mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
New files
For VCMI_LIB: lib/RegisterTypes.cpp lib/NetPacksLib.cpp For VCMI_CLIENT: client/NetPacksClient.cpp (+ headers) Removed files FOR VCMI_CLIENT: hch/CAbilityHandler.cpp and header Redone sending and applying messages server => client May be still buggy.
This commit is contained in:
480
lib/NetPacksLib.cpp
Normal file
480
lib/NetPacksLib.cpp
Normal file
@@ -0,0 +1,480 @@
|
||||
#define VCMI_DLL
|
||||
#include "../lib/NetPacks.h"
|
||||
#include "../hch/CGeneralTextHandler.h"
|
||||
#include "../hch/CDefObjInfoHandler.h"
|
||||
#include "../hch/CHeroHandler.h"
|
||||
#include "../hch/CObjectHandler.h"
|
||||
#include "../lib/VCMI_Lib.h"
|
||||
#include "../map.h"
|
||||
#include "../hch/CSpellHandler.h"
|
||||
#include <boost/bind.hpp>
|
||||
#include <boost/foreach.hpp>
|
||||
#include <boost/thread.hpp>
|
||||
#include <boost/thread/shared_mutex.hpp>
|
||||
|
||||
DLL_EXPORT void SetResource::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->players[player].resources[resid] = val;
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetResources::applyGs( CGameState *gs )
|
||||
{
|
||||
for(int i=0;i<res.size();i++)
|
||||
gs->players[player].resources[i] = res[i];
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(id);
|
||||
if(which <4)
|
||||
{
|
||||
if(abs)
|
||||
hero->primSkills[which] = val;
|
||||
else
|
||||
hero->primSkills[which] += val;
|
||||
}
|
||||
else if(which == 4) //XP
|
||||
{
|
||||
if(abs)
|
||||
hero->exp = val;
|
||||
else
|
||||
hero->exp += val;
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(id);
|
||||
if(hero->getSecSkillLevel(which) == 0)
|
||||
{
|
||||
hero->secSkills.push_back(std::pair<int,int>(which, val));
|
||||
}
|
||||
else
|
||||
{
|
||||
for(unsigned i=0;i<hero->secSkills.size();i++)
|
||||
{
|
||||
if(hero->secSkills[i].first == which)
|
||||
{
|
||||
if(abs)
|
||||
hero->secSkills[i].second = val;
|
||||
else
|
||||
hero->secSkills[i].second += val;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(hid);
|
||||
CGTownInstance *t = gs->getTown(tid);
|
||||
if(start())
|
||||
{
|
||||
if(garrison())
|
||||
{
|
||||
t->garrisonHero = h;
|
||||
h->visitedTown = t;
|
||||
h->inTownGarrison = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
t->visitingHero = h;
|
||||
h->visitedTown = t;
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(garrison())
|
||||
{
|
||||
t->garrisonHero = NULL;
|
||||
h->visitedTown = NULL;
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
t->visitingHero = NULL;
|
||||
h->visitedTown = NULL;
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(hid);
|
||||
|
||||
if(learn)
|
||||
BOOST_FOREACH(ui32 sid, spells)
|
||||
hero->spells.insert(sid);
|
||||
else
|
||||
BOOST_FOREACH(ui32 sid, spells)
|
||||
hero->spells.erase(sid);
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetMana::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(hid);
|
||||
hero->mana = val;
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(hid);
|
||||
hero->movement = val;
|
||||
}
|
||||
|
||||
DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
|
||||
{
|
||||
BOOST_FOREACH(int3 t, tiles)
|
||||
gs->players[player].fogOfWarMap[t.x][t.y][t.z] = mode;
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->players[player].availableHeroes.clear();
|
||||
|
||||
CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
|
||||
gs->players[player].availableHeroes.push_back(h);
|
||||
if(h && flags & 1)
|
||||
{
|
||||
h->army.slots.clear();
|
||||
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
|
||||
}
|
||||
|
||||
h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
|
||||
gs->players[player].availableHeroes.push_back(h);
|
||||
if(flags & 2)
|
||||
{
|
||||
h->army.slots.clear();
|
||||
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(hid);
|
||||
h->bonuses.push_back(bonus);
|
||||
h->bonuses.back().description = toString(bdescr);
|
||||
}
|
||||
|
||||
DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
|
||||
{
|
||||
CGObjectInstance *obj = gs->map->objects[objid];
|
||||
if(!obj)
|
||||
{
|
||||
tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
|
||||
return;
|
||||
}
|
||||
gs->map->removeBlockVisTiles(obj);
|
||||
obj->pos = nPos;
|
||||
gs->map->addBlockVisTiles(obj);
|
||||
}
|
||||
|
||||
DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
|
||||
{
|
||||
CGObjectInstance *obj = gs->map->objects[id];
|
||||
if(obj->ID==HEROI_TYPE)
|
||||
{
|
||||
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
|
||||
std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
|
||||
gs->map->heroes.erase(nitr);
|
||||
int player = h->tempOwner;
|
||||
nitr = std::find(gs->players[player].heroes.begin(), gs->players[player].heroes.end(), h);
|
||||
gs->players[player].heroes.erase(nitr);
|
||||
if(h->visitedTown)
|
||||
{
|
||||
if(h->inTownGarrison)
|
||||
h->visitedTown->garrisonHero = NULL;
|
||||
else
|
||||
h->visitedTown->visitingHero = NULL;
|
||||
h->visitedTown = NULL;
|
||||
}
|
||||
|
||||
//TODO: add to the pool?
