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			1569 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1569 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "StdInc.h"
 | |
| #include "NetPacks.h"
 | |
| 
 | |
| #include "CGeneralTextHandler.h"
 | |
| #include "CDefObjInfoHandler.h"
 | |
| #include "CArtHandler.h"
 | |
| #include "CHeroHandler.h"
 | |
| #include "CObjectHandler.h"
 | |
| #include "CModHandler.h"
 | |
| #include "VCMI_Lib.h"
 | |
| #include "Mapping/CMap.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 < PlayerColor::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 < PlayerColor::PLAYER_LIMIT);
 | |
| 	gs->getPlayer(player)->resources = res;
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
 | |
| {
 | |
| 	CGHeroInstance *hero = gs->getHero(id);
 | |
| 	assert(hero);
 | |
| 
 | |
| 	if(which < PrimarySkill::EXPERIENCE)
 | |
| 	{
 | |
| 		Bonus *skill = hero->getBonusLocalFirst(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 == PrimarySkill::EXPERIENCE)
 | |
| 	{
 | |
| 		if(abs)
 | |
| 			hero->exp = val;
 | |
| 		else
 | |
| 			hero->exp += val;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
 | |
| {
 | |
| 	CGHeroInstance *hero = gs->getHero(id);
 | |
| 	hero->setSecSkillLevel(which, val, abs);
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
 | |
| {
 | |
| 	CCommanderInstance * commander = gs->getHero(heroid)->commander;
 | |
| 	assert (commander);
 | |
| 
 | |
| 	switch (which)
 | |
| 	{
 | |
| 		case BONUS:
 | |
| 			commander->accumulateBonus (accumulatedBonus);
 | |
| 			break;
 | |
| 		case SPECIAL_SKILL:
 | |
| 			commander->accumulateBonus (accumulatedBonus);
 | |
| 			commander->specialSKills.insert (additionalInfo);
 | |
| 			break;
 | |
| 		case SECONDARY_SKILL:
 | |
| 			commander->secondarySkills[additionalInfo] = amount;
 | |
| 			break;
 | |
| 		case ALIVE:
 | |
| 			if (amount)
 | |
| 				commander->setAlive(true);
 | |
| 			else
 | |
| 				commander->setAlive(false);
 | |
| 			break;
 | |
| 		case EXPERIENCE:
 | |
| 			commander->giveStackExp (amount); //TODO: allow setting exp for stacks via netpacks
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void AddQuest::applyGs(CGameState *gs)
 | |
| {
 | |
| 	assert (vstd::contains(gs->players, player));
 | |
| 	auto vec = &gs->players[player].quests;
 | |
| 	if (!vstd::contains(*vec, quest))
 | |
| 		vec->push_back (quest);
 | |
| 	else
 | |
| 		tlog2 << "Warning! Attempt to add duplicated quest\n";
 | |
| }
 | |
| 
 | |
| 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;
 | |
| }
 | |
| 
 | |
| 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(auto sid, spells)
 | |
| 			hero->spells.insert(sid);
 | |
| 	else
 | |
| 		BOOST_FOREACH(auto 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<int3, ShashInt3> tilesRevealed;
 | |
| 		for (size_t i = 0; i < gs->map->objects.size(); i++)
 | |
| 		{
 | |
| 			const CGObjectInstance *o = gs->map->objects[i];
 | |
| 			if (o)
 | |
| 			{
 | |
| 				switch(o->ID)
 | |
| 				{
 | |
| 				case Obj::HERO:
 | |
| 				case Obj::MINE:
 | |
| 				case Obj::TOWN:
 | |
| 				case Obj::ABANDONED_MINE:
 | |
| 					if(vstd::contains(team->players, o->tempOwner)) //check owned observators
 | |
| 						o->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 ?  gs->hpool.heroesPool[hid[i]].get() : nullptr);
 | |
| 		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(ObjectInstanceID(id));
 | |
| 		break;
 | |
| 	case PLAYER:
 | |
| 		cbsn = gs->getPlayer(PlayerColor(id));
 | |
| 		break;
 | |
| 	case TOWN:
 | |
| 		cbsn = gs->getTown(ObjectInstanceID(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 == Obj::EVENT) //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::string>(std::abs(bonus.val)));
