| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241 | #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 "../hch/CCreatureHandler.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>#undef min#undef max/* * 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 ){	assert(player < PLAYER_LIMIT);	amax(val, 0); //new value must be >= 0	gs->getPlayer(player)->resources[resid] = val;} DLL_EXPORT void SetResources::applyGs( CGameState *gs ) { 	assert(player < PLAYER_LIMIT); 	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);	assert(hero);	if(which <4)	{		Bonus *skill = hero->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL));		assert(skill);				if(abs)			skill->val = val;		else			skill->val += 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);	hero->setSecSkillLevel(which, val, abs);}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 ){	TeamState * team = gs->getPlayerTeam(player);	BOOST_FOREACH(int3 t, tiles)		team->fogOfWarMap[t.x][t.y][t.z] = mode;	if (mode == 0) //do not hide too much	{		std::set<int3> tilesRevealed;		for (size_t i = 0; i < gs->map->objects.size(); i++)		{			if (gs->map->objects[i])			{				switch(gs->map->objects[i]->ID)				{				case 34://hero				case 53://mine				case 98://town				case 220:					if(vstd::contains(team->players, gs->map->objects[i]->tempOwner)) //check owned observators						gs->map->objects[i]->getSightTiles(tilesRevealed);					break;				}			}		}		BOOST_FOREACH(int3 t, tilesRevealed) //probably not the most optimal solution ever			team->fogOfWarMap[t.x][t.y][t.z] = 1;	}}DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs ){	PlayerState *p = gs->getPlayer(player);	p->availableHeroes.clear();	for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++)	{		CGHeroInstance *h = (hid[i]>=0 ?  gs->hpool.heroesPool[hid[i]] : NULL);		if(h && army[i])			h->setToArmy(*army[i]);		p->availableHeroes.push_back(h);	}}DLL_EXPORT void GiveBonus::applyGs( CGameState *gs ){	CBonusSystemNode *cbsn = NULL;	switch(who)	{	case HERO:		cbsn = gs->getHero(id);		break;	case PLAYER:		cbsn = gs->getPlayer(id);		break;	case TOWN:		cbsn = gs->getTown(id);		break;	}	assert(cbsn);	Bonus *b = new Bonus(bonus);	cbsn->addNewBonus(b);	std::string &descr = b->description;	if(!bdescr.message.size() 		&& bonus.source == Bonus::OBJECT 		&& (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE)		&& gs->map->objects[bonus.id]->ID == EVENTI_TYPE) //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 PlayerEndsGame::applyGs( CGameState *gs ){	PlayerState *p = gs->getPlayer(player);	p->status = victory ? 2 : 1;}DLL_EXPORT void RemoveBonus::applyGs( CGameState *gs ){	BonusList &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);	for(BonusList::iterator i = bonuses.begin(); i != bonuses.end(); i++)	{		if((*i)->source == source && (*i)->id == id)		{			bonus = **i; //backup bonus (to show to interfaces later)			bonuses.erase(i);			break;		}	}}DLL_EXPORT void RemoveObject::applyGs( CGameState *gs ){	CGObjectInstance *obj = gs->map->objects[id];	//unblock tiles	if(obj->defInfo)	{		gs->map->removeBlockVisTiles(obj);	}	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);		h->tempOwner = 255; //no one owns beaten hero		if(CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown))		{			if(h->inTownGarrison)				t->garrisonHero = NULL;			else				t->visitingHero = NULL;			h->visitedTown = NULL;		}		//return hero to the pool, so he may reappear in tavern		gs->hpool.heroesPool[h->subID] = h;		if(!vstd::contains(gs->hpool.pavailable, h->subID))			gs->hpool.pavailable[h->subID] = 0xff;	}	else if (obj->ID==CREI_TYPE  &&  gs->map->version > CMapHeader::RoE) //only fixed monsters can be a part of quest	{		CGCreature *cre = static_cast<CGCreature*>(obj);		gs->map->monsters[cre->identifier]->pos = int3 (-1,-1,-1);	//use nonexistent monster for quest :>	}	gs->map->objects[id] = NULL;}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	{		CGBoat *b = const_cast<CGBoat *>(h->boat);		b->direction = h->moveDir;		b->pos = start;		b->hero = NULL;		gs->map->addBlockVisTiles(b);		h->boat = NULL;	}	if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))	{		gs->map->removeBlockVisTiles(h);		h->pos = end;		if(CGBoat *b = const_cast<CGBoat *>(h->boat))			b->pos = end;		gs->map->addBlockVisTiles(h);	}	BOOST_FOREACH(int3 t, fowRevealed)		