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//new value must be >= 0	gs->getPlayer(player)->resources[resid] = val;}DLL_LINKAGE void SetResources::applyGs( CGameState *gs ){	assert(player < GameConstants::PLAYER_LIMIT);	gs->getPlayer(player)->resources = res;}DLL_LINKAGE 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_LINKAGE void SetSecSkill::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(id);	hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(which), val, abs);}DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs ){	CGHeroInstance *h = gs->getHero(hid);	CGTownInstance *t = gs->getTown(tid);	if(start())		t->setVisitingHero(h);	else		t->setVisitingHero(NULL);}DLL_LINKAGE 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_LINKAGE void SetMana::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(hid);	vstd::amax(val, 0); //not less than 0	hero->mana = val;}DLL_LINKAGE void SetMovePoints::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(hid);	hero->movement = val;}DLL_LINKAGE 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	{		boost::unordered_set<int3, ShashInt3> 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_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs ){	PlayerState *p = gs->getPlayer(player);	p->availableHeroes.clear();	for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)	{		CGHeroInstance *h = (hid[i]>=0 ?  (CGHeroInstance*)gs->hpool.heroesPool[hid[i]] : NULL);		if(h && army[i])			h->setToArmy(army[i]);		p->availableHeroes.push_back(h);	}}DLL_LINKAGE 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.sid]->ID == GameConstants::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_LINKAGE 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_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs ){	PlayerState *p = gs->getPlayer(player);	p->status = victory ? 2 : 1;}DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs ){	CBonusSystemNode *node;	if (who == HERO)		node = gs->getHero(whoID);	else		node = gs->getPlayer(whoID);	BonusList &bonuses = node->getBonusList();		for (int i = 0; i < bonuses.size(); i++)	{		Bonus *b = bonuses[i];		if(b->source == source && b->sid == id)		{			bonus = *b; //backup bonus (to show to interfaces later)			bonuses.erase(i);			break;		}	}}DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs ){	CGObjectInstance *obj = gs->map->objects[id];	//unblock tiles	if(obj->defInfo)	{		gs->map->removeBlockVisTiles(obj);	}	if(obj->ID==GameConstants::HEROI_TYPE)	{		CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);		PlayerState *p = gs->getPlayer(h->tempOwner);		gs->map->heroes -= h;		p->heroes -= h;		h->detachFrom(h->whereShouldBeAttached(gs));		h->tempOwner = 255; //no one owns beaten hero		if(h->visitedTown)		{			if(h->inTownGarrison)				h->visitedTown->garrisonHero = NULL;			else				h->visitedTown->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;		gs->map->objects[id] = NULL;				return;	}// 	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].dellNull();}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.back()->ID == 8); //the only vis obj at dest is Boat		CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());		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_LINKAGE void NewStructures::applyGs( CGameState *gs ){	CGTownInstance *t = gs->getTown(tid);	BOOST_FOREACH(si32 id,bid)	{		t->builtBuildings.insert(id);	}	t->builded = builded;	t->recreateBuildingsBonuses();}DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs ){	CGTownInstance *t = gs->getTown(tid);	BOOST_FOREACH(si32 id,bid)	{		t->builtBuildings.erase(id);	}	t->destroyed = destroyed; //yeaha	t->recreateBuildingsBonuses();}DLL_LINKAGE void SetAvailableCreatures::applyGs( CGameState *gs ){	CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid].get());	assert(dw);	dw->creatures = creatures;}DLL_LINKAGE void SetHeroesInTown::applyGs( CGameState *gs ){	CGTownInstance *t = gs->getTown(tid);	CGHeroInstance *v  = gs->getHero(visiting), 		*g = gs->getHero(garrison);	bool newVisitorComesFromGarrison = v && v == t->garrisonHero;	bool newGarrisonComesFromVisiting = g && g == t->visitingHero;	if(newVisitorComesFromGarrison)		t->setGarrisonedHero(NULL);	if(newGarrisonComesFromVisiting)		t->setVisitingHero(NULL);	if(!newGarrisonComesFromVisiting || v)		t->setVisitingHero(v);	if(!newVisitorComesFromGarrison || g)		t->setGarrisonedHero(g);	if(v)	{		gs->map->addBlockVisTiles(v);	}	if(g)	{		gs->map->removeBlockVisTiles(g);	}}DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs ){	assert(vstd::contains(gs->hpool.heroesPool, hid));	CGHeroInstance *h = gs->hpool.heroesPool[hid];	CGTownInstance *t = gs->getTown(tid);	PlayerState *p = gs->getPlayer(player);	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);	p->heroes.push_back(h);	h->attachTo(p);	h->initObj();	gs->map->addBlockVisTiles(h);	if(t)	{		t->setVisitingHero(h);	}}DLL_LINKAGE void GiveHero::applyGs( CGameState *gs ){	CGHeroInstance *h = gs->getHero(id);	//bonus system	h->detachFrom(&gs->globalEffects);	h->attachTo(gs->getPlayer(player));	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_LINKAGE 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;			cre->identifier = -1;			cre->addToSlot(0, new CStackInstance(subID, -1)); //add placeholder stack		}		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_LINKAGE void NewArtifact::applyGs( CGameState *gs ){	assert(!vstd::contains(gs->map->artInstances, art));	gs->map->addNewArtifactInstance(art);	assert(!art->getParentNodes().size());	art->setType(art->artType);	if (CCombinedArtifactInstance* cart = dynamic_cast<CCombinedArtifactInstance*>(art.get()))		cart->createConstituents();}DLL_LINKAGE const CStackInstance * StackLocation::getStack(){	if(!army->hasStackAtSlot(slot))	{		tlog2 << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot << std::endl;		return NULL;	}	return &army->getStack(slot);}DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const{	const ArtSlotInfo *s = getSlot();	if(s && s->artifact)	{		if(!s->locked)			return s->artifact;		else		{			tlog3 << "ArtifactLocation::getArt: That location is locked!\n";			return NULL;		}	}	return NULL;}DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt(){	const ArtifactLocation *t = this;	return const_cast<CArtifactInstance*>(t->getArt());}DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const{	if (hero)		return hero->getSlot(slot);	if (stack)		return stack->getSlot(slot);	return NULL;}DLL_LINKAGE void ChangeStackCount::applyGs( CGameState *gs ){	if(absoluteValue)		sl.army->setStackCount(sl.slot, count);	else		sl.army->changeStackCount(sl.slot, count);}DLL_LINKAGE void SetStackType::applyGs( CGameState *gs ){	sl.army->setStackType(sl.slot, type);}DLL_LINKAGE void EraseStack::applyGs( CGameState *gs ){	sl.army->eraseStack(sl.slot);}DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs ){	CStackInstance *s1 = sl1.army->detachStack(sl1.slot),		*s2 = sl2.army->detachStack(sl2.slot);	sl2.army->putStack(sl2.slot, s1);	sl1.army->putStack(sl1.slot, s2);}DLL_LINKAGE void InsertNewStack::applyGs( CGameState *gs ){	CStackInstance *s = new CStackInstance(stack.type, stack.count);	sl.army->putStack(sl.slot, s);}DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs ){	const CCreature *srcType = src.army->getCreature(src.slot);	TQuantity srcCount = src.army->getStackCount(src.slot);	if(srcCount == count) //moving whole stack	{		if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge		{			assert(c == srcType);			if (GameConstants::STACK_EXP)			{				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);				src.army->eraseStack(src.slot);				dst.army->changeStackCount(dst.slot, count);				dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean			}			else			{				src.army->eraseStack(src.slot);				dst.army->changeStackCount(dst.slot, count);			}		}		else //move stack to an empty slot, no exp change needed		{			CStackInstance *stackDetached = src.army->detachStack(src.slot);			dst.army->putStack(dst.slot, stackDetached);		}	}	else	{		if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance		{			assert(c == srcType);			if (GameConstants::STACK_EXP)			{				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);				src.army->changeStackCount(src.slot, -count);				dst.army->changeStackCount(dst.slot, count);				dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean			}			else			{				src.army->changeStackCount(src.slot, -count);				dst.army->changeStackCount(dst.slot, count);			}		}		else //split stack to an empty slot		{			src.army->changeStackCount(src.slot, -count);			dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);			if (GameConstants::STACK_EXP)				dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));		}	}}DLL_LINKAGE void PutArtifact::applyGs( CGameState *gs ){	assert(art->canBePutAt(al));	al.hero->putArtifact(al.slot, art);}DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs ){	CArtifactInstance *a = al.getArt();	assert(a);	a->removeFrom(al.hero, al.slot);}DLL_LINKAGE void MoveArtifact::applyGs( CGameState *gs ){	CArtifactInstance *a = src.getArt();	if(dst.slot < GameConstants::BACKPACK_START)		assert(!dst.getArt());	a->move(src, dst);	//TODO what'll happen if Titan's thunder is equiped by pickin git up or the start of game?	if (a->artType->id == 135 && dst.hero && dst.slot == ArtifactPosition::RIGHT_HAND && !dst.hero->hasSpellbook()) //Titan's Thunder creates new spellbook on equip		gs->giveHeroArtifact(dst.hero, 0);}DLL_LINKAGE void AssembledArtifact::applyGs( CGameState *gs ){	CGHeroInstance *h = al.hero;	const CArtifactInstance *transformedArt = al.getArt();	assert(transformedArt);	assert(vstd::contains(transformedArt->assemblyPossibilities(al.hero), builtArt));	CCombinedArtifactInstance *combinedArt = new CCombinedArtifactInstance(builtArt);	gs->map->addNewArtifactInstance(combinedArt);	//retrieve all constituents	BOOST_FOREACH(si32 constituentID, *builtArt->constituents)	{		int pos = h->getArtPos(constituentID);		assert(pos >= 0);		CArtifactInstance *constituentInstance = h->getArt(pos);		//move constituent from hero to be part of new, combined artifact		constituentInstance->removeFrom(h, pos);		combinedArt->addAsConstituent(constituentInstance, pos);		if(!vstd::contains(combinedArt->artType->possibleSlots, al.slot) && vstd::contains(combinedArt->artType->possibleSlots, pos))			al.slot = pos;	}	//put new combined artifacts	combinedArt->putAt(h, al.slot);}DLL_LINKAGE void DisassembledArtifact::applyGs( CGameState *gs ){	CGHeroInstance *h = al.hero;	CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());	assert(disassembled);	std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;	disassembled->removeFrom(h, al.slot);	BOOST_FOREACH(CCombinedArtifactInstance::ConstituentInfo &ci, constituents)	{		disassembled->detachFrom(ci.art);		ci.art->putAt(h, ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos	}	gs->map->eraseArtifactInstance(disassembled);}DLL_LINKAGE void HeroVisit::applyGs( CGameState *gs ){	if(starting)		gs->ongoingVisits[hero] = obj;	else		gs->ongoingVisits.erase(hero);}DLL_LINKAGE void SetAvailableArtifacts::applyGs( CGameState *gs ){	if(id >= 0)	{		if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))		{			bm->artifacts = arts;		}		else		{			tlog1 << "Wrong black market id!" << std::endl;		}	}	else	{		CGTownInstance::merchantArtifacts = arts;	}}DLL_LINKAGE void NewTurn::applyGs( CGameState *gs ){	gs->day = day;	BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point	{		CGHeroInstance *hero = gs->getHero(h.id);		hero->movement = h.move;		hero->mana = h.mana;	}	for(std::map<ui8, TResources>::iterator i = res.begin(); i != res.end(); i++)	{		assert(i->first < GameConstants::PLAYER_LIMIT);		gs->getPlayer(i->first)->resources = i->second;	}	BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns		h.applyGs(gs);	gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs	if(gs->getDate(1)) //new week		gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs	//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]	//count days without town	for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)	{		if(i->second.towns.size() || gs->day == 1)			i->second.daysWithoutCastle = 0;		else			i->second.daysWithoutCastle++;	}	BOOST_FOREACH(CGTownInstance* t, gs->map->towns)		t->builded = 0;}DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs ){	CGObjectInstance *obj = gs->map->objects[id];	if(!obj)	{		tlog1 << "Wrong object ID - property cannot be set!