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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-10 09:50:17 +02:00
vcmi/lib/NetPacksLib.cpp
2016-02-28 01:35:23 +03:00

1735 lines
45 KiB
C++

#include "StdInc.h"
#include "NetPacks.h"
#include "CGeneralTextHandler.h"
#include "mapObjects/CObjectClassesHandler.h"
#include "CArtHandler.h"
#include "CHeroHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "CModHandler.h"
#include "VCMI_Lib.h"
#include "mapping/CMap.h"
#include "spells/CSpellHandler.h"
#include "CCreatureHandler.h"
#include "CGameState.h"
#include "BattleState.h"
#include "CTownHandler.h"
#include "mapping/CMapInfo.h"
#include "StartInfo.h"
#include "CPlayerState.h"
/*
* 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
*
*/
#undef min
#undef max
std::ostream & operator<<(std::ostream & out, const CPack * pack)
{
return out << pack->toString();
}
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);
hero->setPrimarySkill(which, val, abs);
}
DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
hero->setSecSkillLevel(which, val, abs);
}
DLL_LINKAGE SelectMap::SelectMap(const CMapInfo &src)
{
mapInfo = &src;
free = false;
}
DLL_LINKAGE SelectMap::SelectMap()
{
mapInfo = nullptr;
free = true;
}
DLL_LINKAGE SelectMap::~SelectMap()
{
if(free)
delete mapInfo;
}
DLL_LINKAGE UpdateStartOptions::UpdateStartOptions(StartInfo &src)
{
options = &src;
free = false;
}
DLL_LINKAGE UpdateStartOptions::UpdateStartOptions()
{
options = nullptr;
free = true;
}
DLL_LINKAGE UpdateStartOptions::~UpdateStartOptions()
{
if(free)
delete options;
}
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
logNetwork->warnStream() << "Warning! Attempt to add duplicated quest";
}
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);
assert(h);
assert(t);
if(start())
t->setVisitingHero(h);
else
t->setVisitingHero(nullptr);
}
DLL_LINKAGE void ChangeSpells::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
if(learn)
for(auto sid : spells)
hero->spells.insert(sid);
else
for(auto sid : spells)
hero->spells.erase(sid);
}
DLL_LINKAGE void SetMana::applyGs( CGameState *gs )
{
CGHeroInstance * hero = gs->getHero(hid);
assert(hero);
if(absolute)
hero->mana = val;
else
hero->mana += val;
vstd::amax(hero->mana, 0); //not less than 0
}
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);
for(int3 t : tiles)
team->fogOfWarMap[t.x][t.y][t.z] = mode;
if (mode == 0) //do not hide too much
{
std::unordered_set<int3, ShashInt3> tilesRevealed;
for (auto & elem : gs->map->objects)
{
const CGObjectInstance *o = elem;
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
gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
break;
}
}
}
for(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 = nullptr;
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);
if(Bonus::OneWeek(&bonus))
bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
auto 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))
{
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
}
else
{
bdescr.toString(descr);
}
// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->getObjInstance(objid);
if(!obj)
{
logNetwork->errorStream() << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!";
return;
}
gs->map->removeBlockVisTiles(obj);
obj->pos = nPos;
gs->map->addBlockVisTiles(obj);
}
DLL_LINKAGE void ChangeObjectVisitors::applyGs( CGameState *gs )
{
switch (mode) {
case VISITOR_ADD:
gs->getHero(hero)->visitedObjects.insert(object);
gs->getPlayer(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
break;
case VISITOR_CLEAR:
for (CGHeroInstance * hero : gs->map->allHeroes)
hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
break;
case VISITOR_REMOVE:
gs->getHero(hero)->visitedObjects.erase(object);
break;
}
}
DLL_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs )
{
PlayerState *p = gs->getPlayer(player);
if(victoryLossCheckResult.victory()) p->status = EPlayerStatus::WINNER;
else p->status = 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->getExportedBonusList();
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)
node->removeBonus(b);
break;
}
}
}
DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->getObjInstance(id);
