : applyGs ( CGameState * gs )
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{
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CGHeroInstance * hero = gs - > getHero ( id ) ;
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assert ( hero ) ;
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hero - > setPrimarySkill ( which , val , abs ) ;
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}
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DLL_LINKAGE void SetSecSkill : : applyGs ( CGameState * gs )
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{
CGHeroInstance * hero = gs - > getHero ( id ) ;
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hero - > setSecSkillLevel ( which , val , abs ) ;
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}
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DLL_LINKAGE SelectMap : : SelectMap ( const CMapInfo & src )
{
mapInfo = & src ;
free = false ;
}
DLL_LINKAGE SelectMap : : SelectMap ( )
{
mapInfo = nullptr ;
free = true ;
}
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DLL_LINKAGE SelectMap : : ~ SelectMap ( )
{
if ( free )
delete mapInfo ;
}
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DLL_LINKAGE UpdateStartOptions : : UpdateStartOptions ( StartInfo & src )
{
options = & src ;
free = false ;
}
DLL_LINKAGE UpdateStartOptions : : UpdateStartOptions ( )
{
options = nullptr ;
free = true ;
}
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DLL_LINKAGE UpdateStartOptions : : ~ UpdateStartOptions ( )
{
if ( free )
delete options ;
}
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DLL_LINKAGE void SetCommanderProperty : : applyGs ( CGameState * gs )
{
CCommanderInstance * commander = gs - > getHero ( heroid ) - > commander ;
assert ( commander ) ;
switch ( which )
{
case BONUS :
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commander - > accumulateBonus ( std : : make_shared < Bonus > ( accumulatedBonus ) ) ;
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break ;
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case SPECIAL_SKILL :
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commander - > accumulateBonus ( std : : make_shared < Bonus > ( accumulatedBonus ) ) ;
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commander - > specialSKills . insert ( additionalInfo ) ;
break ;
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case SECONDARY_SKILL :
commander - > secondarySkills [ additionalInfo ] = amount ;
break ;
case ALIVE :
if ( amount )
commander - > setAlive ( true ) ;
else
commander - > setAlive ( false ) ;
break ;
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case EXPERIENCE :
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commander - > giveStackExp ( amount ) ; //TODO: allow setting exp for stacks via netpacks
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break ;
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}
}
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DLL_LINKAGE void AddQuest : : applyGs ( CGameState * gs )
{
assert ( vstd : : contains ( gs - > players , player ) ) ;
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auto vec = & gs - > players [ player ] . quests ;
if ( ! vstd : : contains ( * vec , quest ) )
vec - > push_back ( quest ) ;
else
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logNetwork - > warn ( " Warning! Attempt to add duplicated quest " ) ;
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}
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DLL_LINKAGE void UpdateArtHandlerLists : : applyGs ( CGameState * gs )
{
VLC - > arth - > minors = minors ;
VLC - > arth - > majors = majors ;
VLC - > arth - > treasures = treasures ;
VLC - > arth - > relics = relics ;
}
DLL_LINKAGE void UpdateMapEvents : : applyGs ( CGameState * gs )
{
gs - > map - > events = events ;
}
DLL_LINKAGE void UpdateCastleEvents : : applyGs ( CGameState * gs )
{
auto t = gs - > getTown ( town ) ;
t - > events = events ;
}
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DLL_LINKAGE void ChangeFormation : : applyGs ( CGameState * gs )
{
gs - > getHero ( hid ) - > setFormation ( formation ) ;
}
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DLL_LINKAGE void HeroVisitCastle : : applyGs ( CGameState * gs )
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{
CGHeroInstance * h = gs - > getHero ( hid ) ;
CGTownInstance * t = gs - > getTown ( tid ) ;
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assert ( h ) ;
assert ( t ) ;
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if ( start ( ) )
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t - > setVisitingHero ( h ) ;
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else
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t - > setVisitingHero ( nullptr ) ;
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}
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DLL_LINKAGE void ChangeSpells : : applyGs ( CGameState * gs )
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{
CGHeroInstance * hero = gs - > getHero ( hid ) ;
if ( learn )
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for ( auto sid : spells )
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hero - > spells . insert ( sid ) ;
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else
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for ( auto sid : spells )
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hero - > spells . erase ( sid ) ;
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}
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DLL_LINKAGE void SetMana : : applyGs ( CGameState * gs )
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{
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CGHeroInstance * hero = gs - > getHero ( hid ) ;
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assert ( hero ) ;
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if ( absolute )
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hero - > mana = val ;
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else
hero - > mana + = val ;
vstd : : amax ( hero - > mana , 0 ) ; //not less than 0
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}
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DLL_LINKAGE void SetMovePoints : : applyGs ( CGameState * gs )
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{
CGHeroInstance * hero = gs - > getHero ( hid ) ;
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assert ( hero ) ;
if ( absolute )
hero - > movement = val ;
else
hero - > movement + = val ;
vstd : : amax ( hero - > movement , 0 ) ; //not less than 0
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}
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DLL_LINKAGE void FoWChange : : applyGs ( CGameState * gs )
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{
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TeamState * team = gs - > getPlayerTeam ( player ) ;
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for ( int3 t : tiles )
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team - > fogOfWarMap [ t . x ] [ t . y ] [ t . z ] = mode ;
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if ( mode = = 0 ) //do not hide too much
{
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std : : unordered_set < int3 , ShashInt3 > tilesRevealed ;
for ( auto & elem : gs - > map - > objects )
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{
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const CGObjectInstance * o = elem ;
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if ( o )
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{
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switch ( o - > ID )
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{
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case Obj : : HERO :
case Obj : : MINE :
case Obj : : TOWN :
case Obj : : ABANDONED_MINE :
if ( vstd : : contains ( team - > players , o - > tempOwner ) ) //check owned observators
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gs - > getTilesInRange ( tilesRevealed , o - > getSightCenter ( ) , o - > getSightRadius ( ) , o - > tempOwner , 1 ) ;
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break ;
}
}
}
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for ( int3 t : tilesRevealed ) //probably not the most optimal solution ever
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team - > fogOfWarMap [ t . x ] [ t . y ] [ t . z ] = 1 ;
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}
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}
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DLL_LINKAGE void SetAvailableHeroes : : applyGs ( CGameState * gs )
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{
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PlayerState * p = gs - > getPlayer ( player ) ;
p - > availableHeroes . clear ( ) ;
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for ( int i = 0 ; i < GameConstants : : AVAILABLE_HEROES_PER_PLAYER ; i + + )
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{
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CGHeroInstance * h = ( hid [ i ] > = 0 ? gs - > hpool . heroesPool [ hid [ i ] ] . get ( ) : nullptr ) ;
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if ( h & & army [ i ] )
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h - > setToArmy ( army [ i ] ) ;
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p - > availableHeroes . push_back ( h ) ;
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}
}
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DLL_LINKAGE void GiveBonus : : applyGs ( CGameState * gs )
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{
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CBonusSystemNode * cbsn = nullptr ;
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switch ( who )
{
case HERO :
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cbsn = gs - > getHero ( ObjectInstanceID ( id ) ) ;
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break ;
case PLAYER :
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cbsn = gs - > getPlayer ( PlayerColor ( id ) ) ;
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break ;
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case TOWN :
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cbsn = gs - > getTown ( ObjectInstanceID ( id ) ) ;
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break ;
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}
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assert ( cbsn ) ;
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if ( Bonus : : OneWeek ( & bonus ) )
bonus . turnsRemain = 8 - gs - > getDate ( Date : : DAY_OF_WEEK ) ; // set correct number of days before adding bonus
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auto b = std : : make_shared < Bonus > ( bonus ) ;
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cbsn - > addNewBonus ( b ) ;
std : : string & descr = b - > description ;
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if ( ! bdescr . message . size ( )
& & bonus . source = = Bonus : : OBJECT
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& & ( bonus . type = = Bonus : : LUCK | | bonus . type = = Bonus : : MORALE ) )
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{
descr = VLC - > generaltexth - > arraytxt [ bonus . val > 0 ? 110 : 109 ] ; //+/-%d Temporary until next battle"
}
else
{
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bdescr . toString ( descr ) ;
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}
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// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
boost : : replace_first ( descr , " %d " , boost : : lexical_cast < std : : string > ( std : : abs ( bonus . val ) ) ) ;
