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https://github.com/vcmi/vcmi.git
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3c868146a6
- #584 should be fixed - first part of ally support: -- shared FoW -- function Callback::getPlayerRelations for team checking
1285 lines
35 KiB
C++
1285 lines
35 KiB
C++
#define VCMI_DLL
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#include "NetPacks.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "VCMI_Lib.h"
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#include "map.h"
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#include "../hch/CSpellHandler.h"
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#include "../hch/CCreatureHandler.h"
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/lexical_cast.hpp>
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#include <boost/algorithm/string/replace.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#undef min
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#undef max
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/*
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* NetPacksLib.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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DLL_EXPORT void SetResource::applyGs( CGameState *gs )
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{
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assert(player < PLAYER_LIMIT);
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amax(val, 0); //new value must be >= 0
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gs->getPlayer(player)->resources[resid] = val;
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}
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DLL_EXPORT void SetResources::applyGs( CGameState *gs )
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{
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assert(player < PLAYER_LIMIT);
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for(int i=0;i<res.size();i++)
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gs->getPlayer(player)->resources[i] = res[i];
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}
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DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
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{
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CGHeroInstance *hero = gs->getHero(id);
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assert(hero);
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if(which <4)
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{
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Bonus *skill = hero->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL));
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assert(skill);
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if(abs)
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skill->val = val;
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else
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skill->val += val;
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}
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else if(which == 4) //XP
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{
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if(abs)
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hero->exp = val;
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else
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hero->exp += val;
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}
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}
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DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
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{
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CGHeroInstance *hero = gs->getHero(id);
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hero->setSecSkillLevel(which, val, abs);
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}
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DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
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{
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CGHeroInstance *h = gs->getHero(hid);
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CGTownInstance *t = gs->getTown(tid);
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if(start())
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{
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if(garrison())
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{
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t->garrisonHero = h;
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h->visitedTown = t;
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h->inTownGarrison = true;
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}
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else
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{
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t->visitingHero = h;
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h->visitedTown = t;
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h->inTownGarrison = false;
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}
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}
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else
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{
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if(garrison())
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{
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t->garrisonHero = NULL;
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h->visitedTown = NULL;
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h->inTownGarrison = false;
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}
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else
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{
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t->visitingHero = NULL;
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h->visitedTown = NULL;
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h->inTownGarrison = false;
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}
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}
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}
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DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
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{
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CGHeroInstance *hero = gs->getHero(hid);
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if(learn)
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BOOST_FOREACH(ui32 sid, spells)
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hero->spells.insert(sid);
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else
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BOOST_FOREACH(ui32 sid, spells)
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hero->spells.erase(sid);
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}
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DLL_EXPORT void SetMana::applyGs( CGameState *gs )
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{
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CGHeroInstance *hero = gs->getHero(hid);
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amax(val, 0); //not less than 0
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hero->mana = val;
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}
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DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
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{
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CGHeroInstance *hero = gs->getHero(hid);
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hero->movement = val;
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}
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DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
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{
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TeamState * team = gs->getPlayerTeam(player);
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BOOST_FOREACH(int3 t, tiles)
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team->fogOfWarMap[t.x][t.y][t.z] = mode;
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if (mode == 0) //do not hide too much
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{
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std::set<int3> tilesRevealed;
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for (size_t i = 0; i < gs->map->objects.size(); i++)
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{
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if (gs->map->objects[i])
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{
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switch(gs->map->objects[i]->ID)
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{
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case 34://hero
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case 53://mine
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case 98://town
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case 220:
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if(vstd::contains(team->players, player)) //check owned observators
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gs->map->objects[i]->getSightTiles(tilesRevealed);
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break;
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}
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}
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}
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BOOST_FOREACH(int3 t, tilesRevealed) //probably not the most optimal solution ever
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team->fogOfWarMap[t.x][t.y][t.z] = 1;
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}
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}
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DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
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{
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PlayerState *p = gs->getPlayer(player);
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p->availableHeroes.clear();
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for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++)
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{
