| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785 | #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#endifDLL_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);	}}void TryMoveHero::applyGs( CGameState *gs ){	CGHeroInstance *h = gs->getHero(id);	h->movement = movePoints;	if(start!=end && (result == SUCCESS || result == TELEPORTATION))	{		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)->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 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)		{			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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