#include "StdInc.h" #include "NetPacks.h" #include "CGeneralTextHandler.h" #include "CDefObjInfoHandler.h" #include "CArtHandler.h" #include "CHeroHandler.h" #include "CObjectHandler.h" #include "VCMI_Lib.h" #include "map.h" #include "CSpellHandler.h" #include "CCreatureHandler.h" #include "CGameState.h" #include "BattleState.h" #undef min #undef max /* * NetPacksLib.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #ifdef min #undef min #endif #ifdef max #undef max #endif DLL_LINKAGE void SetResource::applyGs( CGameState *gs ) { assert(player < GameConstants::PLAYER_LIMIT); vstd::amax(val, 0); //new value must be >= 0 gs->getPlayer(player)->resources[resid] = val; } DLL_LINKAGE void SetResources::applyGs( CGameState *gs ) { assert(player < GameConstants::PLAYER_LIMIT); gs->getPlayer(player)->resources = res; } DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(id); assert(hero); if(which <4) { Bonus *skill = hero->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL)); assert(skill); if(abs) skill->val = val; else skill->val += val; } else if(which == 4) //XP { if(abs) hero->exp = val; else hero->exp += val; } } DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(id); hero->setSecSkillLevel(static_cast(which), val, abs); } DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs ) { CGHeroInstance *h = gs->getHero(hid); CGTownInstance *t = gs->getTown(tid); if(start()) t->setVisitingHero(h); else t->setVisitingHero(NULL); } DLL_LINKAGE 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_LINKAGE void SetMana::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(hid); vstd::amax(val, 0); //not less than 0 hero->mana = val; } DLL_LINKAGE void SetMovePoints::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(hid); hero->movement = val; } DLL_LINKAGE void FoWChange::applyGs( CGameState *gs ) { TeamState * team = gs->getPlayerTeam(player); BOOST_FOREACH(int3 t, tiles) team->fogOfWarMap[t.x][t.y][t.z] = mode; if (mode == 0) //do not hide too much { boost::unordered_set tilesRevealed; for (size_t i = 0; i < gs->map->objects.size(); i++) { if (gs->map->objects[i]) { switch(gs->map->objects[i]->ID) { case 34://hero case 53://mine case 98://town case 220: if(vstd::contains(team->players, gs->map->objects[i]->tempOwner)) //check owned observators gs->map->objects[i]->getSightTiles(tilesRevealed); break; } } } BOOST_FOREACH(int3 t, tilesRevealed) //probably not the most optimal solution ever team->fogOfWarMap[t.x][t.y][t.z] = 1; } } DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs ) { PlayerState *p = gs->getPlayer(player); p->availableHeroes.clear(); for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++) { CGHeroInstance *h = (hid[i]>=0 ? (CGHeroInstance*)gs->hpool.heroesPool[hid[i]] : NULL); if(h && army[i]) h->setToArmy(army[i]); p->availableHeroes.push_back(h); } } DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs ) { CBonusSystemNode *cbsn = NULL; switch(who) { case HERO: cbsn = gs->getHero(id); break; case PLAYER: cbsn = gs->getPlayer(id); break; case TOWN: cbsn = gs->getTown(id); break; } assert(cbsn); Bonus *b = new Bonus(bonus); cbsn->addNewBonus(b); std::string &descr = b->description; if(!bdescr.message.size() && bonus.source == Bonus::OBJECT && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE) && gs->map->objects[bonus.sid]->ID == GameConstants::EVENTI_TYPE) //it's morale/luck bonus from an event without description { descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle" boost::replace_first(descr,"%d",boost::lexical_cast(std::abs(bonus.val))); } else { bdescr.toString(descr); } } DLL_LINKAGE 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_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs ) { PlayerState *p = gs->getPlayer(player); p->status = victory ? 