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CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]] : NULL);
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if(h && army[i])
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h->setArmy(*army[i]);
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p->availableHeroes.push_back(h);
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}
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}
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DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
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{
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BonusList *bonuses = NULL;
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switch(who)
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{
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case HERO:
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{
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CGHeroInstance *h = gs->getHero(id);
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assert(h);
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bonuses = &h->bonuses;
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}
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break;
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case PLAYER:
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{
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PlayerState *p = gs->getPlayer(id);
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assert(p);
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bonuses = &p->bonuses;
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}
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break;
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case TOWN:
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{
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CGTownInstance *t = gs->getTown(id);
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assert(t);
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bonuses = &t->bonuses;
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}
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}
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bonuses->push_back(bonus);
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std::string &descr = bonuses->back().description;
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if(!bdescr.message.size()
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&& bonus.source == Bonus::OBJECT
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&& (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE)
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&& gs->map->objects[bonus.id]->ID == EVENTI_TYPE) //it's morale/luck bonus from an event without description
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{
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descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
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boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
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}
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else
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{
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bdescr.toString(descr);
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}
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}
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DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
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{
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CGObjectInstance *obj = gs->map->objects[objid];
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if(!obj)
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{
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tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
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return;
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}
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gs->map->removeBlockVisTiles(obj);
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obj->pos = nPos;
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gs->map->addBlockVisTiles(obj);
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}
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DLL_EXPORT void PlayerEndsGame::applyGs( CGameState *gs )
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{
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PlayerState *p = gs->getPlayer(player);
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p->status = victory ? 2 : 1;
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}
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DLL_EXPORT void RemoveBonus::applyGs( CGameState *gs )
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{
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std::list<Bonus> &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
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for(std::list<Bonus>::iterator i = bonuses.begin(); i != bonuses.end(); i++)
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{
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if(i->source == source && i->id == id)
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{
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bonus = *i; //backup bonus (to show to interfaces later)
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bonuses.erase(i);
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break;
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}
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}
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}
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DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
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{
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CGObjectInstance *obj = gs->map->objects[id];
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//unblock tiles
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if(obj->defInfo)
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{
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gs->map->removeBlockVisTiles(obj);
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}
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if(obj->ID==HEROI_TYPE)
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{
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CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
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std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
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gs->map->heroes.erase(nitr);
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int player = h->tempOwner;
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nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
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gs->getPlayer(player)->heroes.erase(nitr);
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h->tempOwner = 255; //no one owns beaten hero
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if(CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown))
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{
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if(h->inTownGarrison)
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t->garrisonHero = NULL;
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else
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t->visitingHero = NULL;
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h->visitedTown = NULL;
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}
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//return hero to the pool, so he may reappear in tavern
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gs->hpool.heroesPool[h->subID] = h;
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if(!vstd::contains(gs->hpool.pavailable, h->subID))
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gs->hpool.pavailable[h->subID] = 0xff;
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}
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else if (obj->ID==CREI_TYPE && gs->map->version > CMapHeader::RoE) //only fixed monsters can be a part of quest
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{
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CGCreature *cre = static_cast<CGCreature*>(obj);
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gs->map->monsters[cre->identifier]->pos = int3 (-1,-1,-1); //use nonexistent monster for quest :>
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}
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gs->map->objects[id] = NULL;
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}
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static int getDir(int3 src, int3 dst)
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{
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int ret = -1;
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if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
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{
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ret = 1;
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}
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else if(dst.x == src.x && dst.y+1 == src.y) //t
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{
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ret = 2;
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}
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else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
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{
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ret = 3;
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}
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else if(dst.x-1 == src.x && dst.y == src.y) //r
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{
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ret = 4;
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}
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else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
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{
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ret = 5;
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}
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else if(dst.x == src.x && dst.y-1 == src.y) //b
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{
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ret = 6;