logGlobal->debugStream() << "removing object id=" << id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();
//unblock tiles
gs->map->removeBlockVisTiles(obj);
if(obj->ID==Obj::HERO)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
PlayerState *p = gs->getPlayer(h->tempOwner);
gs->map->heroesOnMap -= h;
p->heroes -= h;
h->detachFrom(h->whereShouldBeAttached(gs));
h->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
vstd::erase_if(h->artifactsInBackpack, [](const ArtSlotInfo& asi)
{
return asi.artifact->artType->id == ArtifactID::GRAIL;
});
if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = nullptr;
else
h->visitedTown->visitingHero = nullptr;
h->visitedTown = nullptr;
}
//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()] = nullptr;
//If hero on Boat is removed, the Boat disappears
if(h->boat)
{
gs->map->objects[h->boat->id.getNum()].dellNull();
h->boat = nullptr;
}
return;
}
auto quest = dynamic_cast<const IQuestObject *>(obj);
if (quest)
{
gs->map->quests[quest->quest->qid] = nullptr;
for (auto &player : gs->players)
{
for (auto &q : player.second.quests)
{
if (q.obj == obj)
{
q.obj = nullptr;
}
}
}
}
for (TriggeredEvent & event : gs->map->triggeredEvents)
{
auto patcher = [&](EventCondition cond) -> EventExpression::Variant
{
if (cond.object == obj)
{
if (cond.condition == EventCondition::DESTROY)
{
cond.condition = EventCondition::CONST_VALUE;
cond.value = 1; // destroyed object, from now on always fulfilled
}
if (cond.condition == EventCondition::CONTROL)
{
cond.condition = EventCondition::CONST_VALUE;
cond.value = 0; // destroyed object, from now on can not be fulfilled
}
}
return cond;
};
event.trigger = event.trigger.morph(patcher);
}
gs->map->objects[id.getNum()].dellNull();
gs->map->calculateGuardingGreaturePositions();
}
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);
if (!h)
{
logGlobal->errorStream() << "Attempt ot move unavailable hero " << id;
return;
}
h->movement = movePoints;
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
{
auto dir = getDir(start,end);
if(dir > 0 && dir <= 8)
h->moveDir = dir;
//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
}
if(result == EMBARK) //hero enters boat at destination tile
{
const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination 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 destination tile
{
CGBoat *b = const_cast<CGBoat *>(h->boat);
b->direction = h->moveDir;
b->pos = start;
b->hero = nullptr;
gs->map->addBlockVisTiles(b);
h->boat = nullptr;
}
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);
}
for(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);
for(const auto & id : bid)
{
assert(t->town->buildings.at(id) != nullptr);
t->builtBuildings.insert(id);
}
t->builded = builded;
t->recreateBuildingsBonuses();
}
DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
for(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(nullptr);
if(newGarrisonComesFromVisiting)
t->setVisitingHero(nullptr);
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);
assert(!h->boat);
h->setOwner(player);
h->pos = tile;
bool fresh = !h->isInitialized();
if(fresh)
{ // this is a fresh hero who hasn't appeared yet
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;
gs->map->heroesOnMap.push_back(h);
p->heroes.push_back(h);
h->attachTo(p);
if(fresh)
{
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));
h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->id)->getTemplates().front();
gs->map->removeBlockVisTiles(h,true);
h->setOwner(player);
h->movement = h->maxMovePoints(true);
gs->map->heroesOnMap.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 )
{
const TerrainTile &t = gs->map->getTile(pos);
ETerrainType terrainType = t.terType;
CGObjectInstance *o = nullptr;
switch(ID)
{
case Obj::BOAT:
o = new CGBoat();
terrainType = ETerrainType::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
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->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
id = o->id = ObjectInstanceID(gs->map->objects.size());
gs->map->objects.push_back(o);
gs->map->addBlockVisTiles(o);
o->initObj();
gs->map->calculateGuardingGreaturePositions();
logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << o->getObjectName();