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		bdescr.toString(descr);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
 | |
| {
 | |
| 	CGObjectInstance *obj = gs->getObjInstance(objid);
 | |
| 	if(!obj)
 | |
| 	{
 | |
| 		tlog1 << "Wrong ChangeObjPos: object " << objid.getNum() << " 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 ? EPlayerStatus::WINNER : EPlayerStatus::LOSER;
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
 | |
| {
 | |
| 	CBonusSystemNode *node;
 | |
| 	if (who == HERO)
 | |
| 		node = gs->getHero(ObjectInstanceID(whoID));
 | |
| 	else
 | |
| 		node = gs->getPlayer(PlayerColor(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->getObjInstance(id);
 | |
| 	//unblock tiles
 | |
| 	if(obj->defInfo)
 | |
| 	{
 | |
| 		gs->map->removeBlockVisTiles(obj);
 | |
| 	}
 | |
| 
 | |
| 	if(obj->ID==Obj::HERO)
 | |
| 	{
 | |
| 		CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
 | |
| 		PlayerState *p = gs->getPlayer(h->tempOwner);
 | |
| 		gs->map->heroes -= h;
 | |
| 		p->heroes -= h;
 | |
| 		h->detachFrom(h->whereShouldBeAttached(gs));
 | |
| 		h->tempOwner = PlayerColor::NEUTRAL; //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.getNum()] = NULL;
 | |
| 
 | |
| 
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	auto quest = dynamic_cast<const CQuest *>(obj);
 | |
| 	if (quest)
 | |
| 	{
 | |
| 		gs->map->quests[quest->qid] = NULL;
 | |
| 		BOOST_FOREACH (auto &player, gs->players)
 | |
| 		{
 | |
| 			BOOST_FOREACH (auto &q, player.second.quests)
 | |
| 			{
 | |
| 				if (q.obj == obj)
 | |
| 				{
 | |
| 					q.obj = NULL;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		//gs->map->quests[quest->qid].dellNull();
 | |
| 	}
 | |
| 
 | |
| 	gs->map->objects[id.getNum()].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 == Obj::BOAT); //the only vis obj at dest is Boat
 | |
| 		CGBoat *boat = static_cast<CGBoat*>(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<CGBoat *>(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<CGBoat *>(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(const auto & 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(const auto & id, bid)
 | |
| 	{
 | |
| 		t->builtBuildings.erase(id);
 | |
| 	}
 | |
| 	t->destroyed = destroyed; //yeaha
 | |
| 	t->recreateBuildingsBonuses();
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void SetAvailableCreatures::applyGs( CGameState *gs )
 | |
| {
 | |
| 	CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
 | |
| 	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 == ObjectInstanceID())
 | |
| 	{
 | |
| 		h->id = ObjectInstanceID(gs->map->objects.size());
 | |
| 		gs->map->objects.push_back(h);
 | |
| 	}
 | |
| 	else
 | |
| 		gs->map->objects[h->id.getNum()] = 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 Obj::BOAT:
 | |
| 		o = new CGBoat();
 | |
| 		break;
 | |
| 	case Obj::MONSTER: //probably more options will be needed
 | |
| 		o = new CGCreature();
 | |
| 		{
 | |
| 			//CStackInstance hlp;
 | |
| 			CGCreature *cre = static_cast<CGCreature*>(o);
 | |
| 			//cre->slots[0] = hlp;
 | |
| 			cre->notGrowingTeam = cre->neverFlees = 0;
 | |
| 			cre->character = 2;
 | |
| 			cre->gainedArtifact = ArtifactID::NONE;
 | |
| 			cre->identifier = -1;
 | |
| 			cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(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 = ObjectInstanceID(gs->map->objects.size());
 | |
| 	o->hoverName = VLC->generaltexth->names[ID];
 | |
| 
 | |
| 	switch(ID)
 | |
| 	{
 | |
| 		case Obj::MONSTER:
 | |
| 			o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
 | |
| 			assert(o->defInfo);
 | |
| 			break;
 | |
| 		case Obj::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<CCombinedArtifactInstance*>(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 *>
