mirror of
https://github.com/vcmi/vcmi.git
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f4fc77ccb8
It includes Master Genie, Archangel, Faerie Dragon & Elementals
1311 lines
34 KiB
C++
1311 lines
34 KiB
C++
#define VCMI_DLL
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#include "NetPacks.h"
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#include "CGeneralTextHandler.h"
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#include "CDefObjInfoHandler.h"
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#include "CArtHandler.h"
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#include "CHeroHandler.h"
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#include "CObjectHandler.h"
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#include "VCMI_Lib.h"
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#include "map.h"
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#include "CSpellHandler.h"
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#include "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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#include "CGameState.h"
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#include "BattleState.h"
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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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gs->getPlayer(player)->resources = res;
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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(static_cast<CGHeroInstance::SecondarySkill>(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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t->setVisitingHero(h);
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else
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t->setVisitingHero(NULL);
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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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boost::unordered_set<int3, ShashInt3> 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, gs->map->objects[i]->tempOwner)) //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 ? (CGHeroInstance*)gs->hpool.heroesPool[hid[i]] : NULL);
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if(h && army[i])
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h->setToArmy(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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CBonusSystemNode *cbsn = NULL;
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switch(who)
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{
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case HERO:
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cbsn = gs->getHero(id);
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break;
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case PLAYER:
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cbsn = gs->getPlayer(id);
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break;
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case TOWN:
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cbsn = gs->getTown(id);
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break;
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}
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assert(cbsn);
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Bonus *b = new Bonus(bonus);
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cbsn->addNewBonus(b);
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std::string &descr = b->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.sid]->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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CBonusSystemNode *node;
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if (who == HERO)
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node = gs->getHero(whoID);
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else
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node = gs->getPlayer(whoID);
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BonusList &bonuses = node->getBonusList();
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for (int i = 0; i < bonuses.size(); i++)
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{
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Bonus *b = bonuses[i];
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if(b->source == source && b->sid == id)
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{
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bonus = *b; //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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PlayerState *p = gs->getPlayer(h->tempOwner);
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gs->map->heroes -= h;
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p->heroes -= h;
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h->detachFrom(h->whereShouldBeAttached(gs));
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h->tempOwner = 255; //no one owns beaten hero
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if(h->visitedTown)
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{
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if(h->inTownGarrison)
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h->visitedTown->garrisonHero = NULL;
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else
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h->visitedTown->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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gs->map->objects[id] = NULL;
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return;
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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].dellNull();