2 : 1; } DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs ) { CBonusSystemNode *node; if (who == HERO) node = gs->getHero(whoID); else node = gs->getPlayer(whoID); BonusList &bonuses = node->getBonusList(); for (int i = 0; i < bonuses.size(); i++) { Bonus *b = bonuses[i]; if(b->source == source && b->sid == id) { bonus = *b; //backup bonus (to show to interfaces later) bonuses.erase(i); break; } } } DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs ) { CGObjectInstance *obj = gs->map->objects[id]; //unblock tiles if(obj->defInfo) { gs->map->removeBlockVisTiles(obj); } if(obj->ID==GameConstants::HEROI_TYPE) { CGHeroInstance *h = static_cast(obj); PlayerState *p = gs->getPlayer(h->tempOwner); gs->map->heroes -= h; p->heroes -= h; h->detachFrom(h->whereShouldBeAttached(gs)); h->tempOwner = 255; //no one owns beaten hero if(h->visitedTown) { if(h->inTownGarrison) h->visitedTown->garrisonHero = NULL; else h->visitedTown->visitingHero = NULL; h->visitedTown = NULL; } //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; gs->map->objects[id] = NULL; return; } // else if (obj->ID==CREI_TYPE && gs->map->version > CMapHeader::RoE) //only fixed monsters can be a part of quest // { // CGCreature *cre = static_cast(obj); // gs->map->monsters[cre->identifier]->pos = int3 (-1,-1,-1); //use nonexistent monster for quest :> // } gs->map->objects[id].dellNull(); } 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; } void TryMoveHero::applyGs( CGameState *gs ) { CGHeroInstance *h = gs->getHero(id); h->movement = movePoints; if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end) { h->moveDir = getDir(start,end); } if(result == EMBARK) //hero enters boat at dest tile { const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false)); assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == 8); //the only vis obj at dest is Boat CGBoat *boat = static_cast(tt.visitableObjects.back()); gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat h->boat = boat; boat->hero = h; } else if(result == DISEMBARK) //hero leaves boat to dest tile { CGBoat *b = const_cast(h->boat); b->direction = h->moveDir; b->pos = start; b->hero = NULL; gs->map->addBlockVisTiles(b); h->boat = NULL; } if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK)) { gs->map->removeBlockVisTiles(h); h->pos = end; if(CGBoat *b = const_cast(h->boat)) b->pos = end; gs->map->addBlockVisTiles(h); } BOOST_FOREACH(int3 t, fowRevealed) gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1; } DLL_LINKAGE void NewStructures::applyGs( CGameState *gs ) { CGTownInstance *t = gs->getTown(tid); BOOST_FOREACH(si32 id,bid) { t->builtBuildings.insert(id); } t->builded = builded; t->recreateBuildingsBonuses(); } DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs ) { CGTownInstance *t = gs->getTown(tid); BOOST_FOREACH(si32 id,bid) { t->builtBuildings.erase(id); } t->destroyed = destroyed; //yeaha t->recreateBuildingsBonuses(); } DLL_LINKAGE void SetAvailableCreatures::applyGs( CGameState *gs ) { CGDwelling *dw = dynamic_cast(gs->map->objects[tid].get()); assert(dw); dw->creatures = creatures; } DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs ) { CGTownInstance *t = gs->getTown(tid); CGHeroInstance *v = gs->getHero(visiting), *g = gs->getHero(garrison); bool newVisitorComesFromGarrison = v && v == t->garrisonHero; bool newGarrisonComesFromVisiting = g && g == t->visitingHero; if(newVisitorComesFromGarrison) t->setGarrisonedHero(NULL); if(newGarrisonComesFromVisiting) t->setVisitingHero(NULL); if(!newGarrisonComesFromVisiting || v) t->setVisitingHero(v); if(!newVisitorComesFromGarrison || g) t->setGarrisonedHero(g); if(v) { gs->map->addBlockVisTiles(v); } if(g) { gs->map->removeBlockVisTiles(g); } } DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs ) { assert(vstd::contains(gs->hpool.heroesPool, hid)); CGHeroInstance *h = gs->hpool.heroesPool[hid]; CGTownInstance *t = gs->getTown(tid); PlayerState *p = gs->getPlayer(player); 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); p->heroes.push_back(h); h->attachTo(p); h->initObj(); gs->map->addBlockVisTiles(h); if(t) { t->setVisitingHero(h); } } DLL_LINKAGE void GiveHero::applyGs( CGameState *gs ) { CGHeroInstance *h = gs->getHero(id); //bonus system h->detachFrom(&gs->globalEffects); h->attachTo(gs->getPlayer(player)); gs->map->removeBlockVisTiles(h,true); h->setOwner(player); h->movement = h->maxMovePoints(true); h->initHeroDefInfo(); gs->map->heroes.push_back(h); gs->getPlayer(h->getOwner())->heroes.push_back(h); gs->map->addBlockVisTiles(h); h->inTownGarrison = false; } DLL_LINKAGE void NewObject::applyGs( CGameState *gs ) { CGObjectInstance *o = NULL; switch(ID) { case 8: o = new CGBoat(); break; case 54: //probably more options will be needed o = new CGCreature(); { //CStackInstance hlp; CGCreature *cre = static_cast(o); //cre->slots[0] = hlp; cre->notGrowingTeam = cre->neverFlees = 0; cre->character = 2; cre->gainedArtifact = -1; cre->identifier = -1; cre->addToSlot(0, new CStackInstance(subID, -1)); //add placeholder stack } break; default: o = new CGObjectInstance(); break; } o->ID = ID; o->subID = subID; o->pos = pos; o->defInfo = VLC->dobjinfo->gobjs[ID][subID]; id = o->id = gs->map->objects.size(); o->hoverName = VLC->generaltexth->names[ID]; switch(ID) { case 54: //cfreature o->defInfo = VLC->dobjinfo->gobjs[ID][subID]; assert(o->defInfo); break; case 124://hole const TerrainTile &t = gs->map->getTile(pos); o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype]; assert(o->defInfo); break; } gs->map->objects.push_back(o); gs->map->addBlockVisTiles(o); o->initObj(); assert(o->defInfo); } DLL_LINKAGE void NewArtifact::applyGs( CGameState *gs ) { assert(!vstd::contains(gs->map->artInstances, art)); gs->map->addNewArtifactInstance(art); assert(!art->getParentNodes().size()); art->setType(art->artType); if (CCombinedArtifactInstance* cart = dynamic_cast(art.get())) cart->createConstituents(); } DLL_LINKAGE const CStackInstance * StackLocation::getStack() { if(!army->hasStackAtSlot(slot)) { tlog2 << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot << std::endl; return NULL; } return &army->getStack(slot); } struct ObjectRetriever : boost::static_visitor { const CArmedInstance * operator()(const ConstTransitivePtr &h) const { return h; } const CArmedInstance * operator()(const ConstTransitivePtr &s) const { return s->armyObj; } }; template struct GetBase : boost::static_visitor { template T * operator()(TArg &arg) const { return arg; } }; DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const { return boost::apply_visitor(ObjectRetriever(), artHolder); } DLL_LINKAGE int ArtifactLocation::owningPlayer() const { auto obj = relatedObj(); return obj ? obj->tempOwner : GameConstants::NEUTRAL_PLAYER; } DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet() { return boost::apply_visitor(GetBase(), artHolder); } DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode() { return boost::apply_visitor(GetBase(), artHolder); } DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const { const ArtSlotInfo *s = getSlot(); if(s && s->artifact) { if(!s->locked) return s->artifact; else { tlog3 << "ArtifactLocation::getArt: That location is locked!\n"; return NULL; } } return NULL; } DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const { ArtifactLocation *t = const_cast(this); return t->getHolderArtSet(); } DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const { ArtifactLocation *t = const_cast(this); return t->getHolderNode(); } DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt() { const ArtifactLocation *t = this; return const_cast(t->getArt()); } DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const { return getHolderArtSet()->getSlot(slot); } DLL_LINKAGE void ChangeStackCount::applyGs( CGameState *gs ) { if(absoluteValue) sl.army->setStackCount(sl.slot, count); else sl.army->changeStackCount(sl.slot, count); } DLL_LINKAGE void SetStackType::applyGs( CGameState *gs ) { sl.army->setStackType(sl.slot, type); } DLL_LINKAGE void EraseStack::applyGs( CGameState *gs ) { sl.army->eraseStack(sl.slot); } DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs ) { CStackInstance *s1 = sl1.army->detachStack(sl1.slot), *s2 = sl2.army->detachStack(sl2.slot); sl2.army->putStack(sl2.slot, s1); sl1.army->putStack(sl1.slot, s2); } DLL_LINKAGE void InsertNewStack::applyGs( CGameState *gs ) { CStackInstance *s = new CStackInstance(stack.type, stack.count); sl.army->putStack(sl.slot, s); } DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs ) { const CCreature *srcType = src.army->getCreature(src.slot); TQuantity srcCount = src.army->getStackCount(src.slot); if(srcCount == count) //moving whole stack { if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge { assert(c == srcType); if (GameConstants::STACK_EXP) { 