|
||||
}
|
||||
gs->map->objects[id] = NULL;
|
||||
|
||||
//unblock tiles
|
||||
if(obj->defInfo)
|
||||
{
|
||||
gs->map->removeBlockVisTiles(obj);
|
||||
}
|
||||
}
|
||||
|
||||
void TryMoveHero::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(id);
|
||||
h->movement = movePoints;
|
||||
if(start!=end && result)
|
||||
{
|
||||
gs->map->removeBlockVisTiles(h);
|
||||
h->pos = end;
|
||||
gs->map->addBlockVisTiles(h);
|
||||
}
|
||||
BOOST_FOREACH(int3 t, fowRevealed)
|
||||
gs->players[h->getOwner()].fogOfWarMap[t.x][t.y][t.z] = 1;
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
|
||||
{
|
||||
for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
|
||||
{
|
||||
CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
|
||||
ai->army = i->second;
|
||||
if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
|
||||
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
|
||||
else if(ai->ID==HEROI_TYPE)
|
||||
{
|
||||
CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
|
||||
if(h->visitedTown && h->inTownGarrison)
|
||||
h->visitedTown->army = i->second;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
|
||||
{
|
||||
CGTownInstance*t = gs->getTown(tid);
|
||||
BOOST_FOREACH(si32 id,bid)
|
||||
t->builtBuildings.insert(id);
|
||||
t->builded = builded;
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->getTown(tid)->strInfo.creatures = creatures;
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
|
||||
{
|
||||
CGTownInstance *t = gs->getTown(tid);
|
||||
|
||||
CGHeroInstance *v = gs->getHero(visiting),
|
||||
*g = gs->getHero(garrison);
|
||||
|
||||
t->visitingHero = v;
|
||||
t->garrisonHero = g;
|
||||
if(v)
|
||||
{
|
||||
v->visitedTown = t;
|
||||
v->inTownGarrison = false;
|
||||
gs->map->addBlockVisTiles(v);
|
||||
}
|
||||
if(g)
|
||||
{
|
||||
g->visitedTown = t;
|
||||
g->inTownGarrison = true;
|
||||
gs->map->removeBlockVisTiles(g);
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(hid);
|
||||
h->artifacts = artifacts;
|
||||
h->artifWorn = artifWorn;
|
||||
}
|
||||
|
||||
DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->hpool.heroesPool[hid];
|
||||
CGTownInstance *t = gs->getTown(tid);
|
||||
h->setOwner(player);
|
||||
h->pos = tile;
|
||||
h->movement = h->maxMovePoints(true);
|
||||
|
||||
gs->hpool.heroesPool.erase(hid);
|
||||
if(h->id < 0)
|
||||
{
|
||||
h->id = gs->map->objects.size();
|
||||
gs->map->objects.push_back(h);
|
||||
}
|
||||
else
|
||||
gs->map->objects[h->id] = h;
|
||||
|
||||
h->initHeroDefInfo();
|
||||
gs->map->heroes.push_back(h);
|
||||
gs->players[h->tempOwner].heroes.push_back(h);
|
||||
gs->map->addBlockVisTiles(h);
|
||||
t->visitingHero = h;
|
||||
h->visitedTown = t;
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
|
||||
DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(id);
|
||||
gs->map->removeBlockVisTiles(h,true);
|
||||
h->setOwner(player);
|
||||
h->movement = h->maxMovePoints(true);
|
||||
h->initHeroDefInfo();
|
||||
gs->map->heroes.push_back(h);
|
||||
gs->players[h->tempOwner].heroes.push_back(h);
|
||||
gs->map->addBlockVisTiles(h);
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
|
||||
DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->day = day;
|
||||
BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
|
||||
{
|
||||
static_cast<CGHeroInstance*>(gs->map->objects[h.id])->movement = h.move;
|
||||
static_cast<CGHeroInstance*>(gs->map->objects[h.id])->mana = h.mana;
|
||||
}
|
||||
|
||||
BOOST_FOREACH(SetResources h, res) //give resources
|
||||
h.applyGs(gs);
|
||||
|
||||
BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
|
||||
h.applyGs(gs);
|
||||
|
||||
if(resetBuilded) //reset amount of structures set in this turn in towns
|
||||
BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