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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.back()->ID == 8); //the only vis obj at dest is Boat
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CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
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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 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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t->recreateBuildingsBonuses();
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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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t->recreateBuildingsBonuses();
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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].get());
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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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bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
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bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
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if(newVisitorComesFromGarrison)
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t->setGarrisonedHero(NULL);
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if(newGarrisonComesFromVisiting)
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t->setVisitingHero(NULL);
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if(!newGarrisonComesFromVisiting || v)
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t->setVisitingHero(v);
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if(!newVisitorComesFromGarrison || g)
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t->setGarrisonedHero(g);
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if(v)
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{
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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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gs->map->removeBlockVisTiles(g);
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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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PlayerState *p = gs->getPlayer(player);
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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);
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if(h->id < 0)
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{
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h->id = gs->map->objects.size();
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gs->map->objects.push_back(h);
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}
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else
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gs->map->objects[h->id] = h;
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h->initHeroDefInfo();
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gs->map->heroes.push_back(h);
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p->heroes.push_back(h);
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h->attachTo(p);
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h->initObj();
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gs->map->addBlockVisTiles(h);
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if(t)
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{
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t->setVisitingHero(h);
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}
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}
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DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
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{
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CGHeroInstance *h = gs->getHero(id);
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gs->map->removeBlockVisTiles(h,true);
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h->setOwner(player);
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h->movement = h->maxMovePoints(true);
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h->initHeroDefInfo();
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gs->map->heroes.push_back(h);
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gs->getPlayer(h->getOwner())->heroes.push_back(h);
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gs->map->addBlockVisTiles(h);
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h->inTownGarrison = false;
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}
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DLL_EXPORT void NewObject::applyGs( CGameState *gs )
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{
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CGObjectInstance *o = NULL;
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switch(ID)
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{
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case 8:
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o = new CGBoat();
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break;
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case 54: //probably more options will be needed
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o = new CGCreature();
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{
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//CStackInstance hlp;
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CGCreature *cre = static_cast<CGCreature*>(o);
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//cre->slots[0] = hlp;
