#define VCMI_DLL #include "NetPacks.h" #include "../hch/CGeneralTextHandler.h" #include "../hch/CDefObjInfoHandler.h" #include "../hch/CArtHandler.h" #include "../hch/CHeroHandler.h" #include "../hch/CObjectHandler.h" #include "VCMI_Lib.h" #include "map.h" #include "../hch/CSpellHandler.h" #include "../hch/CCreatureHandler.h" #include #include #include #include #include #include #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_EXPORT void SetResource::applyGs( CGameState *gs ) { assert(player < PLAYER_LIMIT); amax(val, 0); //new value must be >= 0 gs->getPlayer(player)->resources[resid] = val; } DLL_EXPORT void SetResources::applyGs( CGameState *gs ) { assert(player < PLAYER_LIMIT); for(int i=0;igetPlayer(player)->resources[i] = res[i]; } DLL_EXPORT 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_EXPORT void SetSecSkill::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(id); hero->setSecSkillLevel(which, val, abs); } DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs ) { CGHeroInstance *h = gs->getHero(hid); CGTownInstance *t = gs->getTown(tid); if(start()) { if(garrison()) { t->garrisonHero = h; h->visitedTown = t; h->inTownGarrison = true; } else { t->visitingHero = h; h->visitedTown = t; h->inTownGarrison = false; } } else { if(garrison()) { t->garrisonHero = NULL; h->visitedTown = NULL; h->inTownGarrison = false; } else { t->visitingHero = NULL; h->visitedTown = NULL; h->inTownGarrison = false; } } } DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(hid); if(learn) BOOST_FOREACH(ui32 sid, spells) hero->spells.insert(sid); else BOOST_FOREACH(ui32 sid, spells) hero->spells.erase(sid); } DLL_EXPORT void SetMana::applyGs( CGameState *gs ) { CGHeroInstance *hero = gs->getHero(hid); amax(val, 0); //not less than 0 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 ) { 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 { std::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, player)) //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_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs ) { PlayerState *p = gs->getPlayer(player); p->availableHeroes.clear(); for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++) { CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]] : NULL); if(h && army[i]) h->setArmy(*army[i]); p->availableHeroes.push_back(h); } } DLL_EXPORT void GiveBonus::applyGs( CGameState *gs ) { BonusList *bonuses = NULL; switch(who) { case HERO: { CGHeroInstance *h = gs->getHero(id); assert(h); bonuses = &h->bonuses; } break; case PLAYER: { PlayerState *p = gs->getPlayer(id); assert(p); bonuses = &p->bonuses; } break; case TOWN: { CGTownInstance *t = gs->getTown(id); assert(t); bonuses = &t->bonuses; } } bonuses->push_back(bonus); std::string &descr = bonuses->back().description; if(!bdescr.message.size() && bonus.source == Bonus::OBJECT && (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE) && gs->map->objects[bonus.id]->ID == 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_EXPORT void ChangeObjPos::applyGs( CGameState *gs ) { CGObjectInstance *obj = gs->map->objects[objid]; if(!obj) { tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n"; return; } gs->map->removeBlockVisTiles(obj); obj->pos = nPos; gs->map->addBlockVisTiles(obj); } DLL_EXPORT void PlayerEndsGame::applyGs( CGameState *gs ) { PlayerState *p = gs->getPlayer(player); p->status = victory ? 2 : 1; } DLL_EXPORT void RemoveBonus::applyGs( CGameState *gs ) { std::list &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses); for(std::list::iterator i = bonuses.begin(); i != bonuses.end(); i++) { if(i->source == source && i->id == id) { bonus = *i; //backup bonus (to show to interfaces later) bonuses.erase(i); break; } } } DLL_EXPORT void RemoveObject::applyGs( CGameState *gs ) { CGObjectInstance *obj = gs->map->objects[id]; //unblock tiles if(obj->defInfo) { gs->map->removeBlockVisTiles(obj); } 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); h->tempOwner = 255; //no one owns beaten hero if(CGTownInstance *t = const_cast(h->visitedTown)) { if(h->inTownGarrison) t->garrisonHero = NULL; else t->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; } 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] = NULL; } 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.front()->ID == 8); //the only vis obj at dest is Boat CGBoat *boat = static_cast(tt.visitableObjects.front()); gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat h->boat = boat; boat->hero = h; } else if(result == DISEMBARK) //hero leaves boat to dest tile { 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_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->setArmy(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)->setArmy(i->second); else if(ai->ID==HEROI_TYPE) { CGHeroInstance *h = static_cast(ai); CGTownInstance *t = const_cast(h->visitedTown); if(t && h->inTownGarrison) t->setArmy(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 RazeStructures::applyGs( CGameState *gs ) { CGTownInstance *t = gs->getTown(tid); BOOST_FOREACH(si32 