boost : : replace_first ( descr , " %s " , boost : : lexical_cast < std : : string > ( std : : abs ( bonus . val ) ) ) ;
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}
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DLL_LINKAGE void ChangeObjPos : : applyGs ( CGameState * gs )
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{
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CGObjectInstance * obj = gs - > getObjInstance ( objid ) ;
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if ( ! obj )
{
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logNetwork - > error ( " Wrong ChangeObjPos: object %d doesn't exist! " , objid . getNum ( ) ) ;
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return ;
}
gs - > map - > removeBlockVisTiles ( obj ) ;
obj - > pos = nPos ;
gs - > map - > addBlockVisTiles ( obj ) ;
}
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DLL_LINKAGE void ChangeObjectVisitors : : applyGs ( CGameState * gs )
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{
switch ( mode ) {
case VISITOR_ADD :
gs - > getHero ( hero ) - > visitedObjects . insert ( object ) ;
gs - > getPlayer ( gs - > getHero ( hero ) - > tempOwner ) - > visitedObjects . insert ( object ) ;
break ;
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case VISITOR_ADD_TEAM :
{
TeamState * ts = gs - > getPlayerTeam ( gs - > getHero ( hero ) - > tempOwner ) ;
for ( auto & color : ts - > players )
{
gs - > getPlayer ( color ) - > visitedObjects . insert ( object ) ;
}
}
break ;
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case VISITOR_CLEAR :
for ( CGHeroInstance * hero : gs - > map - > allHeroes )
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{
if ( hero )
{
hero - > visitedObjects . erase ( object ) ; // remove visit info from all heroes, including those that are not present on map
}
}
for ( auto & elem : gs - > players )
{
elem . second . visitedObjects . erase ( object ) ;
}
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break ;
case VISITOR_REMOVE :
gs - > getHero ( hero ) - > visitedObjects . erase ( object ) ;
break ;
}
}
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DLL_LINKAGE void PlayerEndsGame : : applyGs ( CGameState * gs )
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{
PlayerState * p = gs - > getPlayer ( player ) ;
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if ( victoryLossCheckResult . victory ( ) ) p - > status = EPlayerStatus : : WINNER ;
else p - > status = EPlayerStatus : : LOSER ;
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}
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DLL_LINKAGE void RemoveBonus : : applyGs ( CGameState * gs )
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{
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CBonusSystemNode * node ;
if ( who = = HERO )
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node = gs - > getHero ( ObjectInstanceID ( whoID ) ) ;
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else
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node = gs - > getPlayer ( PlayerColor ( whoID ) ) ;
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BonusList & bonuses = node - > getExportedBonusList ( ) ;
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for ( int i = 0 ; i < bonuses . size ( ) ; i + + )
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{
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auto b = bonuses [ i ] ;
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if ( b - > source = = source & & b - > sid = = id )
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{
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bonus = * b ; //backup bonus (to show to interfaces later)
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node - > removeBonus ( b ) ;
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break ;
}
}
}
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DLL_LINKAGE void RemoveObject : : applyGs ( CGameState * gs )
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{
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CGObjectInstance * obj = gs - > getObjInstance ( id ) ;
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logGlobal - > debug ( " removing object id=%d; address=%x; name=%s " , id , ( intptr_t ) obj , obj - > getObjectName ( ) ) ;
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//unblock tiles
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gs - > map - > removeBlockVisTiles ( obj ) ;
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if ( obj - > ID = = Obj : : HERO )
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{
CGHeroInstance * h = static_cast < CGHeroInstance * > ( obj ) ;
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PlayerState * p = gs - > getPlayer ( h - > tempOwner ) ;
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gs - > map - > heroesOnMap - = h ;
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p - > heroes - = h ;
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h - > detachFrom ( h - > whereShouldBeAttached ( gs ) ) ;
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h - > tempOwner = PlayerColor : : NEUTRAL ; //no one owns beaten hero
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vstd : : erase_if ( h - > artifactsInBackpack , [ ] ( const ArtSlotInfo & asi )
{
return asi . artifact - > artType - > id = = ArtifactID : : GRAIL ;
} ) ;
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if ( h - > visitedTown )
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{
if ( h - > inTownGarrison )
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h - > visitedTown - > garrisonHero = nullptr ;
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else
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h - > visitedTown - > visitingHero = nullptr ;
h - > visitedTown = nullptr ;
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}
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//return hero to the pool, so he may reappear in tavern
gs - > hpool . heroesPool [ h - > subID ] = h ;
if ( ! vstd : : contains ( gs - > hpool . pavailable , h - > subID ) )
gs - > hpool . pavailable [ h - > subID ] = 0xff ;
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gs - > map - > objects [ id . getNum ( ) ] = nullptr ;
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//If hero on Boat is removed, the Boat disappears
if ( h - > boat )
{
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gs - > map - > instanceNames . erase ( h - > boat - > instanceName ) ;
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gs - > map - > objects [ h - > boat - > id . getNum ( ) ] . dellNull ( ) ;
h - > boat = nullptr ;
}
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return ;
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}
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auto quest = dynamic_cast < const IQuestObject * > ( obj ) ;
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if ( quest )
{
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gs - > map - > quests [ quest - > quest - > qid ] = nullptr ;
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for ( auto & player : gs - > players )
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{
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for ( auto & q : player . second . quests )
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{
if ( q . obj = = obj )
{
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q . obj = nullptr ;
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}
}
}
}
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for ( TriggeredEvent & event : gs - > map - > triggeredEvents )
{
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auto patcher = [ & ] ( EventCondition cond ) - > EventExpression : : Variant
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{
if ( cond . object = = obj )
{
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if ( cond . condition = = EventCondition : : DESTROY | | cond . condition = = EventCondition : : DESTROY_0 )
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{
cond . condition = EventCondition : : CONST_VALUE ;
cond . value = 1 ; // destroyed object, from now on always fulfilled
}
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else if ( cond . condition = = EventCondition : : CONTROL | | cond . condition = = EventCondition : : HAVE_0 )
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{
cond . condition = EventCondition : : CONST_VALUE ;
cond . value = 0 ; // destroyed object, from now on can not be fulfilled
}
}
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return cond ;
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} ;
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event . trigger = event . trigger . morph ( patcher ) ;
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}
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gs - > map - > instanceNames . erase ( obj - > instanceName ) ;
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gs - > map - > objects [ id . getNum ( ) ] . dellNull ( ) ;
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gs - > map - > calculateGuardingGreaturePositions ( ) ;
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}
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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 )
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{
CGHeroInstance * h = gs - > getHero ( id ) ;
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if ( ! h )
{
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logGlobal - > error ( " Attempt ot move unavailable hero %d " , id . getNum ( ) ) ;
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return ;
}
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h - > movement = movePoints ;
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if ( ( result = = SUCCESS | | result = = BLOCKING_VISIT | | result = = EMBARK | | result = = DISEMBARK ) & & start ! = end )
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{
auto dir = getDir ( start , end ) ;
if ( dir > 0 & & dir < = 8 )
h - > moveDir = dir ;
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//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
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}
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if ( result = = EMBARK ) //hero enters boat at destination tile
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{
const TerrainTile & tt = gs - > map - > getTile ( CGHeroInstance : : convertPosition ( end , false ) ) ;
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assert ( tt . visitableObjects . size ( ) > = 1 & & tt . visitableObjects . back ( ) - > ID = = Obj : : BOAT ) ; //the only visitable object at destination is Boat
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CGBoat * boat = static_cast < CGBoat * > ( tt . visitableObjects . back ( ) ) ;
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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 ;
}
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else if ( result = = DISEMBARK ) //hero leaves boat to destination tile
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{
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CGBoat * b = const_cast < CGBoat * > ( h - > boat ) ;
b - > direction = h - > moveDir ;
b - > pos = start ;
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b - > hero = nullptr ;
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gs - > map - > addBlockVisTiles ( b ) ;
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h - > boat = nullptr ;
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}
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if ( start ! = end & & ( result = = SUCCESS | | result = = TELEPORTATION | | result = = EMBARK | | result = = DISEMBARK ) )