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cre->notGrowingTeam = cre->neverFlees = 0;
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cre->character = 2;
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cre->gainedArtifact = -1;
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cre->identifier = -1;
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cre->addToSlot(0, new CStackInstance(subID, -1)); //add placeholder stack
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}
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break;
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default:
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o = new CGObjectInstance();
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break;
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}
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o->ID = ID;
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o->subID = subID;
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o->pos = pos;
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o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
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id = o->id = gs->map->objects.size();
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o->hoverName = VLC->generaltexth->names[ID];
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switch(ID)
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{
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case 54: //cfreature
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o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
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assert(o->defInfo);
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break;
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case 124://hole
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const TerrainTile &t = gs->map->getTile(pos);
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o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
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assert(o->defInfo);
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break;
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}
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gs->map->objects.push_back(o);
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gs->map->addBlockVisTiles(o);
|
|
o->initObj();
|
|
assert(o->defInfo);
|
|
}
|
|
DLL_EXPORT 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_EXPORT const CStackInstance * StackLocation::getStack()
|
|
{
|
|
if(!army->hasStackAtSlot(slot))
|
|
{
|
|
tlog2 << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot << std::endl;
|
|
return NULL;
|
|
}
|
|
return &army->getStack(slot);
|
|
}
|
|
|
|
DLL_EXPORT const CArtifactInstance *ArtifactLocation::getArt() const
|
|
{
|
|
const ArtSlotInfo *s = getSlot();
|
|
if(s && s->artifact)
|
|
{
|
|
if(!s->locked)
|
|
return s->artifact;
|
|
else
|
|
{
|
|
tlog3 << "ArtifactLocation::getArt: That location is locked!\n";
|
|
return NULL;
|
|
}
|
|
}
|
|
return NULL;
|
|
return NULL;
|
|
}
|
|
|
|
DLL_EXPORT CArtifactInstance *ArtifactLocation::getArt()
|
|
{
|
|
const ArtifactLocation *t = this;
|
|
return const_cast<CArtifactInstance*>(t->getArt());
|
|
}
|
|
|
|
DLL_EXPORT const ArtSlotInfo *ArtifactLocation::getSlot() const
|
|
{
|
|
return hero->getSlot(slot);
|
|
}
|
|
|
|
DLL_EXPORT void ChangeStackCount::applyGs( CGameState *gs )
|
|
{
|
|
if(absoluteValue)
|
|
sl.army->setStackCount(sl.slot, count);
|
|
else
|
|
sl.army->changeStackCount(sl.slot, count);
|
|
}
|
|
|
|
DLL_EXPORT void SetStackType::applyGs( CGameState *gs )
|
|
{
|
|
sl.army->setStackType(sl.slot, type);
|
|
}
|
|
|
|
DLL_EXPORT void EraseStack::applyGs( CGameState *gs )
|
|
{
|
|
sl.army->eraseStack(sl.slot);
|
|
}
|
|
|
|
DLL_EXPORT 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_EXPORT void InsertNewStack::applyGs( CGameState *gs )
|
|
{
|
|
CStackInstance *s = new CStackInstance(stack.type, stack.count);
|
|
sl.army->putStack(sl.slot, s);
|
|
}
|
|
|
|
DLL_EXPORT void RebalanceStacks::applyGs( CGameState *gs )
|
|
{
|
|
const CCreature *srcType = src.army->getCreature(src.slot);
|
|
TQuantity srcCount = src.army->getStackCount(src.slot);
|
|
|
|
if(srcCount == count) //moving whole stack
|
|
{
|
|
if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
|
|
{
|
|
assert(c == srcType);
|
|
if (STACK_EXP)
|
|
{
|
|
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
|
|
src.army->eraseStack(src.slot);
|
|
dst.army->changeStackCount(dst.slot, count);
|
|
dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
|
|
}
|
|
else
|
|
{
|
|
src.army->eraseStack(src.slot);
|
|
dst.army->changeStackCount(dst.slot, count);
|
|
}
|
|
}
|
|
else //move stack to an empty slot, no exp change needed
|
|
{
|
|
CStackInstance *stackDetached = src.army->detachStack(src.slot);
|
|
dst.army->putStack(dst.slot, stackDetached);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
|
|
{
|
|
assert(c == srcType);
|
|
if (STACK_EXP)
|
|
{
|
|
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 (STACK_EXP)
|
|
dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
|
|
}
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void PutArtifact::applyGs( CGameState *gs )
|
|
{
|
|
assert(art->canBePutAt(al));
|
|
al.hero->putArtifact(al.slot, art);
|
|
}
|
|
|
|
DLL_EXPORT void EraseArtifact::applyGs( CGameState *gs )
|
|
{
|
|
CArtifactInstance *a = al.getArt();
|
|
assert(a);
|
|
a->removeFrom(al.hero, al.slot);
|
|
}
|
|
|
|
DLL_EXPORT void MoveArtifact::applyGs( CGameState *gs )
|
|
{
|
|
CArtifactInstance *a = src.getArt();
|
|
if(dst.slot < Arts::BACKPACK_START)
|
|
assert(!dst.getArt());
|
|
|
|
a->move(src, dst);
|
|
}
|
|
|
|
DLL_EXPORT void AssembledArtifact::applyGs( CGameState *gs )