 | |
| {
 | |
| 	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;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
 | |
| {
 | |
| 	return boost::apply_visitor(ObjectRetriever(), artHolder);
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const
 | |
| {
 | |
| 	auto obj = relatedObj();
 | |
| 	return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet()
 | |
| {
 | |
| 	return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
 | |
| {
 | |
| 	return boost::apply_visitor(GetBase<CBonusSystemNode>(), 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<ArtifactLocation*>(this);
 | |
| 	return t->getHolderArtSet();
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
 | |
| {
 | |
| 	ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
 | |
| 	return t->getHolderNode();
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt()
 | |
| {
 | |
| 	const ArtifactLocation *t = this;
 | |
| 	return const_cast<CArtifactInstance*>(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);
 | |
| 	bool stackExp = VLC->modh->modules.STACK_EXP;
 | |
| 
 | |
| 	if(srcCount == count) //moving whole stack
 | |
| 	{
 | |
| 		if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
 | |
| 		{
 | |
| 			assert(c == srcType);
 | |
| 			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
 | |
| 					{
 | |
| 						tlog2 << "Artifact is present at destination slot!";
 | |
| 					}
 | |
| 					artHere->move (alHere, alDest);
 | |
| 					//TODO: choose from dialog
 | |
| 				}
 | |
| 				else //just move to the other slot before stack gets erased
 | |
| 				{
 | |
| 					artHere->move (alHere, alDest);
 | |
| 				}
 | |
| 			}
 | |
| 			if (stackExp)
 | |
| 			{
 | |
| 				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 (stackExp)
 | |
| 			{
 | |
| 				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 (stackExp)
 | |
| 				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<ConstTransitivePtr<CGHeroInstance> >(&dst.artHolder);
 | |
| 		if(hPtr)
 | |
| 		{
 | |
| 			CGHeroInstance *h = *hPtr;
 | |
| 			if(h && !h->hasSpellbook())
 | |
| 				gs->giveHeroArtifact(h, ArtifactID::SPELLBOOK);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 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(const CArtifact * constituent, *builtArt->constituents)
 | |
| 	{
 | |
| 		ArtifactPosition pos = artSet->getArtPos(constituent->id);
 | |
| 		assert(pos >= 0);
 | |
| 		CArtifactInstance *constituentInstance = artSet->getArt(pos);
 | |
| 
 | |
| 		//move constituent from hero to be part of new, combined artifact
 | |
| 		constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
 | |
| 		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<CCombinedArtifactInstance*>(al.getArt());
 | |
| 	assert(disassembled);
 | |
| 
 | |
| 	std::vector<CCombinedArtifactInstance::ConstituentInfo> 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<CGBlackMarket*>(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(auto i = res.cbegin(); i != res.cend(); i++)
 | |
| 	{
 | |
| 		assert(i->first < PlayerColor::PLAYER_LIMIT);
 | |
| 		gs->getPlayer(i->first)->resources = i->second;
 | |
| 	}
 | |
| 
 | |
| 	BOOST_FOREACH(auto creatureSet, cres) //set available creatures in towns
 | |
| 		creatureSet.second.applyGs(gs);
 | |
| 
 | |
| 	gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
 | |
| 	if(gs->getDate(Date::DAY_OF_WEEK) == 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( auto 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->getObjInstance(id);
 | |
| 	if(!obj)
 | |
| 	{
 | |
| 		tlog1 << "Wrong object ID - property cannot be set!\n";
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
 | |
| 	if(what == ObjProperty::OWNER && cai)
 | |
| 	{
 | |
| 		if(obj->ID == Obj::TOWN)
 | |
| 		{
 | |