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}
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else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
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{
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ret = 7;
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}
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else if(dst.x+1 == src.x && dst.y == src.y) //l
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{
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ret = 8;
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}
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return ret;
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}
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void TryMoveHero::applyGs( CGameState *gs )
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{
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CGHeroInstance *h = gs->getHero(id);
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h->movement = movePoints;
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if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end) {
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h->moveDir = getDir(start,end);
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}
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if(result == EMBARK) //hero enters boat at dest tile
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{
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const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
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assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
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CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
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gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
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h->boat = boat;
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boat->hero = h;
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}
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else if(result == DISEMBARK) //hero leaves boat to dest tile
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{
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CGBoat *b = const_cast<CGBoat *>(h->boat);
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b->direction = h->moveDir;
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b->pos = start;
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b->hero = NULL;
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gs->map->addBlockVisTiles(b);
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h->boat = NULL;
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}
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if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
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{
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gs->map->removeBlockVisTiles(h);
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h->pos = end;
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if(CGBoat *b = const_cast<CGBoat *>(h->boat))
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b->pos = end;
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gs->map->addBlockVisTiles(h);
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}
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BOOST_FOREACH(int3 t, fowRevealed)
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gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
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}
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DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
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{
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for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
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{
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CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
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ai->setArmy(i->second);
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if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
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const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->setArmy(i->second);
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else if(ai->ID==HEROI_TYPE)
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{
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CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
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CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown);
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if(t && h->inTownGarrison)
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t->setArmy(i->second);
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}
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}
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}
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DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
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{
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CGTownInstance *t = gs->getTown(tid);
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BOOST_FOREACH(si32 id,bid)
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{
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t->builtBuildings.insert(id);
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}
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t->builded = builded;
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}
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DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
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{
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CGTownInstance *t = gs->getTown(tid);
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BOOST_FOREACH(si32 id,bid)
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{
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t->builtBuildings.erase(id);
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}
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t->destroyed = destroyed; //yeaha
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}
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DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
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{
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CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid]);
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assert(dw);
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dw->creatures = creatures;
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}
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DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
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{
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CGTownInstance *t = gs->getTown(tid);
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CGHeroInstance *v = gs->getHero(visiting),
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*g = gs->getHero(garrison);
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t->visitingHero = v;
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t->garrisonHero = g;
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if(v)
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{
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v->visitedTown = t;
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v->inTownGarrison = false;
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gs->map->addBlockVisTiles(v);
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}
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if(g)
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{
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g->visitedTown = t;
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g->inTownGarrison = true;
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gs->map->removeBlockVisTiles(g);
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}
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}
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DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
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{
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CGHeroInstance *h = gs->getHero(hid);
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for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
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if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
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unequiped.push_back(i->second);
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for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
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if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
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equiped.push_back(i->second);
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//update hero data
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h->artifacts = artifacts;
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h->artifWorn = artifWorn;
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}
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DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
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{
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if(art < 0)
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{
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if(pos<19)
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VLC->arth->unequipArtifact(artifWorn, pos);
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else if (pos - 19 < artifacts.size())
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artifacts.erase(artifacts.begin() + (pos - 19));
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}
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else
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{
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if (pos < 19)
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{
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VLC->arth->equipArtifact(artifWorn, pos, (ui32) art);
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}
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else // Goes into the backpack.