|
|
{
|
|
CGHeroInstance *h = al.hero;
|
|
const CArtifactInstance *transformedArt = al.getArt();
|
|
assert(transformedArt);
|
|
assert(vstd::contains(transformedArt->assemblyPossibilities(al.hero), builtArt));
|
|
|
|
CCombinedArtifactInstance *combinedArt = new CCombinedArtifactInstance(builtArt);
|
|
gs->map->addNewArtifactInstance(combinedArt);
|
|
//retrieve all constituents
|
|
BOOST_FOREACH(si32 constituentID, *builtArt->constituents)
|
|
{
|
|
int pos = h->getArtPos(constituentID);
|
|
assert(pos >= 0);
|
|
CArtifactInstance *constituentInstance = h->getArt(pos);
|
|
|
|
//move constituent from hero to be part of new, combined artifact
|
|
constituentInstance->removeFrom(h, pos);
|
|
combinedArt->addAsConstituent(constituentInstance, pos);
|
|
if(!vstd::contains(combinedArt->artType->possibleSlots, al.slot) && vstd::contains(combinedArt->artType->possibleSlots, pos))
|
|
al.slot = pos;
|
|
}
|
|
|
|
//put new combined artifacts
|
|
combinedArt->putAt(h, al.slot);
|
|
}
|
|
|
|
DLL_EXPORT void DisassembledArtifact::applyGs( CGameState *gs )
|
|
{
|
|
CGHeroInstance *h = al.hero;
|
|
CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
|
|
assert(disassembled);
|
|
|
|
std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
|
|
disassembled->removeFrom(h, al.slot);
|
|
BOOST_FOREACH(CCombinedArtifactInstance::ConstituentInfo &ci, constituents)
|
|
{
|
|
disassembled->detachFrom(ci.art);
|
|
ci.art->putAt(h, ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
|
|
}
|
|
|
|
gs->map->eraseArtifactInstance(disassembled);
|
|
}
|
|
|
|
DLL_EXPORT void HeroVisit::applyGs( CGameState *gs )
|
|
{
|
|
if(starting)
|
|
gs->ongoingVisits[hero] = obj;
|
|
else
|
|
gs->ongoingVisits.erase(hero);
|
|
}
|
|
|
|
DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs )
|
|
{
|
|
if(id >= 0)
|
|
{
|
|
if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
|
|
{
|
|
bm->artifacts = arts;
|
|
}
|
|
else
|
|
{
|
|
tlog1 << "Wrong black market id!" << std::endl;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CGTownInstance::merchantArtifacts = arts;
|
|
}
|
|
}
|
|
|
|
DLL_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, TResources>::iterator i = res.begin(); i != res.end(); i++)
|
|
{
|
|
assert(i->first < PLAYER_LIMIT);
|
|
gs->getPlayer(i->first)->resources = i->second;
|
|
}
|
|
|
|
BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
|
|
h.applyGs(gs);
|
|
|
|
gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
|
|
if(gs->getDate(1)) //new week
|
|
gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs
|
|
|
|
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
|
|
|
|
//count days without town
|
|
for( 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++;
|
|
}
|
|
|
|
BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
|
|
t->builded = 0;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
|
|
if(what == ObjProperty::OWNER && cai)
|
|
{
|
|
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);
|
|
}
|
|
|
|
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_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;
|
|
gs->curB->localInit();
|
|
}
|
|
|
|
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);
|
|
// new turn effects
|
|
s->battleTurnPassed();
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
|
|
{
|
|
gs->curB->activeStack = stack;
|
|
CStack *st = gs->curB->getStack(stack);
|
|
|
|
if (st->alive())
|
|
{
|
|
//regeneration
|
|
if(st->hasBonusOfType(Bonus::HP_REGENERATION))
|
|
st->firstHPleft = std::min<ui32>( st->MaxHealth(), st->valOfBonuses(Bonus::HP_REGENERATION) );
|
|
if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
|
|
st->firstHPleft = st->MaxHealth();
|
|
if(st->hasBonusOfType(Bonus::POISON))
|
|
{
|
|
Bonus * b = st->getBonus(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
|
|
if (b) //TODO: what if not?...
|
|
{
|
|
b->val -= 10;
|
|
amax (b->val, -(st->valOfBonuses(Bonus::POISON)));
|
|
}
|
|
}
|
|
if(st->hasBonusOfType(Bonus::MANA_DRAIN))
|
|
{
|
|
const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
|
|
if (enemy)
|
|
{
|
|
ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
|
|
amin (manaDrained, gs->curB->heroes[0]->mana);
|
|
gs->getHero(enemy->id)->mana -= manaDrained; //jeez, it's overcomplicate
|
|
}
|
|
}
|
|
}
|
|
|
|
//remove bonuses that last until when stack gets new turn
|
|
st->getBonusList().remove_if(Bonus::UntilGetsTurn);
|
|
|
|
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 )
|
|
{
|
|
//stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed
|
|
BOOST_FOREACH(CStack *s, gs->curB->stacks)
|
|
{
|
|
if(s->base && s->base->armyObj && vstd::contains(s->state, SUMMONED))
|
|
{
|
|
assert(&s->base->armyObj->getStack(s->slot) == s->base);
|
|
const_cast<CArmedInstance*>(s->base->armyObj)->eraseStack(s->slot);
|
|
}
|
|
}
|
|
for(unsigned i=0;i<gs->curB->stacks.size();i++)
|
|
delete gs->curB->stacks[i];
|
|
|
|
//remove any "until next battle" bonuses
|
|
CGHeroInstance *h;
|
|
h = gs->curB->heroes[0];
|
|
if(h)
|
|
h->getBonusList().remove_if(Bonus::OneBattle);
|
|
|
|
h = gs->curB->heroes[1];
|
|
if(h)
|
|
h->getBonusList().remove_if(Bonus::OneBattle);
|
|
|
|
if (STACK_EXP)
|
|
{
|
|
if (exp[0]) //checking local array is easier than dereferencing this crap twice
|
|
gs->curB->belligerents[0]->giveStackExp(exp[0]);
|
|
if (exp[1])
|
|
gs->curB->belligerents[1]->giveStackExp(exp[1]);
|
|
}
|
|
|
|
gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;
|
|
gs->curB.dellNull();
|
|
}
|
|
|
|
void BattleStackMoved::applyGs( CGameState *gs )
|
|
{
|
|
gs->curB->getStack(stack)->position = tilesToMove.back();
|
|
}
|
|
|
|
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);
|
|
}
|
|
if (willRebirth())
|
|
{
|
|
at->casts--;
|
|
at->state.insert(ALIVE); //hmm?