}
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))
{
logNetwork->warnStream() << "Warning: " << army->nodeName() << " don't have a stack at slot " << slot;
return nullptr;
}
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 void ArtifactLocation::removeArtifact()
{
CArtifactInstance *a = getArt();
assert(a);
a->removeFrom(*this);
}
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
{
logNetwork->warnStream() << "ArtifactLocation::getArt: This location is locked!";
return nullptr;
}
}
return nullptr;
}
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 )
{
auto 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);
UNUSED(c);
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
{
logNetwork->warnStream() << "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);
UNUSED(c);
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 )
{
auto slot = al.getSlot();
if(slot->locked)
{
logGlobal->debugStream() << "Erasing locked artifact: " << slot->artifact->artType->Name();
DisassembledArtifact dis;
dis.al.artHolder = al.artHolder;
auto aset = al.getHolderArtSet();
bool found = false;
for(auto& p : aset->artifactsWorn)
{
auto art = p.second.artifact;
if(art->canBeDisassembled() && art->isPart(slot->artifact))
{
dis.al.slot = aset->getArtPos(art);
found = true;
break;
}
}
assert(found && "Failed to determine the assembly this locked artifact belongs to");
logGlobal->debugStream() << "Found the corresponding assembly: " << dis.al.getSlot()->artifact->artType->Name();
dis.applyGs(gs);
}
else
{
logGlobal->debugStream() << "Erasing artifact " << slot->artifact->artType->Name();
}
al.removeArtifact();
}
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 equipped by pickin git up or the start of game?
if (a->artType->id == ArtifactID::TITANS_THUNDER && 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));
UNUSED(transformedArt);
auto combinedArt = new CCombinedArtifactInstance(builtArt);
gs->map->addNewArtifactInstance(combinedArt);
//retrieve all constituents
for(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);
for(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 )
{
}
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
{
logNetwork->errorStream() << "Wrong black market id!";
}
}
else
{
CGTownInstance::merchantArtifacts = arts;
}
}
DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
{
gs->day = day;
// Update bonuses before doing anything else so hero don't get more MP than needed
gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
gs->globalEffects.updateBonuses(Bonus::NDays);
gs->globalEffects.updateBonuses(Bonus::OneWeek);
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
for(NewTurn::Hero h : heroes) //give mana/movement point
{
CGHeroInstance *hero = gs->getHero(h.id);
if(!hero)
{
// retreated or surrendered hero who has not been reset yet
for(auto& hp : gs->hpool.heroesPool)
{
if(hp.second->id == h.id)
{
hero = hp.second;
break;
}
}
}
if(!hero)
{
logGlobal->errorStream() << "Hero " << h.id << " not found in NewTurn::applyGs";
continue;
}
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;
}
for(auto creatureSet : cres) //set available creatures in towns
creatureSet.second.applyGs(gs);
for(CGTownInstance* t : gs->map->towns)
t->builded = 0;
if(gs->getDate(Date::DAY_OF_WEEK) == 1)
gs->updateRumor();
}
DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
{
logNetwork->errorStream() << "Wrong object ID - property cannot be set!";
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 HeroLevelUp::applyGs( CGameState *gs )
{
CGHeroInstance * h = gs->getHero(hero->id);
h->levelUp(skills);
}
DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs)
{
CCommanderInstance * commander = gs->getHero(hero->id)->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 )
{
for (int i = 0; i < 2; ++i)
{
gs->curB->sides[i].castSpellsCount = 0;
vstd::amax(--gs->curB->sides[i].enchanterCounter, 0);
}
gs->curB->round = round;
for(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->counterAttacksPerformed = 0;
s->counterAttacksTotalCache = 0;
// new turn effects
s->battleTurnPassed();
}
for(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->popBonuses(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, SpellID::POISON)