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{
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if(pos - 19 < artifacts.size())
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artifacts.insert(artifacts.begin() + (pos - 19), art);
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else
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artifacts.push_back(art);
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}
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}
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}
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DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
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{
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assert(vstd::contains(gs->hpool.heroesPool, hid));
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CGHeroInstance *h = gs->hpool.heroesPool[hid];
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CGTownInstance *t = gs->getTown(tid);
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h->setOwner(player);
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h->pos = tile;
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h->movement = h->maxMovePoints(true);
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|
|
gs->hpool.heroesPool.erase(hid);
|
|
if(h->id < 0)
|
|
{
|
|
h->id = gs->map->objects.size();
|
|
gs->map->objects.push_back(h);
|
|
}
|
|
else
|
|
gs->map->objects[h->id] = h;
|
|
|
|
h->initHeroDefInfo();
|
|
gs->map->heroes.push_back(h);
|
|
gs->getPlayer(h->getOwner())->heroes.push_back(h);
|
|
h->initObj();
|
|
gs->map->addBlockVisTiles(h);
|
|
|
|
if(t)
|
|
{
|
|
t->visitingHero = h;
|
|
h->visitedTown = t;
|
|
}
|
|
h->inTownGarrison = false;
|
|
}
|
|
|
|
DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
|
|
{
|
|
CGHeroInstance *h = gs->getHero(id);
|
|
gs->map->removeBlockVisTiles(h,true);
|
|
h->setOwner(player);
|
|
h->movement = h->maxMovePoints(true);
|
|
h->initHeroDefInfo();
|
|
gs->map->heroes.push_back(h);
|
|
gs->getPlayer(h->getOwner())->heroes.push_back(h);
|
|
gs->map->addBlockVisTiles(h);
|
|
h->inTownGarrison = false;
|
|
}
|
|
|
|
DLL_EXPORT void NewObject::applyGs( CGameState *gs )
|
|
{
|
|
|
|
CGObjectInstance *o = NULL;
|
|
switch(ID)
|
|
{
|
|
case 8:
|
|
o = new CGBoat();
|
|
break;
|
|
default:
|
|
o = new CGObjectInstance();
|
|
break;
|
|
}
|
|
o->ID = ID;
|
|
o->subID = subID;
|
|
o->pos = pos;
|
|
o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
|
|
id = o->id = gs->map->objects.size();
|
|
o->hoverName = VLC->generaltexth->names[ID];
|
|
|
|
if(ID == 124) // hole
|
|
{
|
|
const TerrainTile &t = gs->map->getTile(pos);
|
|
o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
|
|
assert(o->defInfo);
|
|
}
|
|
|
|
gs->map->objects.push_back(o);
|
|
gs->map->addBlockVisTiles(o);
|
|
o->initObj();
|
|
assert(o->defInfo);
|
|
}
|
|
|
|
DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs )
|
|
{
|
|
if(id >= 0)
|
|
{
|
|
if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id]))
|
|
{
|
|
bm->artifacts = arts;
|
|
}
|
|
else
|
|
{
|
|
tlog1 << "Wrong black market id!" << std::endl;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CGTownInstance::merchantArtifacts = arts;
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
|
|
{
|
|
gs->day = day;
|
|
BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(h.id);
|
|
hero->movement = h.move;
|
|
hero->mana = h.mana;
|
|
}
|
|
|
|
for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)
|
|
{
|
|
assert(i->first < PLAYER_LIMIT);
|
|
std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;
|
|
for(int j = 0; j < i->second.size(); j++)
|
|
playerRes[j] = i->second[j];
|
|
}
|
|
|
|
BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
|
|
h.applyGs(gs);
|
|
|
|
if(resetBuilded) //reset amount of structures set in this turn in towns
|
|
BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
|
|
t->builded = 0;
|
|
|
|
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
|
|
h->bonuses.remove_if(Bonus::OneDay);