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{
gs - > map - > removeBlockVisTiles ( h ) ;
h - > pos = end ;
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if ( CGBoat * b = const_cast < CGBoat * > ( h - > boat ) )
b - > pos = end ;
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gs - > map - > addBlockVisTiles ( h ) ;
}
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for ( int3 t : fowRevealed )
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gs - > getPlayerTeam ( h - > getOwner ( ) ) - > fogOfWarMap [ t . x ] [ t . y ] [ t . z ] = 1 ;
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}
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DLL_LINKAGE void NewStructures : : applyGs ( CGameState * gs )
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{
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CGTownInstance * t = gs - > getTown ( tid ) ;
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for ( const auto & id : bid )
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{
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assert ( t - > town - > buildings . at ( id ) ! = nullptr ) ;
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t - > builtBuildings . insert ( id ) ;
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t - > updateAppearance ( ) ;
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}
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t - > builded = builded ;
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t - > recreateBuildingsBonuses ( ) ;
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}
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DLL_LINKAGE void RazeStructures : : applyGs ( CGameState * gs )
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{
CGTownInstance * t = gs - > getTown ( tid ) ;
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for ( const auto & id : bid )
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{
t - > builtBuildings . erase ( id ) ;
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t - > updateAppearance ( ) ;
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}
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t - > destroyed = destroyed ; //yeaha
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t - > recreateBuildingsBonuses ( ) ;
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}
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DLL_LINKAGE void SetAvailableCreatures : : applyGs ( CGameState * gs )
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{
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CGDwelling * dw = dynamic_cast < CGDwelling * > ( gs - > getObjInstance ( tid ) ) ;
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assert ( dw ) ;
dw - > creatures = creatures ;
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}
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DLL_LINKAGE void SetHeroesInTown : : applyGs ( CGameState * gs )
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{
CGTownInstance * t = gs - > getTown ( tid ) ;
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CGHeroInstance * v = gs - > getHero ( visiting ) ,
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* g = gs - > getHero ( garrison ) ;
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bool newVisitorComesFromGarrison = v & & v = = t - > garrisonHero ;
bool newGarrisonComesFromVisiting = g & & g = = t - > visitingHero ;
if ( newVisitorComesFromGarrison )
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t - > setGarrisonedHero ( nullptr ) ;
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if ( newGarrisonComesFromVisiting )
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t - > setVisitingHero ( nullptr ) ;
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if ( ! newGarrisonComesFromVisiting | | v )
t - > setVisitingHero ( v ) ;
if ( ! newVisitorComesFromGarrison | | g )
t - > setGarrisonedHero ( g ) ;
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if ( v )
{
gs - > map - > addBlockVisTiles ( v ) ;
}
if ( g )
{
gs - > map - > removeBlockVisTiles ( g ) ;
}
}
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DLL_LINKAGE void HeroRecruited : : applyGs ( CGameState * gs )
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{
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assert ( vstd : : contains ( gs - > hpool . heroesPool , hid ) ) ;
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CGHeroInstance * h = gs - > hpool . heroesPool [ hid ] ;
CGTownInstance * t = gs - > getTown ( tid ) ;
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PlayerState * p = gs - > getPlayer ( player ) ;
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assert ( ! h - > boat ) ;
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h - > setOwner ( player ) ;
h - > pos = tile ;
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bool fresh = ! h - > isInitialized ( ) ;
if ( fresh )
{ // this is a fresh hero who hasn't appeared yet
h - > movement = h - > maxMovePoints ( true ) ;
}
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gs - > hpool . heroesPool . erase ( hid ) ;
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if ( h - > id = = ObjectInstanceID ( ) )
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{
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h - > id = ObjectInstanceID ( gs - > map - > objects . size ( ) ) ;
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gs - > map - > objects . push_back ( h ) ;
}
else
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gs - > map - > objects [ h - > id . getNum ( ) ] = h ;
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gs - > map - > heroesOnMap . push_back ( h ) ;
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p - > heroes . push_back ( h ) ;
h - > attachTo ( p ) ;
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if ( fresh )
{
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h - > initObj ( gs - > getRandomGenerator ( ) ) ;
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}
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gs - > map - > addBlockVisTiles ( h ) ;
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if ( t )
{
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t - > setVisitingHero ( h ) ;
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}
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}
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DLL_LINKAGE void GiveHero : : applyGs ( CGameState * gs )
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{
CGHeroInstance * h = gs - > getHero ( id ) ;
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//bonus system
h - > detachFrom ( & gs - > globalEffects ) ;
h - > attachTo ( gs - > getPlayer ( player ) ) ;
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h - > appearance = VLC - > objtypeh - > getHandlerFor ( Obj : : HERO , h - > type - > heroClass - > id ) - > getTemplates ( ) . front ( ) ;
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gs - > map - > removeBlockVisTiles ( h , true ) ;
h - > setOwner ( player ) ;
h - > movement = h - > maxMovePoints ( true ) ;
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gs - > map - > heroesOnMap . push_back ( h ) ;
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gs - > getPlayer ( h - > getOwner ( ) ) - > heroes . push_back ( h ) ;
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gs - > map - > addBlockVisTiles ( h ) ;
h - > inTownGarrison = false ;
}
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DLL_LINKAGE void NewObject : : applyGs ( CGameState * gs )
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{
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const TerrainTile & t = gs - > map - > getTile ( pos ) ;
ETerrainType terrainType = t . terType ;
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CGObjectInstance * o = nullptr ;
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switch ( ID )
{
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case Obj : : BOAT :
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o = new CGBoat ( ) ;
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terrainType = ETerrainType : : WATER ; //TODO: either boat should only spawn on water, or all water objects should be handled this way
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break ;
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case Obj : : MONSTER : //probably more options will be needed
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o = new CGCreature ( ) ;
{
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//CStackInstance hlp;
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CGCreature * cre = static_cast < CGCreature * > ( o ) ;
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//cre->slots[0] = hlp;
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cre - > notGrowingTeam = cre - > neverFlees = 0 ;
cre - > character = 2 ;
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cre - > gainedArtifact = ArtifactID : : NONE ;
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cre - > identifier = - 1 ;
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cre - > addToSlot ( SlotID ( 0 ) , new CStackInstance ( CreatureID ( subID ) , - 1 ) ) ; //add placeholder stack
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}
break ;
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default :
o = new CGObjectInstance ( ) ;
break ;
}
o - > ID = ID ;
o - > subID = subID ;
o - > pos = pos ;
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o - > appearance = VLC - > objtypeh - > getHandlerFor ( o - > ID , o - > subID ) - > getTemplates ( terrainType ) . front ( ) ;
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id = o - > id = ObjectInstanceID ( gs - > map - > objects . size ( ) ) ;
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gs - > map - > objects . push_back ( o ) ;
gs - > map - > addBlockVisTiles ( o ) ;
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o - > initObj ( gs - > getRandomGenerator ( ) ) ;
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gs - > map - > calculateGuardingGreaturePositions ( ) ;
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logGlobal - > debug ( " Added object id=%d; address=%x; name=%s " , id , ( intptr_t ) o , o - > getObjectName ( ) ) ;
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}
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DLL_LINKAGE void NewArtifact : : applyGs ( CGameState * gs )
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{
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assert ( ! vstd : : contains ( gs - > map - > artInstances , art ) ) ;
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gs - > map - > addNewArtifactInstance ( art ) ;
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assert ( ! art - > getParentNodes ( ) . size ( ) ) ;
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art - > setType ( art - > artType ) ;
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if ( CCombinedArtifactInstance * cart = dynamic_cast < CCombinedArtifactInstance * > ( art . get ( ) ) )
cart - > createConstituents ( ) ;
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}
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DLL_LINKAGE const CStackInstance * StackLocation : : getStack ( )
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{
if ( ! army - > hasStackAtSlot ( slot ) )
{
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logNetwork - > warn ( " %s don't have a stack at slot %d " , army - > nodeName ( ) , slot . getNum ( ) ) ;
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return nullptr ;
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}
return & army - > getStack ( slot ) ;