gs->getPlayerTeam(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->setToArmy(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)->setToArmy(i->second);		else if(ai->ID==HEROI_TYPE)		{			CGHeroInstance *h =  static_cast<CGHeroInstance*>(ai);			CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown);			if(t && h->inTownGarrison)			t->setToArmy(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 RazeStructures::applyGs( CGameState *gs ){	CGTownInstance *t = gs->getTown(tid);	BOOST_FOREACH(si32 id,bid)	{		t->builtBuildings.erase(id);	}	t->destroyed = destroyed; //yeaha}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);	for(std::map<ui16,CArtifact*>::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,CArtifact*>::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);		}	//update hero data	h->artifacts = artifacts;	h->artifWorn = artifWorn;}DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, const CArtifact* art){	if(!art)	{		if(pos<19)			VLC->arth->unequipArtifact(artifWorn, pos);		else if (pos - 19 < artifacts.size())			artifacts.erase(artifacts.begin() + (pos - 19));	}	else	{		if (pos < 19) 		{			VLC->arth->equipArtifact(artifWorn, pos, art);		} 		else // Goes into the backpack.		{ 			if(pos - 19 < artifacts.size())				artifacts.insert(artifacts.begin() + (pos - 19), const_cast<CArtifact*>(art));			else				artifacts.push_back(const_cast<CArtifact*>(art));		}	}}DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs ){	assert(vstd::contains(gs->hpool.heroesPool, hid));	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);	if(t)	{		t->visitingHero = h;		h->visitedTown = t;	}	h->inTownGarrison = false;}DLL_EXPORT void GiveHero::applyGs( CGameState *gs ){	CGHeroInstance *h = gs->getHero(id);	gs->map->removeBlockVisTiles(h,true);	h->setOwner(player);	h->movement =  h->maxMovePoints(true);	h->initHeroDefInfo();	gs->map->heroes.push_back(h);	gs->getPlayer(h->getOwner())->heroes.push_back(h);	gs->map->addBlockVisTiles(h);	h->inTownGarrison = false;}DLL_EXPORT void NewObject::applyGs( CGameState *gs ){		CGObjectInstance *o = NULL;	switch(ID)	{	case 8:		o = new CGBoat();		break;	case 54: //probably more options will be needed		o = new CGCreature();		{			//CStackInstance hlp;			CGCreature *cre = static_cast<CGCreature*>(o);			//cre->slots[0] = hlp;			cre->notGrowingTeam = cre->neverFlees = 0;			cre->character = 2;			cre->gainedArtifact = -1;		}		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];	switch(ID)	{		case 54: //cfreature			o->defInfo = VLC->dobjinfo->gobjs[ID][subID];			assert(o->defInfo);			break;		case 124://hole			const TerrainTile &t = gs->map->getTile(pos);			o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];			assert(o->defInfo);		break;	}	gs->map->objects.push_back(o);	gs->map->addBlockVisTiles(o);	o->initObj();	assert(o->defInfo);}DLL_EXPORT void NewArtifact::applyGs( CGameState *gs ){	IModableArt * art;	std::map<ui32,ui8>::iterator itr = VLC->arth->modableArtifacts.find(artid);	switch (itr->second)	{			case 1:				art = new CScroll;				break;			case 2:				art = new CCustomizableArt;				break;			case 3:				art = new CCommanderArt;				break;			default:				tlog1<<"unhandled customizable artifact!\n";	};	*art = *static_cast<IModableArt*>(VLC->arth->artifacts[artid]); //copy properties	art->ID = gs->map->artInstances.size();	art->SetProperty (value); //init scroll, banner, commander art	art->Init(); //set bonuses for new instance	gs->map->artInstances.push_back(art);}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 ){}DLL_EXPORT void InsertNewStack::applyGs( CGameState *gs ){	sl.army->putStack(sl.slot, stack);}DLL_EXPORT void RebalanceStacks::applyGs( CGameState *gs ){}DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs ){	if(id >= 0)	{		if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id]))		{			bm->artifacts = arts;		}		else		{			tlog1 << "Wrong black market id!" << std::endl;		}	}	else	{		CGTownInstance::merchantArtifacts = arts;	}}DLL_EXPORT void NewTurn::applyGs( CGameState *gs ){	gs->day = day;	BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point	{		CGHeroInstance *hero = gs->getHero(h.id);		hero->movement = h.move;		hero->mana = h.mana;	}	for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)	{		assert(i->first < PLAYER_LIMIT);		std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;		for(int j = 0;  j < i->second.size();  j++)			playerRes[j] = i->second[j];	}	BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns		h.applyGs(gs);	if (specialWeek != NO_ACTION) //first pack applied, reset all effects and aplly new	{		//TODO? won't work for battles lasting several turns (not an issue now but...)		gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs		if(gs->getDate(1)) //new week, Monday that is		{			gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs			Bonus *b = new Bonus();			b->duration = Bonus::ONE_WEEK;			b->source = Bonus::SPECIAL_WEEK;			b->effectRange = Bonus::NO_LIMIT;			b->valType = Bonus::BASE_NUMBER; //certainly not intuitive			switch (specialWeek)			{				case DOUBLE_GROWTH:					b->val = 100;					b->type = Bonus::CREATURE_GROWTH_PERCENT;					b->limiter.reset(new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false));					break;				case BONUS_GROWTH:					b->val = 5;					b->type = Bonus::CREATURE_GROWTH;					b->limiter.reset(new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false));					break;				case DEITYOFFIRE:					b->val = 15;					b->type = Bonus::CREATURE_GROWTH;					b->limiter.reset(new CCreatureTypeLimiter(*VLC->creh->creatures[42], true));					break;				case PLAGUE:					b->val = -100; //no basic creatures					b->type = Bonus::CREATURE_GROWTH_PERCENT;					break;				default:					b->val = 0;			}			if (b->val)				gs->globalEffects.addNewBonus(b);		}	}	else //second pack is applied	{		//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++;		}		if(resetBuilded) //reset amount of structures set in this turn in towns		{			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;	}	if(what == ObjProperty::OWNER)	{		if(obj->ID == TOWNI_TYPE)		{			CGTownInstance *t = static_cast<CGTownInstance*>(obj);			if(t->tempOwner < PLAYER_LIMIT)				gs->getPlayer(t->tempOwner)->towns -= t;			if(val < PLAYER_LIMIT)				gs->getPlayer(val)->towns.push_back(t);		}	}		obj->setProperty(what,val);}DLL_EXPORT void SetHoverName::applyGs( CGameState *gs ){	name.toString(gs->map->objects[id]->hoverName);}DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs ){	CGHeroInstance* h = gs->getHero(heroid);	h->level = level;	//speciality	h->UpdateSpeciality();}DLL_EXPORT void BattleStart::applyGs( CGameState *gs ){	gs->curB = info;	info->belligerents[0]->battle = info->belligerents[1]->battle = info;	BOOST_FOREACH(CStack *s, info->stacks)		s->attachTo(const_cast<CStackInstance*>(s->base));}DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs ){	gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;	gs->curB->round = round;	BOOST_FOREACH(CStack *s, gs->curB->stacks)	{		s->state -= DEFENDING;		s->state -= WAITING;		s->state -= MOVED;		s->state -= HAD_MORALE;		s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);		//regeneration		if( s->hasBonusOfType(Bonus::HP_REGENERATION) && s->alive() )			s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfBonuses(Bonus::HP_REGENERATION) );		if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION) && s->alive() )			s->firstHPleft = s->MaxHealth();		//remove effects and restore only those with remaining turns in duration		BonusList tmpEffects = s->bonuses;		s->bonuses.removeSpells(Bonus::CASTED_SPELL);		BOOST_FOREACH(Bonus *it, tmpEffects)		{			it->turnsRemain--;			if(it->turnsRemain > 0)				s->addNewBonus(it);		}		//the same as above for features		BonusList tmpFeatures = s->bonuses;		s->bonuses.clear();		BOOST_FOREACH(Bonus *b, tmpFeatures)		{			if((b->duration & Bonus::N_TURNS) != 0)			{				b->turnsRemain--;				if(b->turnsRemain > 0)					s->addNewBonus(b);			}			else			{				s->addNewBonus(b);			}		}	}}DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs ){	gs->curB->activeStack = stack;	CStack *st = gs->curB->getStack(stack);	if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus		st->state.insert(HAD_MORALE);}void BattleResult::applyGs( CGameState *gs ){	for(unsigned i=0;i<gs->curB->stacks.size();i++)		delete gs->curB->stacks[i];	//remove any "until next battle" bonuses	CGHeroInstance *h;	h = gs->curB->heroes[0];	if(h)		h->bonuses.remove_if(Bonus::OneBattle);	h = gs->curB->heroes[1];	if(h) 		h->bonuses.remove_if(Bonus::OneBattle);	gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;	delete gs->curB;	gs->curB = NULL;}void BattleStackMoved::applyGs( CGameState *gs ){	gs->curB->getStack(stack)->position = tile;}DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs ){	CStack * at = gs->curB->getStack(stackAttacked);	at->count = newAmount;	at->firstHPleft = newHP;	if(killed())		at->state -= ALIVE;	//life drain handling	for (int g=0; g<healedStacks.size(); ++g)	{		healedStacks[g].applyGs(gs);	}}DLL_EXPORT void BattleAttack::applyGs( CGameState *gs ){	CStack *attacker = gs->curB->getStack(stackAttacking);	if(counter())		attacker->counterAttacks--;		if(shot())	{		//don't remove ammo if we have a working ammo cart		bool hasAmmoCart = false;		BOOST_FOREACH(const CStack * st, gs->curB->stacks)		{			if(st->owner == attacker->owner && st->getCreature()->idNumber == 148 && st->alive())			{				hasAmmoCart = true;				break;			}		}		if (!hasAmmoCart)		{			attacker->shots--;		}	}	BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)		stackAttacked.applyGs(gs);	attacker->bonuses.remove_if(Bonus::UntilAttack);	for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)	{		CStack * stack = gs->curB->getStack(it->stackAttacked, false);		stack->bonuses.remove_if(Bonus::UntilBeingAttacked);	}}DLL_EXPORT void StartAction::applyGs( CGameState *gs ){	CStack *st = gs->curB->getStack(ba.stackNumber);	if(ba.actionType != 1) //don't check for stack if it's custom action by hero		assert(st);	switch(ba.actionType)	{	case 3:		st->state.insert(DEFENDING);		break;	case 8:		st->state.insert(WAITING);		return;	case 0: case 2: case 6: case 7: case 9: case 10: case 11: case 12:		st->state.insert(MOVED);		break;	}	if(st)		st->state -= WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)}DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs ){	assert(gs->curB);	CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];	if(h && castedByHero)	{		int spellCost = 0;		if(gs->curB)		{			spellCost = gs->curB->getSpellCost(&VLC->spellh->spells[id], h);		}		else		{			spellCost = VLC->spellh->spells[id].costs[skill];		}		h->mana -= spellCost;		if(h->mana < 0) h->mana = 0;	}	if(side >= 0 && side < 2 && castedByHero)	{		gs->curB->castSpells[side]++;	}	if(id == 35 || id == 78) //dispel and dispel helpful spells	{		bool onlyHelpful = id == 78;		for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)		{			CStack *s = gs->curB->getStack(*it);			if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist			{				BonusList remainingEff;				//WTF?				for (BonusList::iterator it = remainingEff.begin(); it != remainingEff.end(); it++)				{					if (onlyHelpful && VLC->spellh->spells[ (*it)->id ].positiveness != 1)					{						remainingEff.push_back(*it);					}									}				s->bonuses.removeSpells(Bonus::CASTED_SPELL); //removing all effects				s->bonuses = remainingEff; //assigning effects that should remain				//removing all features from spells				BonusList tmpFeatures = s->bonuses;				s->bonuses.clear();				BOOST_FOREACH(Bonus *b, tmpFeatures)				{					const CSpell *sp = b->sourceSpell();					if(sp && sp->positiveness != 1) //if(b->source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)						s->addNewBonus(b);				}			}		}	}	//elemental summoning	if(id >= 66 && id <= 69)	{		int creID;		switch(id)		{		case 66:			creID = 114; //fire elemental			break;		case 67:			creID = 113; //earth elemental			break;		case 68:			creID = 115; //water elemental			break;		case 69:			creID = 112; //air elemental			break;		}// 		const int3 & tile = gs->curB->tile;// 		TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;		int pos; //position of stack on the battlefield - to be calculated		bool ac[BFIELD_SIZE];		std::set<int> occupyable;		bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();		bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);		gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);		for(int g=0; g<BFIELD_SIZE; ++g)		{			if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )			{				pos = g;				break;			}		}		CStackInstance *csi = new CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill]); //deleted by d-tor of summoned stack		csi->setArmyObj(h);		CStack * summonedStack = gs->curB->generateNewStack(*csi, gs->curB->stacks.size(), !side, 255, pos);		summonedStack->state.insert(SUMMONED);		//summonedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );		gs->curB->stacks.push_back(summonedStack);	}}void actualizeEffect(CStack * s, Bonus & ef){	//actualizing effects vector	BOOST_FOREACH(Bonus *it, s->bonuses)	{		if(it->id == ef.id)		{			it->turnsRemain = std::max(it->turnsRemain, ef.turnsRemain);		}	}	//actualizing features vector	BonusList sf;	s->stackEffectToFeature(sf, ef);	BOOST_FOREACH(const