|
|
|
|
if(gs->getDate(1) == 7) //new week
|
|
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
|
|
h->bonuses.remove_if(Bonus::OneWeek);
|
|
|
|
//count days without town
|
|
for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
|
|
{
|
|
if(i->second.towns.size() || gs->day == 1)
|
|
i->second.daysWithoutCastle = 0;
|
|
else
|
|
i->second.daysWithoutCastle++;
|
|
|
|
i->second.bonuses.remove_if(Bonus::OneDay);
|
|
if(gs->getDate(1) == 7) //new week
|
|
i->second.bonuses.remove_if(Bonus::OneWeek);
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
|
|
{
|
|
CGObjectInstance *obj = gs->map->objects[id];
|
|
if(!obj)
|
|
{
|
|
tlog1 << "Wrong object ID - property cannot be set!\n";
|
|
return;
|
|
}
|
|
|
|
if(what == ObjProperty::OWNER)
|
|
{
|
|
if(obj->ID == TOWNI_TYPE)
|
|
{
|
|
CGTownInstance *t = static_cast<CGTownInstance*>(obj);
|
|
if(t->tempOwner < PLAYER_LIMIT)
|
|
gs->getPlayer(t->tempOwner)->towns -= t;
|
|
|
|
if(val < PLAYER_LIMIT)
|
|
gs->getPlayer(val)->towns.push_back(t);
|
|
}
|
|
}
|
|
|
|
|
|
obj->setProperty(what,val);
|
|
}
|
|
|
|
DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
|
|
{
|
|
name.toString(gs->map->objects[id]->hoverName);
|
|
}
|
|
|
|
DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
|
|
{
|
|
CGHeroInstance* h = gs->getHero(heroid);
|
|
h->level = level;
|
|
//speciality
|
|
h->UpdateSpeciality();
|
|
}
|
|
|
|
DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
|
|
{
|
|
gs->curB = info;
|
|
info->belligerents[0]->battle = info->belligerents[1]->battle = info;
|
|
}
|
|
|
|
DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
|
|
{
|
|
gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
|
|
gs->curB->round = round;
|
|
|
|
BOOST_FOREACH(CStack *s, gs->curB->stacks)
|
|
{
|
|
s->state -= DEFENDING;
|
|
s->state -= WAITING;
|
|
s->state -= MOVED;
|
|
s->state -= HAD_MORALE;
|
|
s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
|
|
|
|
//regeneration
|
|
if( s->hasBonusOfType(Bonus::HP_REGENERATION) && s->alive() )
|
|
s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfBonuses(Bonus::HP_REGENERATION) );
|
|
if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION) && s->alive() )
|
|
s->firstHPleft = s->MaxHealth();
|
|
|
|
//remove effects and restore only those with remaining turns in duration
|
|
std::vector<CStack::StackEffect> tmpEffects = s->effects;
|
|
s->effects.clear();
|
|
for(int i=0; i < tmpEffects.size(); i++)
|
|
{
|
|
tmpEffects[i].turnsRemain--;
|
|
if(tmpEffects[i].turnsRemain > 0)
|
|
s->effects.push_back(tmpEffects[i]);
|
|
}
|
|
|
|
//the same as above for features
|
|
BonusList tmpFeatures = s->bonuses;
|
|
s->bonuses.clear();
|
|
|
|
BOOST_FOREACH(Bonus &b, tmpFeatures)
|
|
{
|
|
if((b.duration & Bonus::N_TURNS) != 0)
|
|
{
|
|
b.turnsRemain--;
|
|
if(b.turnsRemain > 0)
|
|
s->bonuses.push_back(b);
|
|
}
|
|
else
|
|
{
|
|
s->bonuses.push_back(b);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
|
|
{
|
|
gs->curB->activeStack = stack;
|
|
CStack *st = gs->curB->getStack(stack);
|
|
if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
|
|
st->state.insert(HAD_MORALE);
|
|
}
|
|
|
|
void BattleResult::applyGs( CGameState *gs )
|
|
{
|
|
for(unsigned i=0;i<gs->curB->stacks.size();i++)
|
|
delete gs->curB->stacks[i];
|
|
|
|
//remove any "until next battle" bonuses
|
|
CGHeroInstance *h;
|
|
h = gs->curB->heroes[0];
|
|
if(h)
|
|
h->bonuses.remove_if(Bonus::OneBattle);
|
|
|
|
h = gs->curB->heroes[1];
|
|
if(h)
|
|
h->bonuses.remove_if(Bonus::OneBattle);
|
|
|
|
gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;
|
|
delete gs->curB;
|
|
gs->curB = NULL;
|
|
}
|
|
|
|
void BattleStackMoved::applyGs( CGameState *gs )
|
|
{
|
|
gs->curB->getStack(stack)->position = tile;
|
|
}
|
|
|
|
DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
|
|
{
|
|
CStack * at = gs->curB->getStack(stackAttacked);
|
|
at->count = newAmount;
|
|
at->firstHPleft = newHP;
|
|
if(killed())
|
|
at->state -= ALIVE;
|
|
|
|
//life drain handling
|
|
for (int g=0; g<healedStacks.size(); ++g)