.And(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:
logNetwork->warnStream() << "Unrecognized trigger effect type "<< type;
}
}
DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs )
{
gs->curB->obstacles.push_back(obstacle);
}
DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
{
if(gs->curB)
gs->curB->si.gateState = state;
}
void BattleResult::applyGs( CGameState *gs )
{
for (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 (auto & elem : gs->curB->stacks)
delete elem;
for(int i = 0; i < 2; ++i)
{
if(auto h = gs->curB->battleGetFightingHero(i))
{
h->popBonuses(Bonus::OneBattle); //remove any "until next battle" bonuses
if (h->commander && h->commander->alive)
{
for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
{
art.second.artifact->artType->levelUpArtifact (art.second.artifact);
}
}
}
}
if(VLC->modh->modules.STACK_EXP)
{
for(int i = 0; i < 2; i++)
if(exp[i])
gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
CBonusSystemNode::treeHasChanged();
}
for(int i = 0; i < 2; i++)
gs->curB->battleGetArmyObject(i)->battle = nullptr;
gs->curB.dellNull();
}
void BattleStackMoved::applyGs( CGameState *gs )
{
CStack *s = gs->curB->getStack(stack);
assert(s);
BattleHex dest = tilesToMove.back();
//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner
for(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;
if(at->cloneID >= 0)
{
//remove clone as well
CStack * clone = gs->curB->getStack(at->cloneID);
if(clone)
clone->makeGhost();
at->cloneID = -1;
}
}
//life drain handling
for (auto & elem : healedStacks)
{
elem.applyGs(gs);
}
if (willRebirth())
{
at->casts--;
at->state.insert(EBattleStackState::ALIVE); //hmm?
}
if (cloneKilled())
{
//"hide" killed creatures instead so we keep info about it
at->makeGhost();
for(CStack * s : gs->curB->stacks)
{
if(s->cloneID == at->ID)
s->cloneID = -1;
}
}
//killed summoned creature should be removed like clone
if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED))
{
at->makeGhost();
}
}
DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )
{
CStack *attacker = gs->curB->getStack(stackAttacking);
if(counter())
attacker->counterAttacksPerformed++;
if(shot())
{
//don't remove ammo if we have a working ammo cart
bool hasAmmoCart = false;
for(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--;
}
}
for(BattleStackAttacked stackAttacked : bsa)
stackAttacked.applyGs(gs);
attacker->popBonuses(Bonus::UntilAttack);
for(auto & elem : bsa)
{
CStack * stack = gs->curB->getStack(elem.stackAttacked, false);
if (stack) //cloned stack is already gone
stack->popBonuses(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->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.additionalInfo).toSpell());
}
switch(ba.actionType)
{
case Battle::DEFEND:
st->state -= EBattleStackState::DEFENDING_ANIM;
st->state.insert(EBattleStackState::DEFENDING);
st->state.insert(EBattleStackState::DEFENDING_ANIM);
break;
case Battle::WAIT:
st->state -= EBattleStackState::DEFENDING_ANIM;
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 -= EBattleStackState::DEFENDING_ANIM;
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);
const CSpell * spell = SpellID(id).toSpell();
spell->applyBattle(gs->curB, this);
}
void actualizeEffect(CStack * s, const Bonus & ef)
{
for(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);
}
}
CBonusSystemNode::treeHasChanged();
}
void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)
{
//actualizing features vector
for(const Bonus &fromEffect : ef)
{
actualizeEffect(s, fromEffect);
}
}
DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs )
{
if (effect.empty())
{
logGlobal->errorStream() << "Trying to apply SetStackEffect with no effects";
return;
}
int spellid = effect.begin()->sid; //effects' source ID
for(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
{
for(Bonus &fromEffect : effect)
{
logBonus->traceStream() << s->nodeName() << " receives a new bonus: " << fromEffect.Description();
s->addNewBonus( new Bonus(fromEffect));
}
}
else //just actualize
{
actualizeEffect(s, effect);
}
}
else
logNetwork->errorStream() << "Cannot find stack " << id;
}
typedef std::pair<ui32, Bonus> p;
for(p para : uniqueBonuses)
{
