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							- #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 )
 
- {
 
- 	amax(val, 0); //new value must be >= 0
 
- 	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;
 
- 				if(hero->secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once
 
- 				{
 
- 					tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
 
- 					hero->secSkills[i].second = 3;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- 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);
 
- 	amax(val, 0); //not less than 0
 
- 	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.message.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
 
- 	{
 
- 		bdescr.toString(descr);
 
- 	}
 
- }
 
- 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);
 
- 	}
 
- }
 
- static int getDir(int3 src, int3 dst)
 
- {
 
- 	int ret = -1;
 
- 	if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
 
- 	{
 
- 		ret = 1;
 
- 	}
 
- 	else if(dst.x == src.x && dst.y+1 == src.y) //t
 
- 	{
 
- 		ret = 2;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
 
- 	{
 
- 		ret = 3;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y == src.y) //r
 
- 	{
 
- 		ret = 4;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
 
- 	{
 
- 		ret = 5;
 
- 	}
 
- 	else if(dst.x == src.x && dst.y-1 == src.y) //b
 
- 	{
 
- 		ret = 6;
 
- 	}
 
- 	else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
 
- 	{
 
- 		ret = 7;
 
- 	}
 
- 	else if(dst.x+1 == src.x && dst.y == src.y) //l
 
- 	{
 
- 		ret = 8;
 
- 	}
 
- 	return ret;
 
- }
 
- void TryMoveHero::applyGs( CGameState *gs )
 
- {
 
- 	CGHeroInstance *h = gs->getHero(id);
 
- 	h->movement = movePoints;
 
- 	if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
 
- 		h->moveDir = getDir(start,end);
 
- 	if(result == EMBARK) //hero enters boat at dest tile
 
- 	{
 
- 		const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
 
- 		assert(tt.visitableObjects.size() == 1  &&  tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
 
- 		CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
 
- 		gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
 
- 		h->boat = boat;
 
- 		boat->hero = h;
 
- 	}
 
- 	else if(result == DISEMBARK) //hero leaves boat to dest tile
 
- 	{
 
- 		h->boat->direction = h->moveDir;
 
- 		h->boat->pos = start;
 
- 		h->boat->hero = NULL;
 
- 		gs->map->addBlockVisTiles(h->boat);
 
- 		h->boat = NULL;
 
- 	}
 
- 	if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
 
- 	{
 
- 		gs->map->removeBlockVisTiles(h);
 
- 		h->pos = end;
 
- 		if(h->boat)
 
- 			h->boat->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 )
 
- {
 
- 	CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid]);
 
- 	assert(dw);
 
- 	dw->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);
 
- 	h->initObj();
 
- 	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 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];
 
- 	gs->map->objects.push_back(o);
 
- 	gs->map->addBlockVisTiles(o);
 
- 	o->initObj();
 
- 	assert(o->defInfo);
 
- }
 
- 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 )
 
- {
 
- 	name.toString(gs->map->objects[id]->hoverName);
 
- }
 
- 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 && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
 
- 		{
 
- 			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_MINIMUM_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;
 
- }
 
 
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