|
|
{
|
|
healedStacks[g].applyGs(gs);
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT 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->type->idNumber == 148 && st->alive())
|
|
{
|
|
hasAmmoCart = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!hasAmmoCart)
|
|
{
|
|
attacker->shots--;
|
|
}
|
|
}
|
|
BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
|
|
stackAttacked.applyGs(gs);
|
|
|
|
attacker->bonuses.remove_if(Bonus::UntilAttack);
|
|
|
|
for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
|
|
{
|
|
CStack * stack = gs->curB->getStack(it->stackAttacked, false);
|
|
stack->bonuses.remove_if(Bonus::UntilBeingAttacked);
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
|
|
{
|
|
CStack *st = gs->curB->getStack(ba.stackNumber);
|
|
|
|
if(ba.actionType != 1) //don't check for stack if it's custom action by hero
|
|
assert(st);
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case 3:
|
|
st->state.insert(DEFENDING);
|
|
break;
|
|
case 8:
|
|
st->state.insert(WAITING);
|
|
return;
|
|
case 0: case 2: case 6: case 7: case 9: case 10: case 11: case 12:
|
|
st->state.insert(MOVED);
|
|
break;
|
|
}
|
|
|
|
if(st)
|
|
st->state -= WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)
|
|
}
|
|
|
|
DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
|
|
{
|
|
assert(gs->curB);
|
|
CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];
|
|
if(h && castedByHero)
|
|
{
|
|
int spellCost = 0;
|
|
if(gs->curB)
|
|
{
|
|
spellCost = gs->curB->getSpellCost(&VLC->spellh->spells[id], h);
|
|
}
|
|
else
|
|
{
|
|
spellCost = VLC->spellh->spells[id].costs[skill];
|
|
}
|
|
h->mana -= spellCost;
|
|
if(h->mana < 0) h->mana = 0;
|
|
}
|
|
if(side >= 0 && side < 2 && castedByHero)
|
|
{
|
|
gs->curB->castSpells[side]++;
|
|
}
|
|
|
|
|
|
if(id == 35 || id == 78) //dispel and dispel helpful spells
|
|
{
|
|
bool onlyHelpful = id == 78;
|
|
for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
|
|
{
|
|
CStack *s = gs->curB->getStack(*it);
|
|
if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
|
|
{
|
|
std::vector<CStack::StackEffect> remainingEff;
|
|
for(int g=0; g< s->effects.size(); ++g)
|
|
{
|
|
if (onlyHelpful && VLC->spellh->spells[ s->effects[g].id ].positiveness != 1)
|
|
{
|
|
remainingEff.push_back(s->effects[g]);
|
|
}
|
|
|
|
}
|
|
s->effects.clear(); //removing all effects
|
|
s->effects = remainingEff; //assigning effects that should remain
|
|
|
|
//removing all features from spells
|
|
BonusList tmpFeatures = s->bonuses;
|
|
s->bonuses.clear();
|
|
BOOST_FOREACH(Bonus &b, tmpFeatures)
|
|
{
|
|
const CSpell *sp = b.sourceSpell();
|
|
if(sp && sp->positiveness != 1) //if(b.source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
|
|
s->bonuses.push_back(b);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//elemental summoning
|
|
if(id >= 66 && id <= 69)
|
|
{
|
|
int creID;
|
|
switch(id)
|
|
{
|
|
case 66:
|
|
creID = 114; //fire elemental
|
|
break;
|
|
case 67:
|
|
creID = 113; //earth elemental
|
|
break;
|
|
case 68:
|
|
creID = 115; //water elemental
|
|
break;
|
|
case 69:
|
|
creID = 112; //air elemental
|
|
break;
|
|
}
|
|
const int3 & tile = gs->curB->tile;
|
|
TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;
|
|
|
|
int pos; //position of stack on the battlefield - to be calculated
|
|
|
|
bool ac[BFIELD_SIZE];
|
|
std::set<int> occupyable;
|
|
bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
|
|
bool flying = vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
|
|
gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
|
|
for(int g=0; g<BFIELD_SIZE; ++g)
|
|
{
|
|
if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )
|
|
{
|
|
pos = g;
|
|
break;
|
|
}
|
|
}
|
|
|
|
CStack * summonedStack = gs->curB->generateNewStack(CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], h), gs->curB->stacks.size(), !side, 255, ter, pos);
|
|
summonedStack->state.insert(SUMMONED);
|
|
//summonedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
|
|
|
|
gs->curB->stacks.push_back(summonedStack);