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); } } else //move stack to an empty slot, no exp change needed { 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); if (GameConstants::STACK_EXP) { 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); } } else //split stack to an empty slot { src.army->changeStackCount(src.slot, -count); dst.army->addToSlot(dst.slot, srcType->idNumber, count, false); if (GameConstants::STACK_EXP) dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot)); } } CBonusSystemNode::treeHasChanged(); } DLL_LINKAGE void PutArtifact::applyGs( CGameState *gs ) { assert(art->canBePutAt(al)); art->putAt(al); //al.hero->putArtifact(al.slot, art); } DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs ) { CArtifactInstance *a = al.getArt(); assert(a); a->removeFrom(al); } DLL_LINKAGE void MoveArtifact::applyGs( CGameState *gs ) { CArtifactInstance *a = src.getArt(); if(dst.slot < GameConstants::BACKPACK_START) assert(!dst.getArt()); a->move(src, dst); //TODO what'll happen if Titan's thunder is equiped by pickin git up or the start of game? if (a->artType->id == 135 && dst.slot == ArtifactPosition::RIGHT_HAND) //Titan's Thunder creates new spellbook on equip { auto hPtr = boost::get >(&dst.artHolder); if(hPtr) { CGHeroInstance *h = *hPtr; if(h && !h->hasSpellbook()) gs->giveHeroArtifact(h, 0); } } } DLL_LINKAGE void AssembledArtifact::applyGs( CGameState *gs ) { CArtifactSet *artSet = al.getHolderArtSet(); const CArtifactInstance *transformedArt = al.getArt(); assert(transformedArt); assert(vstd::contains(transformedArt->assemblyPossibilities(artSet), builtArt)); CCombinedArtifactInstance *combinedArt = new CCombinedArtifactInstance(builtArt); gs->map->addNewArtifactInstance(combinedArt); //retrieve all constituents BOOST_FOREACH(si32 constituentID, *builtArt->constituents) { int pos = artSet->getArtPos(constituentID); assert(pos >= 0); CArtifactInstance *constituentInstance = artSet->getArt(pos); //move constituent from hero to be part of new, combined artifact constituentInstance->removeFrom(al); combinedArt->addAsConstituent(constituentInstance, pos); if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot) && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos)) al.slot = pos; } //put new combined artifacts combinedArt->putAt(al); } DLL_LINKAGE void DisassembledArtifact::applyGs( CGameState *gs ) { CCombinedArtifactInstance *disassembled = dynamic_cast(al.getArt()); assert(disassembled); std::vector constituents = disassembled->constituentsInfo; disassembled->removeFrom(al); BOOST_FOREACH(CCombinedArtifactInstance::ConstituentInfo &ci, constituents) { 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 disassembled->detachFrom(ci.art); ci.art->putAt(constituentLoc); } gs->map->eraseArtifactInstance(disassembled); } DLL_LINKAGE void HeroVisit::applyGs( CGameState *gs ) { if(starting) gs->ongoingVisits[hero] = obj; else gs->ongoingVisits.erase(hero); } DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs ) { if(id >= 0) { if(CGBlackMarket *bm = dynamic_cast(gs->map->objects[id].get())) { bm->artifacts = arts; } else { tlog1 << "Wrong black market id!" << std::endl; } } else { CGTownInstance::merchantArtifacts = arts; } } DLL_LINKAGE void NewTurn::applyGs( CGameState *gs ) { gs->day = day; BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point { CGHeroInstance *hero = gs->getHero(h.id); hero->movement = h.move; hero->mana = h.mana; } for(std::map::iterator i = res.begin(); i != res.end(); i++) { assert(i->first < GameConstants::PLAYER_LIMIT); gs->getPlayer(i->first)->resources = i->second; } BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns h.applyGs(gs); gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs if(gs->getDate(1)) //new week gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...] //count days without town for( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) { if(i->second.towns.size() || gs->day == 1) i->second.daysWithoutCastle = 0; else i->second.daysWithoutCastle++; } BOOST_FOREACH(CGTownInstance* t, gs->map->towns) t->builded = 0; } DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs ) { CGObjectInstance *obj = gs->map->objects[id]; if(!obj) { tlog1 << "Wrong object ID - property cannot be set!