}
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struct ObjectRetriever : boost : : static_visitor < const CArmedInstance * >
{
const CArmedInstance * operator ( ) ( const ConstTransitivePtr < CGHeroInstance > & h ) const
{
return h ;
}
const CArmedInstance * operator ( ) ( const ConstTransitivePtr < CStackInstance > & s ) const
{
return s - > armyObj ;
}
} ;
template < typename T >
struct GetBase : boost : : static_visitor < T * >
{
template < typename TArg >
T * operator ( ) ( TArg & arg ) const
{
return arg ;
}
} ;
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DLL_LINKAGE void ArtifactLocation : : removeArtifact ( )
{
CArtifactInstance * a = getArt ( ) ;
assert ( a ) ;
a - > removeFrom ( * this ) ;
}
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DLL_LINKAGE const CArmedInstance * ArtifactLocation : : relatedObj ( ) const
{
return boost : : apply_visitor ( ObjectRetriever ( ) , artHolder ) ;
}
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DLL_LINKAGE PlayerColor ArtifactLocation : : owningPlayer ( ) const
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{
auto obj = relatedObj ( ) ;
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return obj ? obj - > tempOwner : PlayerColor : : NEUTRAL ;
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}
DLL_LINKAGE CArtifactSet * ArtifactLocation : : getHolderArtSet ( )
{
return boost : : apply_visitor ( GetBase < CArtifactSet > ( ) , artHolder ) ;
}
DLL_LINKAGE CBonusSystemNode * ArtifactLocation : : getHolderNode ( )
{
return boost : : apply_visitor ( GetBase < CBonusSystemNode > ( ) , artHolder ) ;
}
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DLL_LINKAGE const CArtifactInstance * ArtifactLocation : : getArt ( ) const
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{
const ArtSlotInfo * s = getSlot ( ) ;
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if ( s & & s - > artifact )
{
if ( ! s - > locked )
return s - > artifact ;
else
{
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logNetwork - > warn ( " ArtifactLocation::getArt: This location is locked! " ) ;
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return nullptr ;
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}
}
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return nullptr ;
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}
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DLL_LINKAGE const CArtifactSet * ArtifactLocation : : getHolderArtSet ( ) const
{
ArtifactLocation * t = const_cast < ArtifactLocation * > ( this ) ;
return t - > getHolderArtSet ( ) ;
}
DLL_LINKAGE const CBonusSystemNode * ArtifactLocation : : getHolderNode ( ) const
{
ArtifactLocation * t = const_cast < ArtifactLocation * > ( this ) ;
return t - > getHolderNode ( ) ;
}
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DLL_LINKAGE CArtifactInstance * ArtifactLocation : : getArt ( )
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{
const ArtifactLocation * t = this ;
return const_cast < CArtifactInstance * > ( t - > getArt ( ) ) ;
}
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DLL_LINKAGE const ArtSlotInfo * ArtifactLocation : : getSlot ( ) const
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{
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return getHolderArtSet ( ) - > getSlot ( slot ) ;
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}
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DLL_LINKAGE void ChangeStackCount : : applyGs ( CGameState * gs )
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{
if ( absoluteValue )
sl . army - > setStackCount ( sl . slot , count ) ;
else
sl . army - > changeStackCount ( sl . slot , count ) ;
}
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DLL_LINKAGE void SetStackType : : applyGs ( CGameState * gs )
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{
sl . army - > setStackType ( sl . slot , type ) ;
}
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DLL_LINKAGE void EraseStack : : applyGs ( CGameState * gs )
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{
sl . army - > eraseStack ( sl . slot ) ;
}
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DLL_LINKAGE void SwapStacks : : applyGs ( CGameState * gs )
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{
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CStackInstance * s1 = sl1 . army - > detachStack ( sl1 . slot ) ,
* s2 = sl2 . army - > detachStack ( sl2 . slot ) ;
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sl2 . army - > putStack ( sl2 . slot , s1 ) ;
sl1 . army - > putStack ( sl1 . slot , s2 ) ;
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}
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DLL_LINKAGE void InsertNewStack : : applyGs ( CGameState * gs )
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{
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auto s = new CStackInstance ( stack . type , stack . count ) ;
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sl . army - > putStack ( sl . slot , s ) ;
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}
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DLL_LINKAGE void RebalanceStacks : : applyGs ( CGameState * gs )
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{
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const CCreature * srcType = src . army - > getCreature ( src . slot ) ;
TQuantity srcCount = src . army - > getStackCount ( src . slot ) ;
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bool stackExp = VLC - > modh - > modules . STACK_EXP ;
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if ( srcCount = = count ) //moving whole stack
{
if ( const CCreature * c = dst . army - > getCreature ( dst . slot ) ) //stack at dest -> merge
{
assert ( c = = srcType ) ;
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UNUSED ( c ) ;
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auto alHere = ArtifactLocation ( src . getStack ( ) , ArtifactPosition : : CREATURE_SLOT ) ;
auto alDest = ArtifactLocation ( dst . getStack ( ) , ArtifactPosition : : CREATURE_SLOT ) ;
auto artHere = alHere . getArt ( ) ;
auto artDest = alDest . getArt ( ) ;
if ( artHere )
{
if ( alDest . getArt ( ) )
{
auto hero = dynamic_cast < CGHeroInstance * > ( src . army . get ( ) ) ;
if ( hero )
{
artDest - > move ( alDest , ArtifactLocation ( hero , alDest . getArt ( ) - > firstBackpackSlot ( hero ) ) ) ;
}
//else - artifact cna be lost :/
else
{
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logNetwork - > warn ( " Artifact is present at destination slot! " ) ;
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}
artHere - > move ( alHere , alDest ) ;
//TODO: choose from dialog
}
else //just move to the other slot before stack gets erased
{
artHere - > move ( alHere , alDest ) ;
}
}
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if ( stackExp )
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{
ui64 totalExp = srcCount * src . army - > getStackExperience ( src . slot ) + dst . army - > getStackCount ( dst . slot ) * dst . army - > getStackExperience ( dst . slot ) ;
src . army - > eraseStack ( src . slot ) ;
dst . army - > changeStackCount ( dst . slot , count ) ;
dst . army - > setStackExp ( dst . slot , totalExp / ( dst . army - > getStackCount ( dst . slot ) ) ) ; //mean
}
else
{
src . army - > eraseStack ( src . slot ) ;
dst . army - > changeStackCount ( dst . slot , count ) ;
}
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}
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else //move stack to an empty slot, no exp change needed
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{
CStackInstance * stackDetached = src . army - > detachStack ( src . slot ) ;
dst . army - > putStack ( dst . slot , stackDetached ) ;
}
}
else
{
if ( const CCreature * c = dst . army - > getCreature ( dst . slot ) ) //stack at dest -> rebalance
{
assert ( c = = srcType ) ;
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UNUSED ( c ) ;
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if ( stackExp )
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{
ui64 totalExp = srcCount * src . army - > getStackExperience ( src . slot ) + dst . army - > getStackCount ( dst . slot ) * dst . army - > getStackExperience ( dst . slot ) ;
src . army - > changeStackCount ( src . slot , - count ) ;
dst . army - > changeStackCount ( dst . slot , count ) ;
dst . army - > setStackExp ( dst . slot , totalExp / ( src . army - > getStackCount ( src . slot ) + dst . army - > getStackCount ( dst . slot ) ) ) ; //mean
}
else
{
src . army - > changeStackCount ( src . slot , - count ) ;
dst . army - > changeStackCount ( dst . slot , count ) ;
}
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}
else //split stack to an empty slot
{
src . army - > changeStackCount ( src . slot , - count ) ;
dst . army - > addToSlot ( dst . slot , srcType - > idNumber , count , false ) ;
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if ( stackExp )
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dst . army - > setStackExp ( dst . slot , src . army - > getStackExperience ( src . slot ) ) ;
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}
}
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CBonusSystemNode : : treeHasChanged ( ) ;
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}
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DLL_LINKAGE void PutArtifact : : applyGs ( CGameState * gs )
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{
assert ( art - > canBePutAt ( al ) ) ;
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art - > putAt ( al ) ;
//al.hero->putArtifact(al.slot, art);
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}
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DLL_LINKAGE void EraseArtifact : : applyGs ( CGameState * gs )
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{
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auto slot = al . getSlot ( ) ;
if ( slot - > locked )
{
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logGlobal - > debug ( " Erasing locked artifact: %s " , slot - > artifact - > artType - > Name ( ) ) ;
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DisassembledArtifact dis ;
dis . al . artHolder = al . artHolder ;
auto aset = al . getHolderArtSet ( ) ;
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# ifndef NDEBUG
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bool found = false ;
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# endif
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for ( auto & p : aset - > artifactsWorn )
{
auto art = p . second . artifact ;
if ( art - > canBeDisassembled ( ) & & art - > isPart ( slot - > artifact ) )
{
dis . al . slot = aset - > getArtPos ( art ) ;
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# ifndef NDEBUG
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found = true ;
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# endif
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break ;
}
}
assert ( found & & " Failed to determine the assembly this locked artifact belongs to " ) ;
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logGlobal - > debug ( " Found the corresponding assembly: %s " , dis . al . getSlot ( ) - > artifact - > artType - > Name ( ) ) ;
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dis . applyGs ( gs ) ;
}
else
{
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logGlobal - > debug ( " Erasing artifact %s " , slot - > artifact - > artType - > Name ( ) ) ;
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}
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al . removeArtifact ( ) ;
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}
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DLL_LINKAGE void MoveArtifact : : applyGs ( CGameState * gs )