| 			CGTownInstance *t = static_cast<CGTownInstance*>(obj);
 | |
| 			if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
 | |
| 				gs->getPlayer(t->tempOwner)->towns -= t;
 | |
| 			if(val < PlayerColor::PLAYER_LIMIT_I)
 | |
| 				gs->getPlayer(PlayerColor(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->getObj(id)->hoverName);
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs )
 | |
| {
 | |
| 	CGHeroInstance* h = gs->getHero(heroid);
 | |
| 	h->level = level;
 | |
| 	//specialty
 | |
| 	h->Updatespecialty();
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs)
 | |
| {
 | |
| 	CCommanderInstance * commander = gs->getHero(heroid)->commander;
 | |
| 	assert (commander);
 | |
| 	commander->levelUp();
 | |
| }
 | |
| 
 | |
| 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->state -= EBattleStackState::DRAINED_MANA;
 | |
| 		s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
 | |
| 		// new turn effects
 | |
| 		s->battleTurnPassed();
 | |
| 	}
 | |
| 
 | |
| 	BOOST_FOREACH(auto &obst, gs->curB->obstacles)
 | |
| 		obst->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(ObjectInstanceID(additionalInfo));
 | |
| 			st->state.insert (EBattleStackState::DRAINED_MANA);
 | |
| 			h->mana -= val;
 | |
| 			vstd::amax(h->mana, 0);
 | |
| 			break;
 | |
| 		}
 | |
| 		case Bonus::POISON:
 | |
| 		{
 | |
| 			Bonus * b = st->getBonusLocalFirst(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";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs )
 | |
| {
 | |
| 	gs->curB->obstacles.push_back(obstacle);
 | |
| }
 | |
| 
 | |
| void BattleResult::applyGs( CGameState *gs )
 | |
| {
 | |
| 	BOOST_FOREACH (CStack *s, gs->curB->stacks)
 | |
| 	{
 | |
| 		if (s->base && s->base->armyObj && vstd::contains(s->state, EBattleStackState::SUMMONED))
 | |
| 		{
 | |
| 			//stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed
 | |
| 			assert(&s->base->armyObj->getStack(s->slot) == s->base);
 | |
| 			const_cast<CArmedInstance*>(s->base->armyObj)->eraseStack(s->slot);
 | |
| 		}
 | |
| 	}
 | |
| 	for (unsigned i = 0; i < gs->curB->stacks.size(); i++)
 | |
| 		delete gs->curB->stacks[i];
 | |
| 
 | |
| 	CGHeroInstance *h;
 | |
| 	for (int i = 0; i < 2; ++i)
 | |
| 	{
 | |
| 		h = gs->curB->heroes[i];
 | |
| 		if (h)
 | |
| 		{
 | |
| 			h->getBonusList().remove_if(Bonus::OneBattle); 	//remove any "until next battle" bonuses
 | |
| 			if (h->commander && h->commander->alive)
 | |
| 			{
 | |
| 				BOOST_FOREACH (auto art, h->commander->artifactsWorn) //increment bonuses for commander artifacts
 | |
| 				{
 | |
| 					art.second.artifact->artType->levelUpArtifact (art.second.artifact);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (VLC->modh->modules.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 )
 | |
| {
 | |
| 	CStack *s = gs->curB->getStack(stack);
 | |
| 	BattleHex dest = tilesToMove.back();
 | |
| 
 | |
| 	//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner
 | |
| 	BOOST_FOREACH(auto &oi, gs->curB->obstacles)
 | |
| 	{
 | |
| 		if(oi->obstacleType == CObstacleInstance::QUICKSAND
 | |
| 		&& vstd::contains(oi->getAffectedTiles(), tilesToMove.back()))
 | |
| 		{
 | |
| 			SpellCreatedObstacle *sands = dynamic_cast<SpellCreatedObstacle*>(oi.get());
 | |
| 			assert(sands);
 | |
| 			if(sands->casterSide != !s->attackerOwned)
 | |
| 				sands->visibleForAnotherSide = true;
 | |
| 		}
 | |
| 	}
 | |
| 	s->position = dest;
 | |
| }
 | |
| 
 | |
| DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
 | |
| {
 | |
| 	CStack * at = gs->curB->getStack(stackAttacked);
 | |
| 	assert(at);
 | |
| 	at->count = newAmount;
 | |
| 	at->firstHPleft = newHP;
 | |
| 
 | |
| 	if(killed())
 | |
| 	{
 | |
| 		at->state -= EBattleStackState::ALIVE;
 | |
| 	}
 | |
| 	//life drain handling
 | |