CStack *s = gs->curB->getStack(para.first);
if (s)
{
if (!s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid).And(Selector::typeSubtype(para.second.type, para.second.subtype))))
s->addNewBonus(new Bonus(para.second));
else
actualizeEffect(s, effect);
}
else
logNetwork->errorStream() << "Cannot find stack " << para.first;
}
}
DLL_LINKAGE void StacksInjured::applyGs( CGameState *gs )
{
for(BattleStackAttacked stackAttacked : stacks)
stackAttacked.applyGs(gs);
}
DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs )
{
for(auto & elem : healedStacks)
{
CStack * changedStack = gs->curB->getStack(elem.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))
{
logNetwork->errorStream() << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!";
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);
}
//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
int res = std::min( elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
changedStack->count += res;
if(elem.lowLevelResurrection)
changedStack->resurrected += res;
changedStack->firstHPleft += elem.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());
if(resurrected)
{
//removing all effects from negative spells
auto selector = [](const Bonus * b)
{
const CSpell *s = b->sourceSpell();
//Special case: DISRUPTING_RAY is "immune" to dispell
//Other even PERMANENT effects can be removed
return (s != nullptr) && s->isNegative() && (s->id != SpellID::DISRUPTING_RAY);
};
changedStack->popBonuses(selector);
}
}
}
DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs )
{
if(gs->curB) //if there is a battle
{
for(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 CatapultAttack::CatapultAttack()
{
type = 3015;
}
DLL_LINKAGE CatapultAttack::~CatapultAttack()
{
}
DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs )
{
if(gs->curB && gs->curB->town && gs->curB->town->fortLevel() != CGTownInstance::NONE) //if there is a battle and it's a siege
{
for(const auto &it :attackedParts)
{
gs->curB->si.wallState[it.attackedPart] =
SiegeInfo::applyDamage(EWallState::EWallState(gs->curB->si.wallState[it.attackedPart]), it.damageDealt);
}
}
}
DLL_LINKAGE std::string CatapultAttack::AttackInfo::toString() const
{
return boost::str(boost::format("{AttackInfo: destinationTile '%d', attackedPart '%d', damageDealt '%d'}")
% destinationTile % static_cast<int>(attackedPart) % static_cast<int>(damageDealt));
}
DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo)
{
return out << attackInfo.toString();
}
DLL_LINKAGE std::string CatapultAttack::toString() const
{
return boost::str(boost::format("{CatapultAttack: attackedParts '%s', attacker '%d'}") % attackedParts % attacker);
}
DLL_LINKAGE void BattleStacksRemoved::applyGs( CGameState *gs )
{
if(!gs->curB)
return;
while(!stackIDs.empty())
{
ui32 rem_stack = *stackIDs.begin();
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];
toRemove->makeGhost();
//stack may be removed instantly (not being killed first)
//handle clone remove also here
if(toRemove->cloneID >= 0)
{
stackIDs.insert(toRemove->cloneID);
toRemove->cloneID = -1;
}
break;
}
}
stackIDs.erase(rem_stack);
}
}
DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs)
{
newStackID = 0;
if (!BattleHex(pos).isValid())
{
logNetwork->warnStream() << "No place found for new stack!";
return;
}
CStackBasicDescriptor csbd(creID, amount);
CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID::SUMMONED_SLOT_PLACEHOLDER, 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
newStackID = addedStack->ID;
}
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:
{
auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
if (absolute)
counter = val;
else
counter += val;
vstd::amax(counter, 0);
break;
}
case UNBIND:
{
stack->popBonuses(Selector::type(Bonus::BIND_EFFECT));
break;
}
case CLONED:
{
stack->state.insert(EBattleStackState::CLONED);
break;
}
case HAS_CLONE:
{
stack->cloneID = val;
break;
}
}
}
DLL_LINKAGE void YourTurn::applyGs( CGameState *gs )
{
gs->currentPlayer = player;
auto & playerState = gs->players[player];
playerState.daysWithoutCastle = daysWithoutCastle;
}
DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
: id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
{
type = 2002;
}