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{
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CArtifactInstance * a = src . getArt ( ) ;
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if ( dst . slot < GameConstants : : BACKPACK_START )
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assert ( ! dst . getArt ( ) ) ;
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a - > move ( src , dst ) ;
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//TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
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if ( a - > artType - > id = = ArtifactID : : TITANS_THUNDER & & dst . slot = = ArtifactPosition : : RIGHT_HAND ) //Titan's Thunder creates new spellbook on equip
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{
auto hPtr = boost : : get < ConstTransitivePtr < CGHeroInstance > > ( & dst . artHolder ) ;
if ( hPtr )
{
CGHeroInstance * h = * hPtr ;
if ( h & & ! h - > hasSpellbook ( ) )
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gs - > giveHeroArtifact ( h , ArtifactID : : SPELLBOOK ) ;
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}
}
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}
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DLL_LINKAGE void AssembledArtifact : : applyGs ( CGameState * gs )
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{
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CArtifactSet * artSet = al . getHolderArtSet ( ) ;
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const CArtifactInstance * transformedArt = al . getArt ( ) ;
assert ( transformedArt ) ;
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assert ( vstd : : contains ( transformedArt - > assemblyPossibilities ( artSet ) , builtArt ) ) ;
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UNUSED ( transformedArt ) ;
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auto combinedArt = new CCombinedArtifactInstance ( builtArt ) ;
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gs - > map - > addNewArtifactInstance ( combinedArt ) ;
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//retrieve all constituents
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for ( const CArtifact * constituent : * builtArt - > constituents )
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{
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ArtifactPosition pos = artSet - > getArtPos ( constituent - > id ) ;
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assert ( pos > = 0 ) ;
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CArtifactInstance * constituentInstance = artSet - > getArt ( pos ) ;
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//move constituent from hero to be part of new, combined artifact
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constituentInstance - > removeFrom ( ArtifactLocation ( al . artHolder , pos ) ) ;
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combinedArt - > addAsConstituent ( constituentInstance , pos ) ;
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if ( ! vstd : : contains ( combinedArt - > artType - > possibleSlots [ artSet - > bearerType ( ) ] , al . slot ) & & vstd : : contains ( combinedArt - > artType - > possibleSlots [ artSet - > bearerType ( ) ] , pos ) )
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al . slot = pos ;
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}
//put new combined artifacts
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combinedArt - > putAt ( al ) ;
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}
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DLL_LINKAGE void DisassembledArtifact : : applyGs ( CGameState * gs )
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{
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CCombinedArtifactInstance * disassembled = dynamic_cast < CCombinedArtifactInstance * > ( al . getArt ( ) ) ;
assert ( disassembled ) ;
std : : vector < CCombinedArtifactInstance : : ConstituentInfo > constituents = disassembled - > constituentsInfo ;
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disassembled - > removeFrom ( al ) ;
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for ( CCombinedArtifactInstance : : ConstituentInfo & ci : constituents )
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{
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ArtifactLocation constituentLoc = al ;
constituentLoc . slot = ( ci . slot > = 0 ? ci . slot : al . slot ) ; //-1 is slot of main constituent -> it'll replace combined artifact in its pos
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disassembled - > detachFrom ( ci . art ) ;
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ci . art - > putAt ( constituentLoc ) ;
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}
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gs - > map - > eraseArtifactInstance ( disassembled ) ;
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}
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DLL_LINKAGE void HeroVisit : : applyGs ( CGameState * gs )
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{
}
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DLL_LINKAGE void SetAvailableArtifacts : : applyGs ( CGameState * gs )
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{
if ( id > = 0 )
{
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if ( CGBlackMarket * bm = dynamic_cast < CGBlackMarket * > ( gs - > map - > objects [ id ] . get ( ) ) )
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{
bm - > artifacts = arts ;
}
else
{
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logNetwork - > error ( " Wrong black market id! " ) ;
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}
}
else
{
CGTownInstance : : merchantArtifacts = arts ;
}
}
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DLL_LINKAGE void NewTurn : : applyGs ( CGameState * gs )
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{
gs - > day = day ;
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// Update bonuses before doing anything else so hero don't get more MP than needed
gs - > globalEffects . popBonuses ( Bonus : : OneDay ) ; //works for children -> all game objs
gs - > globalEffects . updateBonuses ( Bonus : : NDays ) ;
gs - > globalEffects . updateBonuses ( Bonus : : OneWeek ) ;
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
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for ( NewTurn : : Hero h : heroes ) //give mana/movement point
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{
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CGHeroInstance * hero = gs - > getHero ( h . id ) ;
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if ( ! hero )
{
// retreated or surrendered hero who has not been reset yet
for ( auto & hp : gs - > hpool . heroesPool )
{
if ( hp . second - > id = = h . id )
{
hero = hp . second ;
break ;
}
}
}
if ( ! hero )
{
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logGlobal - > error ( " Hero %d not found in NewTurn::applyGs " , h . id . getNum ( ) ) ;
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continue ;
}
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hero - > movement = h . move ;
hero - > mana = h . mana ;
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}
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for ( auto i = res . cbegin ( ) ; i ! = res . cend ( ) ; i + + )
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{
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assert ( i - > first < PlayerColor : : PLAYER_LIMIT ) ;
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gs - > getPlayer ( i - > first ) - > resources = i - > second ;
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}
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for ( auto creatureSet : cres ) //set available creatures in towns
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creatureSet . second . applyGs ( gs ) ;
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for ( CGTownInstance * t : gs - > map - > towns )
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t - > builded = 0 ;
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if ( gs - > getDate ( Date : : DAY_OF_WEEK ) = = 1 )
gs - > updateRumor ( ) ;
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//count days without town for all players, regardless of their turn order
for ( auto & p : gs - > players )
{
PlayerState & playerState = p . second ;
if ( playerState . status = = EPlayerStatus : : INGAME )
{
if ( playerState . towns . empty ( ) )
{
if ( playerState . daysWithoutCastle )
+ + ( * playerState . daysWithoutCastle ) ;
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else
playerState . daysWithoutCastle = boost : : make_optional ( 0 ) ;
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}
else
{
playerState . daysWithoutCastle = boost : : none ;
}
}
}
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}
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DLL_LINKAGE void SetObjectProperty : : applyGs ( CGameState * gs )
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{
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CGObjectInstance * obj = gs - > getObjInstance ( id ) ;
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if ( ! obj )
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{
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logNetwork - > error ( " Wrong object ID - property cannot be set! " ) ;
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return ;
}
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CArmedInstance * cai = dynamic_cast < CArmedInstance * > ( obj ) ;
if ( what = = ObjProperty : : OWNER & & cai )
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{
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if ( obj - > ID = = Obj : : TOWN )
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{
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CGTownInstance * t = static_cast < CGTownInstance * > ( obj ) ;
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if ( t - > tempOwner < PlayerColor : : PLAYER_LIMIT )
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gs - > getPlayer ( t - > tempOwner ) - > towns - = t ;
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if ( val < PlayerColor : : PLAYER_LIMIT_I )
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{
PlayerState * p = gs - > getPlayer ( PlayerColor ( val ) ) ;
p - > towns . push_back ( t ) ;
//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
if ( p - > daysWithoutCastle )
p - > daysWithoutCastle = boost : : none ;
}
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}
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CBonusSystemNode * nodeToMove = cai - > whatShouldBeAttached ( ) ;
nodeToMove - > detachFrom ( cai - > whereShouldBeAttached ( gs ) ) ;
obj - > setProperty ( what , val ) ;
nodeToMove - > attachTo ( cai - > whereShouldBeAttached ( gs ) ) ;
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}
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else //not an armed instance
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{
obj - > setProperty ( what , val ) ;
}
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}
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DLL_LINKAGE void PrepareHeroLevelUp : : applyGs ( CGameState * gs )
{
CGHeroInstance * h = gs - > getHero ( hero - > id ) ;
auto proposedSkills = h - > getLevelUpProposedSecondarySkills ( ) ;
if ( skills . size ( ) = = 1 | | hero - > tempOwner = = PlayerColor : : NEUTRAL ) //choose skill automatically
{
skills . push_back ( * RandomGeneratorUtil : : nextItem ( proposedSkills , h - > skillsInfo . rand ) ) ;
}
else
{
skills = proposedSkills ;
}
}