|
|
}
|
|
}
|
|
|
|
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->getCreature()->idNumber == 148 && st->alive())
|
|
{
|
|
hasAmmoCart = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!hasAmmoCart)
|
|
{
|
|
attacker->shots--;
|
|
}
|
|
}
|
|
BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
|
|
stackAttacked.applyGs(gs);
|
|
|
|
attacker->getBonusList().remove_if(Bonus::UntilAttack);
|
|
|
|
for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
|
|
{
|
|
CStack * stack = gs->curB->getStack(it->stackAttacked, false);
|
|
stack->getBonusList().remove_if(Bonus::UntilBeingAttacked);
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
|
|
{
|
|
CStack *st = gs->curB->getStack(ba.stackNumber);
|
|
|
|
if(ba.actionType == BattleAction::END_TACTIC_PHASE)
|
|
{
|
|
gs->curB->tacticDistance = 0;
|
|
return;
|
|
}
|
|
|
|
if(ba.actionType != BattleAction::HERO_SPELL) //don't check for stack if it's custom action by hero
|
|
{
|
|
assert(st);
|
|
}
|
|
else
|
|
{
|
|
gs->curB->usedSpellsHistory[ba.side].push_back(VLC->spellh->spells[ba.additionalInfo]);
|
|
}
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case BattleAction::DEFEND:
|
|
st->state.insert(DEFENDING);
|
|
break;
|
|
case BattleAction::WAIT:
|
|
st->state.insert(WAITING);
|
|
return;
|
|
case BattleAction::HERO_SPELL: //no change in current stack state
|
|
return;
|
|
default: //any active stack action - attack, catapult, heal, spell...
|
|
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
|
|
{
|
|
if(onlyHelpful)
|
|
s->popBonuses(Selector::positiveSpellEffects);
|
|
else
|
|
s->popBonuses(Selector::sourceType(Bonus::SPELL_EFFECT));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)
|
|
{
|
|
//actualizing features vector
|
|
|
|
BOOST_FOREACH(const Bonus &fromEffect, ef)
|
|
{
|
|
BOOST_FOREACH(Bonus *stackBonus, s->getBonusList()) //TODO: optimize
|
|
{
|
|
if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect.type && stackBonus->subtype == fromEffect.subtype)
|
|
{
|
|
stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, fromEffect.turnsRemain);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void actualizeEffect(CStack * s, const Bonus & ef)
|
|
{
|
|
BOOST_FOREACH(Bonus *stackBonus, s->getBonusList()) //TODO: optimize
|
|
{
|
|
if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == ef.type && stackBonus->subtype == ef.subtype)
|
|
{
|
|
stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);
|
|
}
|
|
}
|
|
}
|
|
|
|
DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
|
|
{
|
|
int spellid = effect.begin()->sid; //effects' source ID
|
|
|
|
BOOST_FOREACH(ui32 id, stacks)
|
|
{
|
|
CStack *s = gs->curB->getStack(id);
|
|
if(s)
|
|
{
|
|
if(spellid == 47 || spellid == 80 || !s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid)))//disrupting ray or acid breath or not on the list - just add
|
|
{
|
|
BOOST_FOREACH(Bonus &fromEffect, effect)
|
|
{
|
|
s->addNewBonus( new Bonus(fromEffect));
|
|
}
|
|
}
|
|
else //just actualize
|
|
{
|
|