\n";		return;	}	CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);	if(what == ObjProperty::OWNER && cai)	{		if(obj->ID == GameConstants::TOWNI_TYPE)		{			CGTownInstance *t = static_cast<CGTownInstance*>(obj);			if(t->tempOwner < GameConstants::PLAYER_LIMIT)				gs->getPlayer(t->tempOwner)->towns -= t;			if(val < GameConstants::PLAYER_LIMIT)				gs->getPlayer(val)->towns.push_back(t);		}		CBonusSystemNode *nodeToMove = cai->whatShouldBeAttached();		nodeToMove->detachFrom(cai->whereShouldBeAttached(gs));		obj->setProperty(what,val);		nodeToMove->attachTo(cai->whereShouldBeAttached(gs));	}	else //not an armed instance	{		obj->setProperty(what,val);	}}DLL_LINKAGE void SetHoverName::applyGs( CGameState *gs ){	name.toString(gs->map->objects[id]->hoverName);}DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs ){	CGHeroInstance* h = gs->getHero(heroid);	h->level = level;	//speciality	h->UpdateSpeciality();}DLL_LINKAGE void BattleStart::applyGs( CGameState *gs ){	gs->curB = info;	gs->curB->localInit();}DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs ){	gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;	for (int i = 0; i < 2; ++i)	{		vstd::amax(--gs->curB->enchanterCounter[i], 0);	}	gs->curB->round = round;	BOOST_FOREACH(CStack *s, gs->curB->stacks)	{		s->state -= EBattleStackState::DEFENDING;		s->state -= EBattleStackState::WAITING;		s->state -= EBattleStackState::MOVED;		s->state -= EBattleStackState::HAD_MORALE;		s->state -= EBattleStackState::FEAR;		s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION);		// new turn effects		s->battleTurnPassed();	}}DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs ){	gs->curB->activeStack = stack;	CStack *st = gs->curB->getStack(stack);	//remove bonuses that last until when stack gets new turn	st->getBonusList().remove_if(Bonus::UntilGetsTurn);	if(vstd::contains(st->state,EBattleStackState::MOVED)) //if stack is moving second time this turn it must had a high morale bonus		st->state.insert(EBattleStackState::HAD_MORALE);}DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs ){	CStack *st = gs->curB->getStack(stackID);	switch (effect)	{		case Bonus::HP_REGENERATION:			st->firstHPleft += val;			vstd::amin (st->firstHPleft, (ui32)st->MaxHealth());			break;		case Bonus::MANA_DRAIN:		{			CGHeroInstance * h = gs->getHero(additionalInfo);			h->mana -= val;			vstd::amax(h->mana, 0);			break;		}		case Bonus::POISON:		{			Bonus * b = st->getBonus(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));			if (b)				b->val = val;			break;		}		case Bonus::ENCHANTER:			break;		case Bonus::FEAR:			st->state.insert(EBattleStackState::FEAR);			break;		default:			tlog2 << "Unrecognized trigger effect type "<< type <<"\n"; 	}}void BattleResult::applyGs( CGameState *gs ){	//stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed	BOOST_FOREACH(CStack *s, gs->curB->stacks)	{		if(s->base && s->base->armyObj && vstd::contains(s->state, EBattleStackState::SUMMONED))		{			assert(&s->base->armyObj->getStack(s->slot) == s->base);			const_cast<CArmedInstance*>(s->base->armyObj)->eraseStack(s->slot);		}	}	for(unsigned i=0;i<gs->curB->stacks.size();i++)		delete gs->curB->stacks[i];	//remove any "until next battle" bonuses	CGHeroInstance *h;	h = gs->curB->heroes[0];	if(h)		h->getBonusList().remove_if(Bonus::OneBattle);	h = gs->curB->heroes[1];	if(h) 		h->getBonusList().remove_if(Bonus::OneBattle);	if (GameConstants::STACK_EXP)	{		if (exp[0]) //checking local array is easier than dereferencing this crap twice			gs->curB->belligerents[0]->giveStackExp(exp[0]);		if (exp[1])			gs->curB->belligerents[1]->giveStackExp(exp[1]);	}	gs->curB->belligerents[0]->battle = gs->curB->belligerents[1]->battle = NULL;	gs->curB.dellNull();}void BattleStackMoved::applyGs( CGameState *gs ){	gs->curB->getStack(stack)->position = tilesToMove.back();}DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs ){	CStack * at = gs->curB->getStack(stackAttacked);	at->count = newAmount;	at->firstHPleft = newHP;	if(killed())	{		at->state -= EBattleStackState::ALIVE;	}	//life drain handling	for (int g=0; g<healedStacks.size(); ++g)	{		healedStacks[g].applyGs(gs);	}	if (willRebirth())	{		at->casts--;		at->state.insert(EBattleStackState::ALIVE); //hmm?	