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DLL_LINKAGE void HeroLevelUp : : applyGs ( CGameState * gs )
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{
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CGHeroInstance * h = gs - > getHero ( hero - > id ) ;
h - > levelUp ( skills ) ;
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}
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DLL_LINKAGE void CommanderLevelUp : : applyGs ( CGameState * gs )
{
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CCommanderInstance * commander = gs - > getHero ( hero - > id ) - > commander ;
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assert ( commander ) ;
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commander - > levelUp ( ) ;
}
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DLL_LINKAGE void BattleStart : : applyGs ( CGameState * gs )
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{
gs - > curB = info ;
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gs - > curB - > localInit ( ) ;
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}
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DLL_LINKAGE void BattleNextRound : : applyGs ( CGameState * gs )
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{
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for ( int i = 0 ; i < 2 ; + + i )
{
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gs - > curB - > sides [ i ] . castSpellsCount = 0 ;
vstd : : amax ( - - gs - > curB - > sides [ i ] . enchanterCounter , 0 ) ;
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}
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gs - > curB - > round = round ;
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for ( CStack * s : gs - > curB - > stacks )
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{
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s - > state - = EBattleStackState : : DEFENDING ;
s - > state - = EBattleStackState : : WAITING ;
s - > state - = EBattleStackState : : MOVED ;
s - > state - = EBattleStackState : : HAD_MORALE ;
s - > state - = EBattleStackState : : FEAR ;
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s - > state - = EBattleStackState : : DRAINED_MANA ;
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s - > counterAttacks . reset ( ) ;
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// new turn effects
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s - > updateBonuses ( Bonus : : NTurns ) ;
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if ( s - > alive ( ) & & s - > isClone ( ) )
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{
//cloned stack has special lifetime marker
//check it after bonuses updated in battleTurnPassed()
if ( ! s - > hasBonus ( Selector : : type ( Bonus : : NONE ) . And ( Selector : : source ( Bonus : : SPELL_EFFECT , SpellID : : CLONE ) ) ) )
s - > makeGhost ( ) ;
}
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}
2012-05-18 23:50:16 +03:00
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for ( auto & obst : gs - > curB - > obstacles )
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obst - > battleTurnPassed ( ) ;
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}
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DLL_LINKAGE void BattleSetActiveStack : : applyGs ( CGameState * gs )
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{
gs - > curB - > activeStack = stack ;
CStack * st = gs - > curB - > getStack ( stack ) ;
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//remove bonuses that last until when stack gets new turn
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st - > popBonuses ( Bonus : : UntilGetsTurn ) ;
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2011-12-14 00:23:17 +03:00
if ( vstd : : contains ( st - > state , EBattleStackState : : MOVED ) ) //if stack is moving second time this turn it must had a high morale bonus
st - > state . insert ( EBattleStackState : : HAD_MORALE ) ;
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}
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DLL_LINKAGE void BattleTriggerEffect : : applyGs ( CGameState * gs )
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{
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CStack * st = gs - > curB - > getStack ( stackID ) ;
assert ( st ) ;
switch ( effect )
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{
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case Bonus : : HP_REGENERATION :
{
int32_t toHeal = val ;
CHealth health = st - > healthAfterHealed ( toHeal , EHealLevel : : HEAL , EHealPower : : PERMANENT ) ;
st - > setHealth ( health ) ;
break ;
}
case Bonus : : MANA_DRAIN :
{
CGHeroInstance * h = gs - > getHero ( ObjectInstanceID ( additionalInfo ) ) ;
st - > state . insert ( EBattleStackState : : DRAINED_MANA ) ;
h - > mana - = val ;
vstd : : amax ( h - > mana , 0 ) ;
break ;
}
case Bonus : : POISON :
{
auto b = st - > getBonusLocalFirst ( Selector : : source ( Bonus : : SPELL_EFFECT , SpellID : : POISON )
. And ( Selector : : type ( Bonus : : STACK_HEALTH ) ) ) ;
if ( b )
b - > val = val ;
break ;
}
case Bonus : : ENCHANTER :
break ;
case Bonus : : FEAR :
st - > state . insert ( EBattleStackState : : FEAR ) ;
break ;
default :
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logNetwork - > error ( " Unrecognized trigger effect type %d " , effect ) ;
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}
}
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DLL_LINKAGE void BattleObstaclePlaced : : applyGs ( CGameState * gs )
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{
gs - > curB - > obstacles . push_back ( obstacle ) ;
}
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DLL_LINKAGE void BattleUpdateGateState : : applyGs ( CGameState * gs )
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{
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if ( gs - > curB )
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gs - > curB - > si . gateState = state ;
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}
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void BattleResult : : applyGs ( CGameState * gs )
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{
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for ( CStack * s : gs - > curB - > stacks )
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{
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if ( s - > base & & s - > base - > armyObj & & vstd : : contains ( s - > state , EBattleStackState : : SUMMONED ) )
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{
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//stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed
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assert ( & s - > base - > armyObj - > getStack ( s - > slot ) = = s - > base ) ;
const_cast < CArmedInstance * > ( s - > base - > armyObj ) - > eraseStack ( s - > slot ) ;
}
}
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for ( auto & elem : gs - > curB - > stacks )
delete elem ;
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for ( int i = 0 ; i < 2 ; + + i )
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{
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if ( auto h = gs - > curB - > battleGetFightingHero ( i ) )
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{
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h - > popBonuses ( Bonus : : OneBattle ) ; //remove any "until next battle" bonuses
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if ( h - > commander & & h - > commander - > alive )
{
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for ( auto art : h - > commander - > artifactsWorn ) //increment bonuses for commander artifacts
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{
art . second . artifact - > artType - > levelUpArtifact ( art . second . artifact ) ;
}
}
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}
}
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if ( VLC - > modh - > modules . STACK_EXP )
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{
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for ( int i = 0 ; i < 2 ; i + + )
if ( exp [ i ] )
gs - > curB - > battleGetArmyObject ( i ) - > giveStackExp ( exp [ i ] ) ;
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CBonusSystemNode : : treeHasChanged ( ) ;
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}
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for ( int i = 0 ; i < 2 ; i + + )
gs - > curB - > battleGetArmyObject ( i ) - > battle = nullptr ;
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gs - > curB . dellNull ( ) ;
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}
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void BattleStackMoved : : applyGs ( CGameState * gs )
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{
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CStack * s = gs - > curB - > getStack ( stack ) ;
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assert ( s ) ;
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BattleHex dest = tilesToMove . back ( ) ;
//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner
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for ( auto & oi : gs - > curB - > obstacles )
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{
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if ( oi - > obstacleType = = CObstacleInstance : : QUICKSAND
& & vstd : : contains ( oi - > getAffectedTiles ( ) , tilesToMove . back ( ) ) )
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{
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SpellCreatedObstacle * sands = dynamic_cast < SpellCreatedObstacle * > ( oi . get ( ) ) ;
assert ( sands ) ;
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if ( sands - > casterSide ! = s - > side )
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sands - > visibleForAnotherSide = true ;
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}
}
s - > position = dest ;
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}
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DLL_LINKAGE void BattleStackAttacked : : applyGs ( CGameState * gs )
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{
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CStack * at = gs - > curB - > getStack ( stackAttacked ) ;
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assert ( at ) ;
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at - > popBonuses ( Bonus : : UntilBeingAttacked ) ;
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if ( willRebirth ( ) )
at - > health . reset ( ) ; //kill stack first
else
at - > setHealth ( newHealth ) ;
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if ( killed ( ) )
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{
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at - > state - = EBattleStackState : : ALIVE ;
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if ( at - > cloneID > = 0 )
{
//remove clone as well
CStack * clone = gs - > curB - > getStack ( at - > cloneID ) ;
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if ( clone )
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clone - > makeGhost ( ) ;
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at - > cloneID = - 1 ;
}
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}
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//life drain handling
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for ( auto & elem : healedStacks )
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elem . applyGs ( gs ) ;
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if ( willRebirth ( ) )
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{