actualizeEffect(s, effect);
|
|
}
|
|
}
|
|
else
|
|
tlog1 << "Cannot find stack " << id << std::endl;
|
|
}
|
|
typedef std::pair<ui32, Bonus> p;
|
|
BOOST_FOREACH(p para, uniqueBonuses)
|
|
{
|
|
CStack *s = gs->curB->getStack(para.first);
|
|
if (s)
|
|
{
|
|
if (!s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid) && Selector::typeSubtype(para.second.type, para.second.subtype)))
|
|
s->addNewBonus(new Bonus(para.second));
|
|
else
|
|
actualizeEffect(s, effect);
|
|
}
|
|
else
|
|
tlog1 << "Cannot find stack " << para.first << std::endl;
|
|
}
|
|
}
|
|
|
|
DLL_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<THex> access = gs->curB->getAccessibility(changedStack, 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); //TODO: different counter for rised units
|
|
}
|
|
//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
|
|
int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
|
|
changedStack->count += res;
|
|
changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();
|
|
if(changedStack->firstHPleft > changedStack->MaxHealth())
|
|
{
|
|
changedStack->firstHPleft -= changedStack->MaxHealth();
|
|
if(changedStack->baseAmount > changedStack->count)
|
|
{
|
|
changedStack->count += 1;
|
|
}
|
|
}
|
|
amin(changedStack->firstHPleft, changedStack->MaxHealth());
|
|
//removal of negative effects
|
|
if(resurrected)
|
|
{
|
|
|
|
// for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)
|
|
// {
|
|
// if(VLC->spellh->spells[(*it)->sid]->positiveness < 0)
|
|
// {
|
|
// changedStack->bonuses.erase(it);
|
|
// }
|
|
// }
|
|
|
|
//removing all features from negative spells
|
|
const BonusList tmpFeatures = changedStack->getBonusList();
|
|
//changedStack->bonuses.clear();
|
|
|
|
BOOST_FOREACH(Bonus *b, tmpFeatures)
|
|
{
|
|
const CSpell *s = b->sourceSpell();
|
|
if(s && s->positiveness < 0)
|
|
{
|
|
changedStack->removeBonus(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 BattleStackAdded::applyGs(CGameState *gs)
|
|
{
|
|
if (!THex(pos).isValid())
|
|
{
|
|
tlog2 << "No place found for new stack!\n";
|
|
return;
|
|
}
|
|
CStackInstance *csi = new CStackInstance(creID, amount);
|
|
csi->setArmyObj(gs->curB->belligerents[attacker ? 0 : 1]);
|
|
CStack * summonedStack = gs->curB->generateNewStack(*csi, gs->curB->stacks.size(), attacker, 255, pos); //TODO: netpacks?
|
|
if (summoned)
|
|
summonedStack->state.insert(SUMMONED);
|
|
summonedStack->attachTo(csi);
|
|
summonedStack->postInit();
|
|
gs->curB->stacks.push_back(summonedStack); //the stack is not "SUMMONED", it is permanent
|
|
}
|
|
|
|
DLL_EXPORT void BattleSetStackProperty::applyGs(CGameState *gs)
|
|
{
|
|
CStack * stack = gs->curB->getStack(stackID);
|
|
switch (which)
|
|
{
|
|
case CASTS:
|
|
{
|
|
if (absolute)
|
|
stack->casts = val;
|
|
else
|
|
stack->casts += val;
|
|
amax(stack->casts, 0);
|
|
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 CStackBasicDescriptor &stack)
|
|
:id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
|
|
{
|
|
|
|
}
|