id,bid) { t->builtBuildings.erase(id); } t->destroyed = destroyed; //yeaha } DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs ) { CGDwelling *dw = dynamic_cast(gs->map->objects[tid]); assert(dw); dw->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); for(std::map::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++) if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second) unequiped.push_back(i->second); for(std::map::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++) if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second) equiped.push_back(i->second); //update hero data h->artifacts = artifacts; h->artifWorn = artifWorn; } DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art) { if(art < 0) { if(pos<19) VLC->arth->unequipArtifact(artifWorn, pos); else if (pos - 19 < artifacts.size()) artifacts.erase(artifacts.begin() + (pos - 19)); } else { if (pos < 19) { VLC->arth->equipArtifact(artifWorn, pos, (ui32) art); } else // Goes into the backpack. { if(pos - 19 < artifacts.size()) artifacts.insert(artifacts.begin() + (pos - 19), art); else artifacts.push_back(art); } } } DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs ) { assert(vstd::contains(gs->hpool.heroesPool, hid)); CGHeroInstance *h = gs->hpool.heroesPool[hid]; CGTownInstance *t = gs->getTown(tid); h->setOwner(player); h->pos = tile; h->movement = h->maxMovePoints(true); gs->hpool.heroesPool.erase(hid); if(h->id < 0) { h->id = gs->map->objects.size(); gs->map->objects.push_back(h); } else gs->map->objects[h->id] = h; h->initHeroDefInfo(); gs->map->heroes.push_back(h); gs->getPlayer(h->getOwner())->heroes.push_back(h); h->initObj(); gs->map->addBlockVisTiles(h); if(t) { 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 NewObject::applyGs( CGameState *gs ) { CGObjectInstance *o = NULL; switch(ID) { case 8: o = new CGBoat(); break; default: o = new CGObjectInstance(); break; } o->ID = ID; o->subID = subID; o->pos = pos; o->defInfo = VLC->dobjinfo->gobjs[ID][subID]; id = o->id = gs->map->objects.size(); o->hoverName = VLC->generaltexth->names[ID]; if(ID == 124) // hole { const TerrainTile &t = gs->map->getTile(pos); o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype]; assert(o->defInfo); } gs->map->objects.push_back(o); gs->map->addBlockVisTiles(o); o->initObj(); assert(o->defInfo); } DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs ) { if(id >= 0) { if(CGBlackMarket *bm = dynamic_cast(gs->map->objects[id])) { bm->artifacts = arts; } else { tlog1 << "Wrong black market id!" << std::endl; } } else { CGTownInstance::merchantArtifacts = arts; } } DLL_EXPORT void NewTurn::applyGs( CGameState *gs ) { gs->day = day; BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point { CGHeroInstance *hero = gs->getHero(h.id); hero->movement = h.move; hero->mana = h.mana; } for(std::map >::iterator i = res.begin(); i != res.end(); i++) { assert(i->first < PLAYER_LIMIT); std::vector &playerRes = gs->getPlayer(i->first)->resources; for(int j = 0; j < i->second.size(); j++) playerRes[j] = i->second[j]; } 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(Bonus::OneDay); if(gs->getDate(1) == 7) //new week BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes) h->bonuses.remove_if(Bonus::OneWeek); //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++; i->second.bonuses.remove_if(Bonus::OneDay); if(gs->getDate(1) == 7) //new week i->second.bonuses.remove_if(Bonus::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"; return; } if(what == ObjProperty::OWNER) { if(obj->ID == TOWNI_TYPE) { CGTownInstance *t = static_cast(obj); if(t->tempOwner < PLAYER_LIMIT) gs->getPlayer(t->tempOwner)->towns -= t; if(val < PLAYER_LIMIT) gs->getPlayer(val)->towns.push_back(t); } } obj->setProperty(what,val); } DLL_EXPORT void SetHoverName::applyGs( CGameState *gs ) { name.toString(gs->map->objects[id]->hoverName); } DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs ) { CGHeroInstance* h = gs->getHero(heroid); h->level = level; //speciality h->UpdateSpeciality(); } DLL_EXPORT void BattleStart::applyGs( CGameState *gs ) { gs->curB = info; info->belligerents[0]->battle = info->belligerents[1]->battle = info; } DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs ) { gs->curB->castSpells[0] = gs->curB->castSpells[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 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION); //regeneration if( s->hasBonusOfType(Bonus::HP_REGENERATION) && s->alive() ) s->firstHPleft = std::min( s->MaxHealth(), s->valOfBonuses(Bonus::HP_REGENERATION) ); if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION) && s->alive() ) s->firstHPleft = s->MaxHealth(); //remove effects and restore only those with remaining turns in duration std::vector tmpEffects = s->effects; s->effects.clear(); for(int i=0; i < tmpEffects.size(); i++) { tmpEffects[i].turnsRemain--; if(tmpEffects[i].turnsRemain > 0) s->effects.push_back(tmpEffects[i]); } //the same as above for features BonusList tmpFeatures = s->bonuses; s->bonuses.clear(); BOOST_FOREACH(Bonus &b, tmpFeatures) { if((b.duration & Bonus::N_TURNS) != 0) { b.turnsRemain--; if(b.turnsRemain > 0) s->bonuses.push_back(b); } else { s->bonuses.push_back(b); } } } } 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->curB->heroes[0]; if(h) h->bonuses.remove_if(Bonus::OneBattle); h = gs->curB->heroes[1]; if(h) h->bonuses.remove_if(Bonus::OneBattle); gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL; 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->count = newAmount; at->firstHPleft = newHP; if(killed()) at->state -= ALIVE; //life drain handling for (int g=0; gcurB->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->type->idNumber == 148 && st->alive()) { hasAmmoCart = true; break; } } if (!hasAmmoCart) { attacker->shots--; } } BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa) stackAttacked.applyGs(gs); attacker->bonuses.remove_if(Bonus::UntilAttack); for(std::vector::const_iterator it = bsa.begin(); it != bsa.end(); ++it) { CStack * stack = gs->curB->getStack(it->stackAttacked, false); stack->bonuses.remove_if(Bonus::UntilBeingAttacked); } } DLL_EXPORT void StartAction::applyGs( CGameState *gs ) { CStack *st = gs->curB->getStack(ba.stackNumber); if(ba.actionType != 1) //don't check for stack if it's custom action by hero assert(st); switch(ba.actionType) { case 3: st->state.insert(DEFENDING); break; case 8: st->state.insert(WAITING); return; case 0: case 2: case 6: case 7: case 9: case 10: case 11: case 12: st->state.insert(MOVED); break; } if(st) st->state -= WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned) } DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs ) { assert(gs->curB); CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0]; if(h && castedByHero) { int spellCost = 0; if(gs->curB) { spellCost = gs->curB->getSpellCost(&VLC->spellh->spells[id], h); } else { spellCost = VLC->spellh->spells[id].costs[skill]; } h->mana -= spellCost; if(h->mana < 0) h->mana = 0; } if(side >= 0 && side < 2 && castedByHero) { 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 { std::vector remainingEff; for(int g=0; g< s->effects.size(); ++g) { if (onlyHelpful && VLC->spellh->spells[ s->effects[g].id ].positiveness != 1) { remainingEff.push_back(s->effects[g]); } } s->effects.clear(); //removing all effects s->effects = remainingEff; //assigning effects that should remain //removing all features from spells BonusList tmpFeatures = s->bonuses; s->bonuses.clear(); BOOST_FOREACH(Bonus &b, tmpFeatures) { const CSpell *sp = b.sourceSpell(); if(sp && sp->positiveness != 1) //if(b.source != HeroBonus::SPELL_EFFECT || b.positiveness != 1) s->bonuses.push_back(b); } } } } //elemental summoning if(id >= 66 && id <= 69) { int creID; switch(id) { case 66: creID = 114; //fire elemental break; case 67: creID = 113; //earth elemental break; case 68: creID = 115; //water elemental break; case 69: creID = 112; //air elemental break; } const int3 & tile = gs->curB->tile; TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype; int pos; //position of stack on the battlefield - to be calculated bool ac[BFIELD_SIZE]; std::set occupyable; bool twoHex = VLC->creh->creatures[creID]->isDoubleWide(); bool flying = vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING); gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying); for(int g=0; gcurB->generateNewStack(CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], h), gs->curB->stacks.size(), !side, 255, ter, pos); summonedStack->state.insert(SUMMONED); //summonedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) ); gs->curB->stacks.push_back(summonedStack); } } static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT) { Bonus hb(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo)); hb.effectRange = limit; return hb; } static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType) { Bonus ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain)); ret.valType = valType; return ret; } static BonusList stackEffectToFeature(const CStack::StackEffect & sse) { BonusList sf; si32 power = VLC->spellh->spells[sse.id].powers[sse.level]; switch(sse.id) { case 27: //shield sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 28: //air shield sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 29: //fire shield sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 30: //protection from air sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 31: //protection from fire sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 32: //protection from water sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 33: //protection from earth sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 34: //anti-magic sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain)); sf.back().id = sse.id; break; case 41: //bless sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 42: //curse sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.level >= 2 ? 