|
|
}
|
|
}
|
|
|
|
static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
|
|
{
|
|
Bonus hb(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo));
|
|
hb.effectRange = limit;
|
|
return hb;
|
|
}
|
|
|
|
static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
|
|
{
|
|
Bonus ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
|
|
ret.valType = valType;
|
|
return ret;
|
|
}
|
|
|
|
static BonusList stackEffectToFeature(const CStack::StackEffect & sse)
|
|
{
|
|
BonusList sf;
|
|
si32 power = VLC->spellh->spells[sse.id].powers[sse.level];
|
|
switch(sse.id)
|
|
{
|
|
case 27: //shield
|
|
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 28: //air shield
|
|
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 29: //fire shield
|
|
sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 30: //protection from air
|
|
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 31: //protection from fire
|
|
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 32: //protection from water
|
|
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 33: //protection from earth
|
|
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 34: //anti-magic
|
|
sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 41: //bless
|
|
sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 42: //curse
|
|
sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.level >= 2 ? 20 : 0));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 43: //bloodlust
|
|
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 44: //precision
|
|
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 45: //weakness
|
|
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 46: //stone skin
|
|
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 47: //disrupting ray
|
|
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 48: //prayer
|
|
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 49: //mirth
|
|
sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 50: //sorrow
|
|
sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 51: //fortune
|
|
sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 52: //misfortune
|
|
sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 53: //haste
|
|
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 54: //slow
|
|
sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 55: //slayer
|
|
sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.level, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 56: //frenzy
|
|
sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.level]/100.0, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 58: //counterstrike
|
|
sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 59: //bersek
|
|
sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 60: //hypnotize
|
|
sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.level, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 61: //forgetfulness
|
|
sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.level, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
case 62: //blind
|
|
sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
|
|
sf.back().id = sse.id;
|
|
break;
|
|
}
|
|
|
|
return sf;
|
|
}
|
|
|
|
void actualizeEffect(CStack * s, CStack::StackEffect & ef)
|
|
{
|
|
//actualizing effects vector
|
|
for(int g=0; g<s->effects.size(); ++g)
|
|
{
|
|
if(s->effects[g].id == ef.id)
|
|
{
|
|
s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
|
|
}
|
|
}
|
|
//actualizing features vector
|
|
BonusList sf = stackEffectToFeature(ef);
|
|
|
|
BOOST_FOREACH(const Bonus &fromEffect, sf)
|
|
{
|
|
BOOST_FOREACH(Bonus &stackBonus, s->bonuses)
|
|
{
|
|
if(stackBonus.source == Bonus::SPELL_EFFECT && stackBonus.type == fromEffect.type && stackBonus.subtype == fromEffect.subtype)
|
|
{
|
|
stackBonus.turnsRemain = std::max(stackBonus.turnsRemain, ef.turnsRemain);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
|
|
{
|
|
for(int g=0; g<vec.size(); ++g)
|
|
{
|
|
if(vec[g].id == effectId)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
|
|
