#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 #include #include #include DLL_EXPORT void SetResource::applyGs( CGameState *gs ) { gs->getPlayer(player)->resources[resid] = val; } DLL_EXPORT void SetResources::applyGs( CGameState *gs ) { for(int i=0;igetPlayer(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(which, val)); } else { for(unsigned i=0;isecSkills.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->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode; } DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs ) { gs->getPlayer(player)->availableHeroes.clear(); CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL); gs->getPlayer(player)->availableHeroes.push_back(h); if(h && flags & 1) { h->army.slots.clear(); h->army.slots[0] = std::pair(VLC->creh->nameToID[h->type->refTypeStack[0]],1); } h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL); gs->getPlayer(player)->availableHeroes.push_back(h); if(flags & 2) { h->army.slots.clear(); h->army.slots[0] = std::pair(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(obj); std::vector::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h); gs->map->heroes.erase(nitr); int player = h->tempOwner; nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h); gs->getPlayer(player)->heroes.erase(nitr); 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->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1; } DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs ) { for(std::map::iterator i = garrs.begin(); i!=garrs.end(); i++) { CArmedInstance *ai = static_cast(gs->map->objects[i->first]); ai->army = i->second; if(ai->ID==TOWNI_TYPE && (static_cast(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army const_cast((static_cast(ai))->garrisonHero)->army = i->second; else if(ai->ID==HEROI_TYPE) { CGHeroInstance *h = static_cast(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->getPlayer(h->getOwner())->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->getPlayer(h->getOwner())->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(gs->map->objects[h.id])->movement = h.move; static_cast(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;icurB->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->getPlayer(player)->currentSelection = id; }