Bonus *fromEffect, sf)	{		BOOST_FOREACH(Bonus *stackBonus, s->bonuses) //TODO: optimize		{			if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect->type && stackBonus->subtype == fromEffect->subtype)			{				stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);			}		}	}}DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs ){	BOOST_FOREACH(ui32 id, stacks)	{		CStack *s = gs->curB->getStack(id);		if(s)		{			if(effect.id == 42 || !s->hasBonus(Selector::source(Bonus::CASTED_SPELL, effect.id)))//disrupting ray or not on the list - just add				{				s->addNewBonus(new Bonus(effect));				BonusList sf;				s->stackEffectToFeature(sf, effect);				BOOST_FOREACH(Bonus *fromEffect, sf)				{					s->addNewBonus(fromEffect);				}			}			else //just actualize			{				actualizeEffect(s, effect);			}		}		else			tlog1 << "Cannot find stack " << id << std::endl;	}}DLL_EXPORT void StacksInjured::applyGs( CGameState *gs ){	BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)		stackAttacked.applyGs(gs);}DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs ){	for(int g=0; g<healedStacks.size(); ++g)	{		CStack * changedStack = gs->curB->getStack(healedStacks[g].stackID, false);		//checking if we resurrect a stack that is under a living stack		std::vector<int> access = gs->curB->getAccessibility(changedStack->ID, true);		bool acc[BFIELD_SIZE];		for(int h=0; h<BFIELD_SIZE; ++h)			acc[h] = false;		for(int h=0; h<access.size(); ++h)			acc[access[h]] = true;		if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,			changedStack->doubleWide(), changedStack->attackerOwned,			changedStack->hasBonusOfType(Bonus::FLYING), true))			return; //position is already occupied		//applying changes		bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed		if(resurrected)		{			changedStack->state.insert(ALIVE);			if(healedStacks[g].lowLevelResurrection)				changedStack->state.insert(SUMMONED);				//changedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );		}		//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;		int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );		changedStack->count += res;		changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();		if(changedStack->firstHPleft > changedStack->MaxHealth())		{			changedStack->firstHPleft -= changedStack->MaxHealth();			if(changedStack->baseAmount > changedStack->count)			{				changedStack->count += 1;			}		}		amin(changedStack->firstHPleft, changedStack->MaxHealth());		//removal of negative effects		if(resurrected)		{						for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)			{				if(VLC->spellh->spells[(*it)->id].positiveness < 0)				{					changedStack->bonuses.erase(it);				}			}						//removing all features from negative spells			BonusList tmpFeatures = changedStack->bonuses;			changedStack->bonuses.clear();			BOOST_FOREACH(Bonus *b, tmpFeatures)			{				const CSpell *s = b->sourceSpell();				if(s && s->positiveness >= 0)				{					changedStack->addNewBonus(b);				}			}		}	}}DLL_EXPORT void ObstaclesRemoved::applyGs( CGameState *gs ){	if(gs->curB) //if there is a battle	{		for(std::set<si32>::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it)		{			for(int i=0; i<gs->curB->obstacles.size(); ++i)			{				if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle				{					gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);					break;				}			}		}	}}DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs ){	if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege	{		for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)		{			gs->curB->si.wallState[it->first.first] = 				std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );		}	}}DLL_EXPORT void BattleStacksRemoved::applyGs( CGameState *gs ){	if(!gs->curB)		return;	for(std::set<ui32>::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack	{		for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks		{			if(gs->curB->stacks[b]->ID == *it) //if found			{				gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove				break;			}		}	}}DLL_EXPORT void YourTurn::applyGs( CGameState *gs ){	gs->currentPlayer = player;}DLL_EXPORT void SetSelection::applyGs( CGameState *gs ){	gs->getPlayer(player)->currentSelection = id;}DLL_EXPORT Component::Component(const CStackBasicDescriptor &stack)	:id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0){}
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