}}DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs ){	CStack *attacker = gs->curB->getStack(stackAttacking);	if(counter())		attacker->counterAttacks--;		if(shot())	{		//don't remove ammo if we have a working ammo cart		bool hasAmmoCart = false;		BOOST_FOREACH(const CStack * st, gs->curB->stacks)		{			if(st->owner == attacker->owner && st->getCreature()->idNumber == 148 && st->alive())			{				hasAmmoCart = true;				break;			}		}		if (!hasAmmoCart)		{			attacker->shots--;		}	}	BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)		stackAttacked.applyGs(gs);	attacker->getBonusList().remove_if(Bonus::UntilAttack);	for(std::vector<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)	{		CStack * stack = gs->curB->getStack(it->stackAttacked, false);		stack->getBonusList().remove_if(Bonus::UntilBeingAttacked);	}}DLL_LINKAGE void StartAction::applyGs( CGameState *gs ){	CStack *st = gs->curB->getStack(ba.stackNumber);	if(ba.actionType == BattleAction::END_TACTIC_PHASE)	{		gs->curB->tacticDistance = 0;		return;	}	if(ba.actionType != BattleAction::HERO_SPELL) //don't check for stack if it's custom action by hero	{		assert(st);	}	else	{		gs->curB->usedSpellsHistory[ba.side].push_back(VLC->spellh->spells[ba.additionalInfo]);	}	switch(ba.actionType)	{	case BattleAction::DEFEND:		st->state.insert(EBattleStackState::DEFENDING);		break;	case BattleAction::WAIT:		st->state.insert(EBattleStackState::WAITING);		return;	case BattleAction::HERO_SPELL: //no change in current stack state		return;	default: //any active stack action - attack, catapult, heal, spell...		st->state.insert(EBattleStackState::MOVED);		break;	}	if(st)		st->state -= EBattleStackState::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_LINKAGE void BattleSpellCast::applyGs( CGameState *gs ){	assert(gs->curB);	if (castedByHero)	{		CGHeroInstance * h = gs->curB->heroes[side];		CGHeroInstance * enemy = gs->curB->heroes[1-side];		h->mana -= spellCost;			vstd::amax(h->mana, 0);		if (enemy && manaGained)			enemy->mana += manaGained;		if (side >= 0 && side < 2)		{			gs->curB->castSpells[side]++;		}	}	if(id == 35 || id == 78) //dispel and dispel helpful spells	{		bool onlyHelpful = id == 78;		for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)		{			CStack *s = gs->curB->getStack(*it);			if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist			{				if(onlyHelpful)					s->popBonuses(Selector::positiveSpellEffects);				else					s->popBonuses(Selector::sourceType(Bonus::SPELL_EFFECT));			}		}	}}void actualizeEffect(CStack * s, const std::vector<Bonus> & ef){	//actualizing features vector	BOOST_FOREACH(const Bonus &fromEffect, ef)	{		BOOST_FOREACH(Bonus *stackBonus, s->getBonusList()) //TODO: optimize		{			if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect.type && stackBonus->subtype == fromEffect.subtype)			{				stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, fromEffect.turnsRemain);			}		}	}}void actualizeEffect(CStack * s, const Bonus & ef){	BOOST_FOREACH(Bonus *stackBonus, s->getBonusList()) //TODO: optimize	{		if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == ef.type && stackBonus->subtype == ef.subtype)		{			stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);		}	}}DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs ){	int spellid = effect.begin()->sid; //effects' source ID	BOOST_FOREACH(ui32 id, stacks)	{		CStack *s = gs->curB->getStack(id);		if(s)		{			if(spellid == 47 || spellid == 80 || !s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid)))//disrupting ray or acid breath or not on the list - just add				{				BOOST_FOREACH(Bonus &fromEffect, effect)				{					s->addNewBonus( new Bonus(fromEffect));				}			}			else //just actualize			{				actualizeEffect(s, effect);			}		}		else			tlog1 << "Cannot find stack " << id << std::endl;	}	typedef std::pair<ui32, Bonus> p;	BOOST_FOREACH(p para, uniqueBonuses)	{		CStack *s = gs->curB->getStack(para.first);		if (s)		{			if (!s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid) && Selector::typeSubtype(para.second.type, para.second.subtype)))				s->addNewBonus(new Bonus(para.second));			else				actualizeEffect(s, effect);		}		else			tlog1 << "Cannot find stack " << para.first << std::endl;	}}DLL_LINKAGE void StacksInjured::applyGs( CGameState *gs ){	BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)		stackAttacked.applyGs(gs);}DLL_LINKAGE 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<BattleHex> access = gs->curB->getAccessibility(changedStack, true);		bool acc[GameConstants::BFIELD_SIZE];		for(int h=0; h<GameConstants::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(EBattleStackState::ALIVE);			if(healedStacks[g].lowLevelResurrection)				changedStack->state.insert(EBattleStackState::SUMMONED); //TODO: different counter for rised units		}		//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;		int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );		changedStack->count += res;		changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();		if(changedStack->firstHPleft > changedStack->MaxHealth())		{			changedStack->firstHPleft -= changedStack->MaxHealth();			if(changedStack->baseAmount > changedStack->count)			{				changedStack->count += 1;			}		}		vstd::amin(changedStack->firstHPleft, changedStack->MaxHealth());		//removal of negative effects		if(resurrected)		{			// 			for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)// 			{// 				if(VLC->spellh->spells[(*it)->sid]->positiveness < 0)// 				{// 					changedStack->bonuses.erase(it);// 				}// 			}						//removing all features from negative spells			const BonusList tmpFeatures = changedStack->getBonusList();			//changedStack->bonuses.clear();			BOOST_FOREACH(Bonus *b, tmpFeatures)			{				const CSpell *s = b->sourceSpell();				if(s && s->isNegative())				{					changedStack->removeBonus(b);				}			}		}	}}DLL_LINKAGE 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_LINKAGE 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_LINKAGE 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_LINKAGE void BattleStackAdded::applyGs(CGameState *gs){	if (!BattleHex(pos).isValid())	{		tlog2 << "No place found for new stack!\n";		return;	}	CStackInstance *csi = new CStackInstance(creID, amount);	csi->setArmyObj(gs->curB->belligerents[attacker ? 0 : 1]);	CStack * summonedStack = gs->curB->generateNewStack(*csi, gs->curB->stacks.size(), attacker, 255, pos); //TODO: netpacks?	if (summoned)		summonedStack->state.insert(EBattleStackState::SUMMONED);	summonedStack->attachTo(csi);	summonedStack->postInit();	gs->curB->stacks.push_back(summonedStack); //the stack is not "SUMMONED", it is permanent}DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs){	CStack * stack = gs->curB->getStack(stackID);	switch (which)	{		case CASTS:		{			if (absolute)				stack->casts = val;			else				stack->casts += val;			vstd::amax(stack->casts, 0);			break;		}		case ENCHANTER_COUNTER:		{			int side = gs->curB->whatSide(stack->owner);			if (absolute)				gs->curB->enchanterCounter[side] = val;			else				gs->curB->enchanterCounter[side] += val;			vstd::amax(gs->curB->enchanterCounter[side], 0);			break;		}		case UNBIND:		{			stack->popBonuses(Selector::type(Bonus::BIND_EFFECT));			break;		}		case CLONED:		{			stack->state.insert(EBattleStackState::CLONED);			break;		}	}}DLL_LINKAGE void YourTurn::applyGs( CGameState *gs ){	gs->currentPlayer = player;}DLL_LINKAGE void SetSelection::applyGs( CGameState *gs ){	gs->getPlayer(player)->currentSelection = id;}DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)	:id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0){}
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