\n"; return; } CArmedInstance *cai = dynamic_cast(obj); if(what == ObjProperty::OWNER && cai) { if(obj->ID == GameConstants::TOWNI_TYPE) { CGTownInstance *t = static_cast(obj); if(t->tempOwner < GameConstants::PLAYER_LIMIT) gs->getPlayer(t->tempOwner)->towns -= t; if(val < GameConstants::PLAYER_LIMIT) gs->getPlayer(val)->towns.push_back(t); } CBonusSystemNode *nodeToMove = cai->whatShouldBeAttached(); nodeToMove->detachFrom(cai->whereShouldBeAttached(gs)); obj->setProperty(what,val); nodeToMove->attachTo(cai->whereShouldBeAttached(gs)); } else //not an armed instance { obj->setProperty(what,val); } } DLL_LINKAGE void SetHoverName::applyGs( CGameState *gs ) { name.toString(gs->map->objects[id]->hoverName); } DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs ) { CGHeroInstance* h = gs->getHero(heroid); h->level = level; //speciality h->UpdateSpeciality(); } DLL_LINKAGE void BattleStart::applyGs( CGameState *gs ) { gs->curB = info; gs->curB->localInit(); } DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs ) { gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0; for (int i = 0; i < 2; ++i) { vstd::amax(--gs->curB->enchanterCounter[i], 0); } gs->curB->round = round; BOOST_FOREACH(CStack *s, gs->curB->stacks) { s->state -= EBattleStackState::DEFENDING; s->state -= EBattleStackState::WAITING; s->state -= EBattleStackState::MOVED; s->state -= EBattleStackState::HAD_MORALE; s->state -= EBattleStackState::FEAR; s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION); // new turn effects s->battleTurnPassed(); } } DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs ) { gs->curB->activeStack = stack; CStack *st = gs->curB->getStack(stack); //remove bonuses that last until when stack gets new turn st->getBonusList().remove_if(Bonus::UntilGetsTurn); 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); } DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs ) { CStack *st = gs->curB->getStack(stackID); switch (effect) { case Bonus::HP_REGENERATION: st->firstHPleft += val; vstd::amin (st->firstHPleft, (ui32)st->MaxHealth()); break; case Bonus::MANA_DRAIN: { CGHeroInstance * h = gs->getHero(additionalInfo); h->mana -= val; vstd::amax(h->mana, 0); break; } case Bonus::POISON: { Bonus * b = st->getBonus(Selector::source(Bonus::SPELL_EFFECT, 71) && 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: tlog2 << "Unrecognized trigger effect type "<< type <<"\n"; } } void BattleResult::applyGs( CGameState *gs ) { //stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed BOOST_FOREACH(CStack *s, gs->curB->stacks) { if(s->base && s->base->armyObj && vstd::contains(s->state, EBattleStackState::SUMMONED)) { assert(&s->base->armyObj->getStack(s->slot) == s->base); const_cast(s->base->armyObj)->eraseStack(s->slot); } } for(unsigned i=0;icurB->stacks.size();i++) delete gs->curB->stacks[i]; //remove any "until next battle" bonuses CGHeroInstance *h; h = gs->curB->heroes[0]; if(h) h->getBonusList().remove_if(Bonus::OneBattle); h = gs->curB->heroes[1]; if(h) h->getBonusList().remove_if(Bonus::OneBattle); if (GameConstants::STACK_EXP) { if (exp[0]) //checking local array is easier than dereferencing this crap twice gs->curB->belligerents[0]->giveStackExp(exp[0]); if (exp[1]) gs->curB->belligerents[1]->giveStackExp(exp[1]); CBonusSystemNode::treeHasChanged(); } gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL; gs->curB.dellNull(); } void BattleStackMoved::applyGs( CGameState *gs ) { gs->curB->getStack(stack)->position = tilesToMove.back(); } DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs ) { CStack * at = gs->curB->getStack(stackAttacked); at->count = newAmount; at->firstHPleft = newHP; if(killed()) { at->state -= EBattleStackState::ALIVE; } //life drain handling for (int g=0; gcasts--; at->state.insert(EBattleStackState::ALIVE); //hmm? } if (cloneKilled()) { BattleStacksRemoved bsr; //remove body bsr.stackIDs.insert(at->ID); bsr.applyGs(gs); } } DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs ) { CStack *attacker = gs->curB->getStack(stackAttacking); if(counter()) attacker->counterAttacks--; if(shot()) { //don't remove ammo if we have a working ammo cart bool hasAmmoCart = false; BOOST_FOREACH(const CStack * st, gs->curB->stacks) { if(st->owner == attacker->owner && st->getCreature()->idNumber == 148 && st->alive()) { hasAmmoCart = true; break; } } if (!hasAmmoCart) { attacker->shots--; } } BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa) stackAttacked.applyGs(gs); attacker->getBonusList().remove_if(Bonus::UntilAttack); for(std::vector::const_iterator it = bsa.begin(); it != bsa.end(); ++it) { CStack * stack = gs->curB->getStack(it->stackAttacked, false); if (stack) //cloned stack is already gone stack->getBonusList().remove_if(Bonus::UntilBeingAttacked); } } DLL_LINKAGE void StartAction::applyGs( CGameState *gs ) { CStack *st = gs->curB->getStack(ba.stackNumber); if(ba.actionType == BattleAction::END_TACTIC_PHASE) { gs->curB->tacticDistance = 0; return; } if(gs->curB->tacticDistance) { // moves in tactics phase do not affect creature status // (tactics stack queue is managed by client) return; } if(ba.actionType != BattleAction::HERO_SPELL) //don't check for stack if it's custom action by hero { assert(st); } else { gs->curB->usedSpellsHistory[ba.side].push_back(VLC->spellh->spells[ba.additionalInfo]); } switch(ba.actionType) { case BattleAction::DEFEND: st->state.insert(EBattleStackState::DEFENDING); break; case BattleAction::WAIT: st->state.insert(EBattleStackState::WAITING); return; case BattleAction::HERO_SPELL: //no change in current stack state return; default: //any active stack action - attack, catapult, heal, spell... st->state.insert(EBattleStackState::MOVED); break; } if(st) 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) } DLL_LINKAGE void BattleSpellCast::applyGs( CGameState *gs ) { assert(gs->curB); if (castedByHero) { CGHeroInstance * h = gs->curB->heroes[side]; CGHeroInstance * enemy = gs->curB->heroes[1-side]; h->mana -= spellCost; vstd::amax(h->mana, 0); if (enemy && manaGained) enemy->mana += manaGained; if (side >= 0 && side < 2) { gs->curB->castSpells[side]++; } } if(id == 35 || id == 78) //dispel and dispel helpful spells { bool onlyHelpful = id == 78; for(std::set::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it) { CStack *s = gs->curB->getStack(*it); if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist { if(onlyHelpful) s->popBonuses(Selector::positiveSpellEffects); else s->popBonuses(Selector::sourceType(Bonus::SPELL_EFFECT)); } } } } void actualizeEffect(CStack * s, const std::vector & ef) { //actualizing features vector BOOST_FOREACH(const Bonus &fromEffect, ef) { BOOST_FOREACH(Bonus *stackBonus, s->getBonusList()) //TODO: optimize { if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect.type && stackBonus->subtype == fromEffect.subtype) { stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, fromEffect.turnsRemain); } } } } void actualizeEffect(CStack * s, const Bonus & ef) { BOOST_FOREACH(Bonus *stackBonus, s->getBonusList()) //TODO: optimize { if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == ef.type && stackBonus->subtype == ef.subtype) { stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain); } } } DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs ) { int spellid = effect.begin()->sid; //effects' source ID BOOST_FOREACH(ui32 id, stacks) { CStack *s = gs->curB->getStack(id); if(s) { if(spellid == 47 || spellid == 80 || !s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid)))//disrupting ray or acid breath or not on the list - just add { BOOST_FOREACH(Bonus &fromEffect, effect) { s->addNewBonus( new Bonus(fromEffect)); } } else //just actualize { actualizeEffect(s, effect); } } else tlog1 << "Cannot find stack " << id << std::endl; } typedef std::pair p; BOOST_FOREACH(p para, uniqueBonuses) { CStack *s = gs->curB->getStack(para.first); if (s) { if (!s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid) && Selector::typeSubtype(para.second.type, para.second.subtype))) s->addNewBonus(new Bonus(para.second)); else actualizeEffect(s, effect); } else tlog1 << "Cannot find stack " << para.first << std::endl; } } DLL_LINKAGE void StacksInjured::applyGs( CGameState *gs ) { BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks) stackAttacked.applyGs(gs); } DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs ) { for(int