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vcmi/lib/NetPacksLib.cpp
mateuszb 8231a6e6cc * first part of exchange window
* minor changes
2009-06-16 11:18:14 +00:00

782 lines
21 KiB
C++

#define VCMI_DLL
#include "NetPacks.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CArtHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "VCMI_Lib.h"
#include "map.h"
#include "../hch/CSpellHandler.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
/*
* NetPacksLib.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
DLL_EXPORT void SetResource::applyGs( CGameState *gs )
{
gs->getPlayer(player)->resources[resid] = val;
}
DLL_EXPORT void SetResources::applyGs( CGameState *gs )
{
for(int i=0;i<res.size();i++)
gs->getPlayer(player)->resources[i] = res[i];
}
DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
if(which <4)
{
if(abs)
hero->primSkills[which] = val;
else
hero->primSkills[which] += val;
}
else if(which == 4) //XP
{
if(abs)
hero->exp = val;
else
hero->exp += val;
}
}
DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
if(hero->getSecSkillLevel(which) == 0)
{
hero->secSkills.push_back(std::pair<int,int>(which, val));
}
else
{
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].first == which)
{
if(abs)
hero->secSkills[i].second = val;
else
hero->secSkills[i].second += val;
}
}
}
}
DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
CGTownInstance *t = gs->getTown(tid);
if(start())
{
if(garrison())
{
t->garrisonHero = h;
h->visitedTown = t;
h->inTownGarrison = true;
}
else
{
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
}
}
else
{
if(garrison())
{
t->garrisonHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
else
{
t->visitingHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
}
}
DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
if(learn)
BOOST_FOREACH(ui32 sid, spells)
hero->spells.insert(sid);
else
BOOST_FOREACH(ui32 sid, spells)
hero->spells.erase(sid);
}
DLL_EXPORT void SetMana::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
hero->mana = val;
}
DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
hero->movement = val;
}
DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
{
BOOST_FOREACH(int3 t, tiles)
gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode;
}
DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
{
gs->getPlayer(player)->availableHeroes.clear();
CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
gs->getPlayer(player)->availableHeroes.push_back(h);
if(h && flags & 1)
{
h->army.slots.clear();
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
}
h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
gs->getPlayer(player)->availableHeroes.push_back(h);
if(flags & 2)
{
h->army.slots.clear();
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
}
}
DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
h->bonuses.push_back(bonus);
std::string &descr = h->bonuses.back().description;
if(!bdescr.texts.size()
&& bonus.source == HeroBonus::OBJECT
&& (bonus.type == HeroBonus::LUCK || bonus.type == HeroBonus::MORALE || bonus.type == HeroBonus::MORALE_AND_LUCK)
&& gs->map->objects[bonus.id]->ID == 26) //it's morale/luck bonus from an event without description
{
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
else
{
descr = toString(bdescr);
}
}
DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[objid];
if(!obj)
{
tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
return;
}
gs->map->removeBlockVisTiles(obj);
obj->pos = nPos;
gs->map->addBlockVisTiles(obj);
}
DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
if(obj->ID==HEROI_TYPE)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
gs->map->heroes.erase(nitr);
int player = h->tempOwner;
nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
gs->getPlayer(player)->heroes.erase(nitr);
if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = NULL;
else
h->visitedTown->visitingHero = NULL;
h->visitedTown = NULL;
}
//TODO: add to the pool?
}
gs->map->objects[id] = NULL;
//unblock tiles
if(obj->defInfo)
{
gs->map->removeBlockVisTiles(obj);
}
}
void TryMoveHero::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(id);
h->movement = movePoints;
if(start!=end && result)
{
gs->map->removeBlockVisTiles(h);
h->pos = end;
gs->map->addBlockVisTiles(h);
}
BOOST_FOREACH(int3 t, fowRevealed)
gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
}
DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
{
for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
{
CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
ai->army = i->second;
if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
else if(ai->ID==HEROI_TYPE)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
if(h->visitedTown && h->inTownGarrison)
h->visitedTown->army = i->second;
}
}
}
DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
{
CGTownInstance*t = gs->getTown(tid);
BOOST_FOREACH(si32 id,bid)
t->builtBuildings.insert(id);
t->builded = builded;
}
DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
{
gs->getTown(tid)->strInfo.creatures = creatures;
}
DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
CGHeroInstance *v = gs->getHero(visiting),
*g = gs->getHero(garrison);
t->visitingHero = v;
t->garrisonHero = g;
if(v)
{
v->visitedTown = t;
v->inTownGarrison = false;
gs->map->addBlockVisTiles(v);
}
if(g)
{
g->visitedTown = t;
g->inTownGarrison = true;
gs->map->removeBlockVisTiles(g);
}
}
DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
std::vector<ui32> equiped, unequiped;
for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
unequiped.push_back(i->second);
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
equiped.push_back(i->second);
BOOST_FOREACH(ui32 id, equiped)
{
//if hero already had equipped at least one artifact of that type, don't give any new bonuses
if(h->getArtPos(id) >= 0)
continue;
CArtifact &art = VLC->arth->artifacts[id];
for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
{
gained.push_back(&*i);
h->bonuses.push_back(*i);
}
}
//update hero data
h->artifacts = artifacts;
h->artifWorn = artifWorn;
//remove bonus from unequipped artifact
BOOST_FOREACH(ui32 id, unequiped)
{
//if hero still has equipped at least one artifact of that type, don't remove bonuses
if(h->getArtPos(id) >= 0)
continue;
while(1)
{
std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));