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//TODO: handle rebirth with StacksHealedOrResurrected
at - > casts . use ( ) ;
at - > state . insert ( EBattleStackState : : ALIVE ) ;
at - > setHealth ( newHealth ) ;
//removing all spells effects
auto selector = [ ] ( const Bonus * b )
{
//Special case: DISRUPTING_RAY is "immune" to dispell
//Other even PERMANENT effects can be removed
if ( b - > source = = Bonus : : SPELL_EFFECT )
return b - > sid ! = SpellID : : DISRUPTING_RAY ;
else
return false ;
} ;
at - > popBonuses ( selector ) ;
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}
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if ( cloneKilled ( ) )
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{
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//"hide" killed creatures instead so we keep info about it
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at - > makeGhost ( ) ;
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for ( CStack * s : gs - > curB - > stacks )
{
if ( s - > cloneID = = at - > ID )
s - > cloneID = - 1 ;
}
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}
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//killed summoned creature should be removed like clone
if ( killed ( ) & & vstd : : contains ( at - > state , EBattleStackState : : SUMMONED ) )
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at - > makeGhost ( ) ;
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}
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DLL_LINKAGE void BattleAttack : : applyGs ( CGameState * gs )
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{
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CStack * attacker = gs - > curB - > getStack ( stackAttacking ) ;
assert ( attacker ) ;
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if ( counter ( ) )
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attacker - > counterAttacks . use ( ) ;
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if ( shot ( ) )
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attacker - > shots . use ( ) ;
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for ( BattleStackAttacked & stackAttacked : bsa )
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stackAttacked . applyGs ( gs ) ;
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attacker - > popBonuses ( Bonus : : UntilAttack ) ;
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}
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DLL_LINKAGE void StartAction : : applyGs ( CGameState * gs )
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{
CStack * st = gs - > curB - > getStack ( ba . stackNumber ) ;
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if ( ba . actionType = = Battle : : END_TACTIC_PHASE )
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{
gs - > curB - > tacticDistance = 0 ;
return ;
}
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if ( gs - > curB - > tacticDistance )
{
// moves in tactics phase do not affect creature status
// (tactics stack queue is managed by client)
return ;
}
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if ( ba . actionType ! = Battle : : HERO_SPELL ) //don't check for stack if it's custom action by hero
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{
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assert ( st ) ;
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}
else
{
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gs - > curB - > sides [ ba . side ] . usedSpellsHistory . push_back ( SpellID ( ba . additionalInfo ) . toSpell ( ) ) ;
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}
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switch ( ba . actionType )
{
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case Battle : : DEFEND :
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st - > state - = EBattleStackState : : DEFENDING_ANIM ;
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st - > state . insert ( EBattleStackState : : DEFENDING ) ;
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st - > state . insert ( EBattleStackState : : DEFENDING_ANIM ) ;
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break ;
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case Battle : : WAIT :
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st - > state - = EBattleStackState : : DEFENDING_ANIM ;
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st - > state . insert ( EBattleStackState : : WAITING ) ;
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return ;
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case Battle : : HERO_SPELL : //no change in current stack state
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return ;
default : //any active stack action - attack, catapult, heal, spell...
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st - > state - = EBattleStackState : : DEFENDING_ANIM ;
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st - > state . insert ( EBattleStackState : : MOVED ) ;
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break ;
}
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if ( st )
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st - > state - = EBattleStackState : : 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_LINKAGE void BattleSpellCast : : applyGs ( CGameState * gs )
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{
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assert ( gs - > curB ) ;
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const CSpell * spell = SpellID ( id ) . toSpell ( ) ;
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spell - > applyBattle ( gs - > curB , this ) ;
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}
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void actualizeEffect ( CStack * s , const Bonus & ef )
{
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for ( auto stackBonus : s - > getBonusList ( ) ) //TODO: optimize
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{
if ( stackBonus - > source = = Bonus : : SPELL_EFFECT & & stackBonus - > type = = ef . type & & stackBonus - > subtype = = ef . subtype )
{
stackBonus - > turnsRemain = std : : max ( stackBonus - > turnsRemain , ef . turnsRemain ) ;
}
}
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CBonusSystemNode : : treeHasChanged ( ) ;
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}
void actualizeEffect ( CStack * s , const std : : vector < Bonus > & ef )
{
//actualizing features vector
for ( const Bonus & fromEffect : ef )
{
actualizeEffect ( s , fromEffect ) ;
}
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}
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DLL_LINKAGE void SetStackEffect : : applyGs ( CGameState * gs )
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{
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if ( effect . empty ( ) & & cumulativeEffects . empty ( ) )
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{
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logGlobal - > error ( " Trying to apply SetStackEffect with no effects " ) ;
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return ;
}
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si32 spellid = effect . empty ( ) ? cumulativeEffects . begin ( ) - > sid : effect . begin ( ) - > sid ; //effects' source ID
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auto processEffect = [ spellid , this ] ( CStack * sta , const Bonus & effect , bool cumulative )
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{
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if ( cumulative | | ! sta - > hasBonus ( Selector : : source ( Bonus : : SPELL_EFFECT , spellid ) . And ( Selector : : typeSubtype ( effect . type , effect . subtype ) ) ) )
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{
//no such effect or cumulative - add new
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logBonus - > trace ( " %s receives a new bonus: %s " , sta - > nodeName ( ) , effect . Description ( ) ) ;
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sta - > addNewBonus ( std : : make_shared < Bonus > ( effect ) ) ;
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}
else
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{
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logBonus - > trace ( " %s updated bonus: %s " , sta - > nodeName ( ) , effect . Description ( ) ) ;
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actualizeEffect ( sta , effect ) ;
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}
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} ;
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for ( ui32 id : stacks )
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{
CStack * s = gs - > curB - > getStack ( id ) ;
if ( s )
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{
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for ( const Bonus & fromEffect : effect )
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processEffect ( s , fromEffect , false ) ;
for ( const Bonus & fromEffect : cumulativeEffects )
processEffect ( s , fromEffect , true ) ;
}
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else
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logNetwork - > error ( " Cannot find stack %d " , id ) ;
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}
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for ( auto & para : uniqueBonuses )
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{
CStack * s = gs - > curB - > getStack ( para . first ) ;
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if ( s )
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processEffect ( s , para . second , false ) ;
else
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logNetwork - > error ( " Cannot find stack %d " , para . first ) ;
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}
for ( auto & para : cumulativeUniqueBonuses )
{
CStack * s = gs - > curB - > getStack ( para . first ) ;
if ( s )
processEffect ( s , para . second , true ) ;
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else
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logNetwork - > error ( " Cannot find stack %d " , para . first ) ;
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}
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}
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DLL_LINKAGE void StacksInjured : : applyGs ( CGameState * gs )
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{
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for ( BattleStackAttacked stackAttacked : stacks )
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stackAttacked . applyGs ( gs ) ;
}
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DLL_LINKAGE void StacksHealedOrResurrected : : applyGs ( CGameState * gs )
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{
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for ( auto & elem : healedStacks )
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{
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CStack * changedStack = gs - > curB - > getStack ( elem . stackId , false ) ;
assert ( changedStack ) ;
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//checking if we resurrect a stack that is under a living stack
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auto accessibility = gs - > curB - > getAccesibility ( ) ;
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if ( ! changedStack - > alive ( ) & & ! accessibility . accessible ( changedStack - > position , changedStack ) )
{
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logNetwork - > error ( " Cannot resurrect %s because hex %d is occupied! " , changedStack - > nodeName ( ) , changedStack - > position . hex ) ;