|
||||
t->builded = 0;
|
||||
|
||||
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
|
||||
h->bonuses.remove_if(HeroBonus::OneDay);
|
||||
|
||||
if(gs->getDate(1) == 7) //new week
|
||||
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
|
||||
h->bonuses.remove_if(HeroBonus::OneWeek);
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
|
||||
{
|
||||
CGObjectInstance *obj = gs->map->objects[id];
|
||||
if(!obj)
|
||||
tlog1 << "Wrong object ID - property cannot be set!\n";
|
||||
else
|
||||
obj->setProperty(what,val);
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->map->objects[id]->hoverName = toString(name);
|
||||
}
|
||||
|
||||
DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->getHero(heroid)->level = level;
|
||||
}
|
||||
|
||||
DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->curB = info;
|
||||
}
|
||||
|
||||
DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->curB->castedSpells[0] = gs->curB->castedSpells[1] = 0;
|
||||
gs->curB->round = round;
|
||||
|
||||
BOOST_FOREACH(CStack *s, gs->curB->stacks)
|
||||
{
|
||||
s->state -= DEFENDING;
|
||||
s->state -= WAITING;
|
||||
s->state -= MOVED;
|
||||
s->state -= HAD_MORALE;
|
||||
s->counterAttacks = 1;
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->curB->activeStack = stack;
|
||||
CStack *st = gs->curB->getStack(stack);
|
||||
if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
|
||||
st->state.insert(HAD_MORALE);
|
||||
}
|
||||
|
||||
void BattleResult::applyGs( CGameState *gs )
|
||||
{
|
||||
for(unsigned i=0;i<gs->curB->stacks.size();i++)
|
||||
delete gs->curB->stacks[i];
|
||||
|
||||
//remove any "until next battle" bonuses
|
||||
CGHeroInstance *h;
|
||||
h = gs->getHero(gs->curB->hero1);
|
||||
if(h)
|
||||
h->bonuses.remove_if(HeroBonus::OneBattle);
|
||||
h = gs->getHero(gs->curB->hero2);
|
||||
if(h)
|
||||
h->bonuses.remove_if(HeroBonus::OneBattle);
|
||||
|
||||
delete gs->curB;
|
||||
gs->curB = NULL;
|
||||
}
|
||||
|
||||
void BattleStackMoved::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->curB->getStack(stack)->position = tile;
|
||||
}
|
||||
|
||||
DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
|
||||
{
|
||||
CStack * at = gs->curB->getStack(stackAttacked);
|
||||
at->amount = newAmount;
|
||||
at->firstHPleft = newHP;
|
||||
if(killed())
|
||||
at->state -= ALIVE;
|
||||
}
|
||||
|
||||
DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
|
||||
{
|
||||
CStack *attacker = gs->curB->getStack(stackAttacking);
|
||||
if(counter())
|
||||
attacker->counterAttacks--;
|
||||
if(shot())
|
||||
attacker->shots--;
|
||||
bsa.applyGs(gs);
|
||||
}
|
||||
|
||||
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
|
||||
{
|
||||
CStack *st = gs->curB->getStack(ba.stackNumber);
|
||||
switch(ba.actionType)
|
||||
{
|
||||
case 3:
|
||||
st->state.insert(DEFENDING);
|
||||
break;
|
||||
case 8:
|
||||
st->state.insert(WAITING);
|
||||
break;
|
||||
case 2: case 6: case 7: case 9: case 10: case 11:
|
||||
st->state.insert(MOVED);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void SpellCasted::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
|
||||
if(h)
|
||||
{
|
||||
h->mana -= VLC->spellh->spells[id].costs[skill];
|
||||
if(h->mana < 0) h->mana = 0;
|
||||
}
|
||||
if(side >= 0 && side < 2)
|
||||
{
|
||||
gs->curB->castedSpells[side]++;
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
|
||||
{
|
||||
CStack *s = gs->curB->getStack(stack);
|
||||
s->effects.push_back(effect);
|
||||
}
|
||||
|
||||
DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->currentPlayer = player;
|
||||
}
|
||||
|
||||
|
||||
DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->players[player].currentSelection = id;
|
||||
}
|
||||
Reference in New Issue
Block a user