if(hlp != h->bonuses.end())
{
lost.push_back(&*hlp);
h->bonuses.erase(hlp);
}
else
{
break;
}
}
}
}
DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
{
if(art<0)
{
if(pos<19)
artifWorn.erase(pos);
else
artifacts -= artifacts[pos-19];
}
else
{
if(pos<19)
artifWorn[pos] = art;
else
if(pos-19 < artifacts.size())
artifacts[pos-19] = art;
else
artifacts.push_back(art);
}
}
DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->hpool.heroesPool[hid];
CGTownInstance *t = gs->getTown(tid);
h->setOwner(player);
h->pos = tile;
h->movement = h->maxMovePoints(true);
gs->hpool.heroesPool.erase(hid);
if(h->id < 0)
{
h->id = gs->map->objects.size();
gs->map->objects.push_back(h);
}
else
gs->map->objects[h->id] = h;
h->initHeroDefInfo();
gs->map->heroes.push_back(h);
gs->getPlayer(h->getOwner())->heroes.push_back(h);
gs->map->addBlockVisTiles(h);
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 HeroExchange::applyGs(CGameState *gs)
{
}
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;
}
BOOST_FOREACH(SetResources h, res) //give resources
h.applyGs(gs);
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(HeroBonus::OneDay);
if(gs->getDate(1) == 7) //new week
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
h->bonuses.remove_if(HeroBonus::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";
else
obj->setProperty(what,val);
}
DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
{
gs->map->objects[id]->hoverName = toString(name);
}
DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
{
gs->getHero(heroid)->level = level;
}
DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
{
gs->curB = 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;
//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
std::vector<StackFeature> tmpFeatures = s->features;
s->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
if(tmpFeatures[i].duration == StackFeature::N_TURNS)
{
tmpFeatures[i].turnsRemain--;
if(tmpFeatures[i].turnsRemain > 0)
s->features.push_back(tmpFeatures[i]);
}
else
{
s->features.push_back(tmpFeatures[i]);
}
}
}
}
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->getHero(gs->curB->hero1);
if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
h = gs->getHero(gs->curB->hero2);
if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
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->amount = newAmount;
at->firstHPleft = newHP;
if(killed())
at->state -= ALIVE;
}
DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
{
CStack *attacker = gs->curB->getStack(stackAttacking);
if(counter())
attacker->counterAttacks--;
if(shot())
attacker->shots--;
BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
stackAttacked.applyGs(gs);
}
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
{
CStack *st = gs->curB->getStack(ba.stackNumber);
switch(ba.actionType)
{
case 3:
st->state.insert(DEFENDING);
break;
case 8:
st->state.insert(WAITING);
break;
case 2: case 6: case 7: case 9: case 10: case 11:
st->state.insert(MOVED);
break;
}
}
DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
{
CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
if(h)
{
h->mana -= VLC->spellh->spells[id].costs[skill];
if(h->mana < 0) h->mana = 0;
}
if(side >= 0 && side < 2)
{
gs->curB->castSpells[side]++;
}
if(gs->curB && id == 35) //dispel
{
CStack *s = gs->curB->getStackT(tile);
if(s)
{
s->effects.clear(); //removing all effects
//removing all features from spells
std::vector<StackFeature> tmpFeatures = s->features;
s->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
{
s->features.push_back(tmpFeatures[i]);
}
}
}
}
}
static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0)
{
return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);
}
static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse)
{
std::vector<StackFeature> sf;
switch(sse.id)
{
case 27: //shield
sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 28: //air shield
sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 30: //protection from air
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 31: //protection from fire
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 32: //protection from water
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 33: //protection from earth
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 41: //bless
sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 42: //curse
sf.push_back(featureGenerator(StackFeature::ALWAYS_MINUMUM_DAMAGE, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain, sse.level >= 2 ? 20 : 0));
break;
case 43: //bloodlust
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 44: //precision
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 45: //weakness
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 46: //stone skin
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 47: //disrupting ray
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 48: //prayer
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 49: //mirth
sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 50: //sorrow
sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 51: //fortune
sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 52: //misfortune
sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 53: //haste
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 54: //slow
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * VLC->spellh->spells[sse.id].powers[sse.level]));
break;
case 55: //slayer
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 56: //frenzy
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
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
std::vector<StackFeature> sf = stackEffectToFeature(ef);
for(int b=0; b<sf.size(); ++b)
{
for(int g=0; g<s->features.size(); ++g)
{
if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)
{
s->features[g].turnsRemain = std::max(s->features[g].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);
std::vector<StackFeature> sf = stackEffectToFeature(effect);
for(int n=0; n<sf.size(); ++n)
{
s->features.push_back(sf[n]);
}
}
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 YourTurn::applyGs( CGameState *gs )
{
gs->currentPlayer = player;
}
DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
{
gs->getPlayer(player)->currentSelection = id;
}