| 	for (int g=0; g<healedStacks.size(); ++g)
 | |
| 	{
 | |
| 		healedStacks[g].applyGs(gs);
 | |
| 	}
 | |
| 	if (willRebirth())
 | |
| 	{
 | |
| 		at->casts--;
 | |
| 		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 == CreatureID::AMMO_CART && 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<BattleStackAttacked>::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 == Battle::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 != Battle::HERO_SPELL) //don't check for stack if it's custom action by hero
 | |
| 	{
 | |
| 		assert(st);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		gs->curB->usedSpellsHistory[ba.side].push_back(SpellID(ba.additionalInfo).toSpell());
 | |
| 	}
 | |
| 
 | |
| 	switch(ba.actionType)
 | |
| 	{
 | |
| 	case Battle::DEFEND:
 | |
| 		st->state.insert(EBattleStackState::DEFENDING);
 | |
| 		break;
 | |
| 	case Battle::WAIT:
 | |
| 		st->state.insert(EBattleStackState::WAITING);
 | |
| 		return;
 | |
| 	case Battle::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 < 2)
 | |
| 		{
 | |
| 			gs->curB->castSpells[side]++;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	//Handle spells removing effects from stacks
 | |
| 	const CSpell *spell = SpellID(id).toSpell();
 | |
| 	const bool removeAllSpells = id == SpellID::DISPEL;
 | |
| 	const bool removeHelpful = id == SpellID::DISPEL_HELPFUL_SPELLS;
 | |
| 
 | |
| 	BOOST_FOREACH(auto stackID, affectedCres)
 | |
| 	{
 | |
| 		if(vstd::contains(resisted, stackID))
 | |
| 			continue;
 | |
| 
 | |
| 		CStack *s = gs->curB->getStack(stackID);
 | |
| 		s->popBonuses([&](const Bonus *b) -> bool
 | |
| 		{
 | |
| 			//check for each bonus if it should be removed
 | |
| 			const bool isSpellEffect = Selector::sourceType(Bonus::SPELL_EFFECT)(b);
 | |
| 			const bool isPositiveSpell = Selector::positiveSpellEffects(b);
 | |
| 			const int spellID = isSpellEffect ? b->sid : -1;
 | |
| 
 | |
| 			return (removeHelpful && isPositiveSpell)
 | |
| 				|| (removeAllSpells && isSpellEffect)
 | |
| 				|| vstd::contains(spell->counteredSpells, spellID);
 | |
| 		});
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void actualizeEffect(CStack * s, const std::vector<Bonus> & 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 == SpellID::DISRUPTING_RAY || spellid == SpellID::ACID_BREATH_DEFENSE || !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<ui32, Bonus> 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; g<healedStacks.size(); ++g)
 | |
| 	{
 | |
| 		CStack * changedStack = gs->curB->getStack(healedStacks[g].stackID, false);
 | |
| 
 | |
| 		//checking if we resurrect a stack that is under a living stack
 | |
| 		auto accessibility = gs->curB->getAccesibility();
 | |
| 
 | |
| 		if(!changedStack->alive() && !accessibility.accessible(changedStack->position, changedStack))
 | |
| 		{
 | |
| 			tlog1 << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!\n";
 | |
| 			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
 | |
| 	{
 | |
| 		BOOST_FOREACH(const si32 rem_obst,obstacles)
 | |
| 		{
 | |
| 			for(int i=0; i<gs->curB->obstacles.size(); ++i)
 | |
| 			{
 | |
| 				if(gs->curB->obstacles[i]->uniqueID == rem_obst) //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 != CGTownInstance::NONE) //if there is a battle and it's a siege
 | |
| 	{
 | |
| 		BOOST_FOREACH(const auto &it,attackedParts)
 | |
| 		{
 | |
| 			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;
 | |
| 	BOOST_FOREACH(ui32 rem_stack, stackIDs)
 | |
| 	{
 | |
| 		for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
 | |
| 		{
 | |
| 			if(gs->curB->stacks[b]->ID == rem_stack) //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, SlotID(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)
 | |
| {
 | |
| 	type = 2002;
 | |
| }
 |