{
|
|
BOOST_FOREACH(ui32 id, stacks)
|
|
{
|
|
CStack *s = gs->curB->getStack(id);
|
|
if(s)
|
|
{
|
|
if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
|
|
{
|
|
s->effects.push_back(effect);
|
|
BonusList sf = stackEffectToFeature(effect);
|
|
BOOST_FOREACH(const Bonus &fromEffect, sf)
|
|
{
|
|
s->bonuses.push_back(fromEffect);
|
|
}
|
|
}
|
|
else //just actualize
|
|
{
|
|
actualizeEffect(s, effect);
|
|
}
|
|
}
|
|
else
|
|
tlog1 << "Cannot find stack " << id << std::endl;
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
|
|
{
|
|
BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
|
|
stackAttacked.applyGs(gs);
|
|
}
|
|
|
|
DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
|
|
{
|
|
for(int g=0; 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
|
|
std::vector<int> access = gs->curB->getAccessibility(changedStack->ID, true);
|
|
bool acc[BFIELD_SIZE];
|
|
for(int h=0; h<BFIELD_SIZE; ++h)
|
|
acc[h] = false;
|
|
for(int h=0; h<access.size(); ++h)
|
|
acc[access[h]] = true;
|
|
if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,
|
|
changedStack->doubleWide(), changedStack->attackerOwned,
|
|
changedStack->hasBonusOfType(Bonus::FLYING), true))
|
|
return; //position is already occupied
|
|
|
|
//applying changes
|
|
bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
|
|
if(resurrected)
|
|
{
|
|
changedStack->state.insert(ALIVE);
|
|
if(healedStacks[g].lowLevelResurrection)
|
|
changedStack->state.insert(SUMMONED);
|
|
//changedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
|
|
}
|
|
int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
|
|
int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
|
|
changedStack->count += res;
|
|
changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();
|
|
if(changedStack->firstHPleft > changedStack->MaxHealth())
|
|
{
|
|
changedStack->firstHPleft -= changedStack->MaxHealth();
|
|
if(changedStack->baseAmount > changedStack->count)
|
|
{
|
|
changedStack->count += 1;
|
|
}
|
|
}
|
|
amin(changedStack->firstHPleft, changedStack->MaxHealth());
|
|
//removal of negative effects
|
|
if(resurrected)
|
|
{
|
|
for(int h=0; h<changedStack->effects.size(); ++h)
|
|
{
|
|
if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
|
|
{
|
|
changedStack->effects.erase(changedStack->effects.begin() + h);
|
|
}
|
|
}
|
|
|
|
//removing all features from negative spells
|
|
BonusList tmpFeatures = changedStack->bonuses;
|
|
changedStack->bonuses.clear();
|
|
|
|
BOOST_FOREACH(Bonus &b, tmpFeatures)
|
|
{
|
|
const CSpell *s = b.sourceSpell();
|
|
if(s && s->positiveness >= 0)
|
|
{
|
|
changedStack->bonuses.push_back(b);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void ObstaclesRemoved::applyGs( CGameState *gs )
|
|
{
|
|
if(gs->curB) //if there is a battle
|
|
{
|
|
for(std::set<si32>::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it)
|
|
{
|
|
for(int i=0; i<gs->curB->obstacles.size(); ++i)
|
|
{
|
|
if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle
|
|
{
|
|
gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
|
|
{
|
|
if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
|
|
{
|
|
for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
|
|
{
|
|
gs->curB->si.wallState[it->first.first] =
|
|
std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
|
|
}
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void BattleStacksRemoved::applyGs( CGameState *gs )
|
|
{
|
|
if(!gs->curB)
|
|
return;
|
|
|
|
for(std::set<ui32>::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack
|
|
{
|
|
for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
|
|
{
|
|
if(gs->curB->stacks[b]->ID == *it) //if found
|
|
{
|
|
gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
|
|
{
|
|
gs->currentPlayer = player;
|
|
}
|
|
|
|
DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
|
|
{
|
|
gs->getPlayer(player)->currentSelection = id;
|
|
}
|
|
|
|
DLL_EXPORT Component::Component(const CStackInstance &stack)
|
|
:id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
|
|
{
|
|
|
|
} |