g=0; gcurB->getStack(healedStacks[g].stackID, false); //checking if we resurrect a stack that is under a living stack std::vector access = gs->curB->getAccessibility(changedStack, true); bool acc[GameConstants::BFIELD_SIZE]; for(int h=0; halive() && !gs->curB->isAccessible(changedStack->position, acc, changedStack->doubleWide(), changedStack->attackerOwned, changedStack->hasBonusOfType(Bonus::FLYING), true)) return; //position is already occupied //applying changes bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed if(resurrected) { changedStack->state.insert(EBattleStackState::ALIVE); if(healedStacks[g].lowLevelResurrection) changedStack->state.insert(EBattleStackState::SUMMONED); //TODO: different counter for rised units } //int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft; int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count ); changedStack->count += res; changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth(); if(changedStack->firstHPleft > changedStack->MaxHealth()) { changedStack->firstHPleft -= changedStack->MaxHealth(); if(changedStack->baseAmount > changedStack->count) { changedStack->count += 1; } } vstd::amin(changedStack->firstHPleft, changedStack->MaxHealth()); //removal of negative effects if(resurrected) { // for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++) // { // if(VLC->spellh->spells[(*it)->sid]->positiveness < 0) // { // changedStack->bonuses.erase(it); // } // } //removing all features from negative spells const BonusList tmpFeatures = changedStack->getBonusList(); //changedStack->bonuses.clear(); BOOST_FOREACH(Bonus *b, tmpFeatures) { const CSpell *s = b->sourceSpell(); if(s && s->isNegative()) { changedStack->removeBonus(b); } } } } } DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs ) { if(gs->curB) //if there is a battle { for(std::set::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it) { for(int i=0; icurB->obstacles.size(); ++i) { if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle { gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i); break; } } } } } DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs ) { if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege { for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it) { gs->curB->si.wallState[it->first.first] = std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 ); } } } DLL_LINKAGE void BattleStacksRemoved::applyGs( CGameState *gs ) { if(!gs->curB) return; for(std::set::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack { for(int b=0; bcurB->stacks.size(); ++b) //find it in vector of stacks { if(gs->curB->stacks[b]->ID == *it) //if found { CStack *toRemove = gs->curB->stacks[b]; gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove toRemove->detachFromAll(); delete toRemove; break; } } } } DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs) { if (!BattleHex(pos).isValid()) { tlog2 << "No place found for new stack!\n"; return; } CStackBasicDescriptor csbd(creID, amount); CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, 255, pos); //TODO: netpacks? if (summoned) addedStack->state.insert(EBattleStackState::SUMMONED); gs->curB->localInitStack(addedStack); gs->curB->stacks.push_back(addedStack); //the stack is not "SUMMONED", it is permanent } DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs) { CStack * stack = gs->curB->getStack(stackID); switch (which) { case CASTS: { if (absolute) stack->casts = val; else stack->casts += val; vstd::amax(stack->casts, 0); break; } case ENCHANTER_COUNTER: { int side = gs->curB->whatSide(stack->owner); if (absolute) gs->curB->enchanterCounter[side] = val; else gs->curB->enchanterCounter[side] += val; vstd::amax(gs->curB->enchanterCounter[side], 0); break; } case UNBIND: { stack->popBonuses(Selector::type(Bonus::BIND_EFFECT)); break; } case CLONED: { stack->state.insert(EBattleStackState::CLONED); break; } } } DLL_LINKAGE void YourTurn::applyGs( CGameState *gs ) { gs->currentPlayer = player; } DLL_LINKAGE void SetSelection::applyGs( CGameState *gs ) { gs->getPlayer(player)->currentSelection = id; } DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack) :id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0) { }