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return ; //position is already occupied
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}
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//applying changes
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bool resurrected = ! changedStack - > alive ( ) ; //indicates if stack is resurrected or just healed
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if ( resurrected )
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{
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if ( auto totalHealth = changedStack - > health . available ( ) )
logGlobal - > warn ( " Dead stack %s with positive total HP %d " , changedStack - > nodeName ( ) , totalHealth ) ;
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changedStack - > state . insert ( EBattleStackState : : ALIVE ) ;
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}
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changedStack - > setHealth ( elem ) ;
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if ( resurrected )
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{
//removing all spells effects
auto selector = [ ] ( const Bonus * b )
{
//Special case: DISRUPTING_RAY is "immune" to dispell
//Other even PERMANENT effects can be removed
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if ( b - > source = = Bonus : : SPELL_EFFECT )
return b - > sid ! = SpellID : : DISRUPTING_RAY ;
else
return false ;
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} ;
changedStack - > popBonuses ( selector ) ;
}
else if ( cure )
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{
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//removing all effects from negative spells
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auto selector = [ ] ( const Bonus * b )
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{
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//Special case: DISRUPTING_RAY is "immune" to dispell
//Other even PERMANENT effects can be removed
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if ( b - > source = = Bonus : : SPELL_EFFECT )
{
const CSpell * sourceSpell = SpellID ( b - > sid ) . toSpell ( ) ;
if ( ! sourceSpell )
return false ;
return sourceSpell - > id ! = SpellID : : DISRUPTING_RAY & & sourceSpell - > isNegative ( ) ;
}
else
return false ;
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} ;
changedStack - > popBonuses ( selector ) ;
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}
}
}
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DLL_LINKAGE void ObstaclesRemoved : : applyGs ( CGameState * gs )
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{
if ( gs - > curB ) //if there is a battle
{
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for ( const si32 rem_obst : obstacles )
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{
for ( int i = 0 ; i < gs - > curB - > obstacles . size ( ) ; + + i )
{
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if ( gs - > curB - > obstacles [ i ] - > uniqueID = = rem_obst ) //remove this obstacle
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{
gs - > curB - > obstacles . erase ( gs - > curB - > obstacles . begin ( ) + i ) ;
break ;
}
}
}
}
}
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DLL_LINKAGE CatapultAttack : : CatapultAttack ( )
{
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attacker = - 1 ;
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}
DLL_LINKAGE CatapultAttack : : ~ CatapultAttack ( )
{
}
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DLL_LINKAGE void CatapultAttack : : applyGs ( CGameState * gs )
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{
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if ( gs - > curB & & gs - > curB - > town & & gs - > curB - > town - > fortLevel ( ) ! = CGTownInstance : : NONE ) //if there is a battle and it's a siege
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{
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for ( const auto & it : attackedParts )
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{
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gs - > curB - > si . wallState [ it . attackedPart ] =
SiegeInfo : : applyDamage ( EWallState : : EWallState ( gs - > curB - > si . wallState [ it . attackedPart ] ) , it . damageDealt ) ;
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}
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}
}
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DLL_LINKAGE std : : string CatapultAttack : : AttackInfo : : toString ( ) const
{
return boost : : str ( boost : : format ( " {AttackInfo: destinationTile '%d', attackedPart '%d', damageDealt '%d'} " )
% destinationTile % static_cast < int > ( attackedPart ) % static_cast < int > ( damageDealt ) ) ;
}
DLL_LINKAGE std : : string CatapultAttack : : toString ( ) const
{
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std : : ostringstream out ;
out < < " [ " ;
for ( auto it = attackedParts . begin ( ) ; it ! = attackedParts . end ( ) ; + + it )
{
out < < it - > toString ( ) ;
if ( std : : prev ( attackedParts . end ( ) ) ! = it ) out < < " , " ;
}
out < < " ] " ;
return boost : : str ( boost : : format ( " {CatapultAttack: attackedParts '%s', attacker '%d'} " ) % out . str ( ) % attacker ) ;
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}
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DLL_LINKAGE void BattleStacksRemoved : : applyGs ( CGameState * gs )
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{
if ( ! gs - > curB )
return ;
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while ( ! stackIDs . empty ( ) )
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{
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ui32 rem_stack = * stackIDs . begin ( ) ;
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for ( int b = 0 ; b < gs - > curB - > stacks . size ( ) ; + + b ) //find it in vector of stacks
{
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if ( gs - > curB - > stacks [ b ] - > ID = = rem_stack ) //if found
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{
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CStack * toRemove = gs - > curB - > stacks [ b ] ;
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toRemove - > state . erase ( EBattleStackState : : ALIVE ) ;
toRemove - > state . erase ( EBattleStackState : : GHOST_PENDING ) ;
toRemove - > state . insert ( EBattleStackState : : GHOST ) ;
toRemove - > detachFromAll ( ) ; //TODO: may be some bonuses should remain
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//stack may be removed instantly (not being killed first)
//handle clone remove also here
if ( toRemove - > cloneID > = 0 )
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{
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stackIDs . insert ( toRemove - > cloneID ) ;
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toRemove - > cloneID = - 1 ;
}
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//cleanup remaining clone links if any
for ( CStack * s : gs - > curB - > stacks )
{
if ( s - > cloneID = = toRemove - > ID )
s - > cloneID = - 1 ;
}
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break ;
}
}
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stackIDs . erase ( rem_stack ) ;
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}
}
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DLL_LINKAGE void BattleStackAdded : : applyGs ( CGameState * gs )
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{
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newStackID = 0 ;
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if ( ! BattleHex ( pos ) . isValid ( ) )
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{
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logNetwork - > warn ( " No place found for new stack! " ) ;
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return ;
}
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CStackBasicDescriptor csbd ( creID , amount ) ;
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CStack * addedStack = gs - > curB - > generateNewStack ( csbd , side , SlotID : : SUMMONED_SLOT_PLACEHOLDER , pos ) ; //TODO: netpacks?
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if ( summoned )
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addedStack - > state . insert ( EBattleStackState : : SUMMONED ) ;
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addedStack - > localInit ( gs - > curB . get ( ) ) ;
gs - > curB - > stacks . push_back ( addedStack ) ;
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newStackID = addedStack - > ID ;
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}
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DLL_LINKAGE void BattleSetStackProperty : : applyGs ( CGameState * gs )
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{
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CStack * stack = gs - > curB - > getStack ( stackID ) ;
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switch ( which )
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{
case CASTS :
{
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if ( absolute )
logNetwork - > error ( " Can not change casts in absolute mode " ) ;
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else
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stack - > casts . use ( - val ) ;
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break ;
}
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case ENCHANTER_COUNTER :
{
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auto & counter = gs - > curB - > sides [ gs - > curB - > whatSide ( stack - > owner ) ] . enchanterCounter ;
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if ( absolute )
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counter = val ;
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else
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counter + = val ;
vstd : : amax ( counter , 0 ) ;
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break ;
}
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case UNBIND :
{
stack - > popBonuses ( Selector : : type ( Bonus : : BIND_EFFECT ) ) ;
break ;
}
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case CLONED :
{
stack - > state . insert ( EBattleStackState : : CLONED ) ;
break ;
}
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case HAS_CLONE :
{
stack - > cloneID = val ;
break ;
}
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}
}
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DLL_LINKAGE void PlayerCheated : : applyGs ( CGameState * gs )
{
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if ( ! player . isValidPlayer ( ) )
return ;
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gs - > getPlayer ( player ) - > enteredLosingCheatCode = losingCheatCode ;
gs - > getPlayer ( player ) - > enteredWinningCheatCode = winningCheatCode ;
}
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DLL_LINKAGE void YourTurn : : applyGs ( CGameState * gs )
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{
gs - > currentPlayer = player ;
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auto & playerState = gs - > players [ player ] ;
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playerState . daysWithoutCastle = daysWithoutCastle ;
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}
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DLL_LINKAGE Component : : Component ( const CStackBasicDescriptor & stack )
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: id ( CREATURE ) , subtype ( stack . type - > idNumber ) , val ( stack . count ) , when ( 0 )
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{
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}