20 : 0)); sf.back().id = sse.id; break; case 43: //bloodlust sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT)); sf.back().id = sse.id; break; case 44: //precision sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT)); sf.back().id = sse.id; break; case 45: //weakness sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain)); sf.back().id = sse.id; break; case 46: //stone skin sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 47: //disrupting ray sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain)); sf.back().id = sse.id; break; case 48: //prayer sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain)); sf.back().id = sse.id; sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain)); sf.back().id = sse.id; sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 49: //mirth sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 50: //sorrow sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain)); sf.back().id = sse.id; break; case 51: //fortune sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 52: //misfortune sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain)); sf.back().id = sse.id; break; case 53: //haste sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 54: //slow sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL)); sf.back().id = sse.id; break; case 55: //slayer sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.level, sse.turnsRemain)); sf.back().id = sse.id; break; case 56: //frenzy sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.level]/100.0, sse.turnsRemain)); sf.back().id = sse.id; break; case 58: //counterstrike sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain)); sf.back().id = sse.id; break; case 59: //bersek sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain)); sf.back().id = sse.id; break; case 60: //hypnotize sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.level, sse.turnsRemain)); sf.back().id = sse.id; break; case 61: //forgetfulness sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.level, sse.turnsRemain)); sf.back().id = sse.id; break; case 62: //blind sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain)); sf.back().id = sse.id; sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain)); sf.back().id = sse.id; break; } return sf; } void actualizeEffect(CStack * s, CStack::StackEffect & ef) { //actualizing effects vector for(int g=0; geffects.size(); ++g) { if(s->effects[g].id == ef.id) { s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain); } } //actualizing features vector BonusList sf = stackEffectToFeature(ef); BOOST_FOREACH(const Bonus &fromEffect, sf) { BOOST_FOREACH(Bonus &stackBonus, s->bonuses) { if(stackBonus.source == Bonus::SPELL_EFFECT && stackBonus.type == fromEffect.type && stackBonus.subtype == fromEffect.subtype) { stackBonus.turnsRemain = std::max(stackBonus.turnsRemain, ef.turnsRemain); } } } } bool containsEff(const std::vector & vec, int effectId) { for(int g=0; gcurB->getStack(id); if(s) { if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add { s->effects.push_back(effect); BonusList sf = stackEffectToFeature(effect); BOOST_FOREACH(const Bonus &fromEffect, sf) { s->bonuses.push_back(fromEffect); } } else //just actualize { actualizeEffect(s, effect); } } else tlog1 << "Cannot find stack " << id << std::endl; } } DLL_EXPORT void StacksInjured::applyGs( CGameState *gs ) { BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks) stackAttacked.applyGs(gs); } DLL_EXPORT 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->ID, true); bool acc[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(ALIVE); if(healedStacks[g].lowLevelResurrection) changedStack->state.insert(SUMMONED); //changedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) ); } 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; } } amin(changedStack->firstHPleft, changedStack->MaxHealth()); //removal of negative effects if(resurrected) { for(int h=0; heffects.size(); ++h) { if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0) { changedStack->effects.erase(changedStack->effects.begin() + h); } } //removing all features from negative spells BonusList tmpFeatures = changedStack->bonuses; changedStack->bonuses.clear(); BOOST_FOREACH(Bonus &b, tmpFeatures) { const CSpell *s = b.sourceSpell(); if(s && s->positiveness >= 0) { changedStack->bonuses.push_back(b); } } } } } DLL_EXPORT 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_EXPORT void CatapultAttack::applyGs( CGameState *gs ) { if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege { for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it) { gs->curB->si.wallState[it->first.first] = std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 ); } } } DLL_EXPORT 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 { gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove break; } } } } DLL_EXPORT void YourTurn::applyGs( CGameState *gs ) { gs->currentPlayer = player; } DLL_EXPORT void SetSelection::applyGs( CGameState *gs ) { gs->getPlayer(player)->currentSelection = id; } DLL_EXPORT Component::Component(const CStackInstance &stack) :id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0) { }