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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>
 
- #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
 
- #endif
 
- DLL_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);
 
- 	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->clear();
 
- 		h->addStack(0, CStackInstance(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->clear();
 
- 		h->addStack(0, CStackInstance(VLC->creh->nameToID[h->type->refTypeStack[0]],1));
 
- 	}
 
- }
 
- DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
 
- {
 
- 	BonusList *bonuses = NULL;
 
- 	switch(who)
 
- 	{
 
- 	case HERO:
 
- 		{
 
- 			CGHeroInstance *h = gs->getHero(id);
 
- 			assert(h);
 
- 			bonuses = &h->bonuses;
 
- 		}
 
- 		break;
 
- 	case PLAYER:
 
- 		{
 
- 			PlayerState *p = gs->getPlayer(id);
 
- 			assert(p);
 
- 			bonuses = &p->bonuses;
 
- 		}
 
- 		break;
 
- 	}
 
- 	bonuses->push_back(bonus);
 
- 	std::string &descr = bonuses->back().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 )
 
- {
 
- 	std::list<Bonus> &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
 
- 	for(std::list<Bonus>::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(h->visitedTown)
 
- 		{
 
- 			if(h->inTownGarrison)
 
- 				h->visitedTown->garrisonHero = NULL;
 
- 			else
 
- 				h->visitedTown->visitingHero = NULL;
 
- 			h->visitedTown = NULL;
 
- 		}
 
- 		//TODO: add to the pool?
 
- 	}
 
- 	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
 
- 	{
 
- 		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->setArmy(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)->setArmy(i->second);
 
- 		else if(ai->ID==HEROI_TYPE)
 
- 		{
 
- 			CGHeroInstance *h =  static_cast<CGHeroInstance*>(ai);
 
- 			if(h->visitedTown && h->inTownGarrison)
 
- 				h->visitedTown->setArmy(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);
 
- 	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];
 
- 		art.addBonusesTo(&h->bonuses);
 
- 		art.addBonusesTo(&gained);
 
- 	}
 
- 	//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;
 
- 		CArtifact &art = VLC->arth->artifacts[id];
 
- 		art.removeBonusesFrom(&h->bonuses);
 
- 		art.addBonusesTo(&lost);
 
- 	}
 
- }
 
- DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
 
- {
 
- 	if(art<0)
 
- 	{
 
- 		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, (ui32) art);
 
- 		} else { // Goes into the backpack.
 
- 			if(pos - 19 < artifacts.size())
 
- 				artifacts.insert(artifacts.begin() + (pos - 19), art);
 
- 			else
 
- 				artifacts.push_back(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);
 
- 	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];
 
- 	if(ID == 124) // hole
 
- 	{
 
- 		const TerrainTile &t = gs->map->getTile(pos);
 
- 		o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
 
- 		assert(o->defInfo);
 
- 	}
 
- 	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;
 
- 	}
 
- 	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(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(Bonus::OneDay);
 
- 	if(gs->getDate(1) == 7) //new week
 
- 		BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
 
- 			h->bonuses.remove_if(Bonus::OneWeek);
 
- 	//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++;
 
- 		i->second.bonuses.remove_if(Bonus::OneDay);
 
- 		if(gs->getDate(1) == 7) //new week
 
- 			i->second.bonuses.remove_if(Bonus::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";
 
- 		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 )
 
- {
 
- 	gs->getHero(heroid)->level = level;
 
- }
 
- DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
 
- {
 
- 	gs->curB = info;
 
- 	info->belligerents[0]->battle = info->belligerents[1]->battle = 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 + 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
 
- 		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
 
- 		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->bonuses.push_back(b);
 
- 			}
 
- 			else
 
- 			{
 
- 				s->bonuses.push_back(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())
 
- 		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 SpellCast::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
 
- 			{
 
- 				std::vector<CStack::StackEffect> remainingEff;
 
- 				for(int g=0; g< s->effects.size(); ++g)
 
- 				{
 
- 					if (onlyHelpful && VLC->spellh->spells[ s->effects[g].id ].positiveness != 1)
 
- 					{
 
- 						remainingEff.push_back(s->effects[g]);
 
- 					}
 
- 					
 
- 				}
 
- 				s->effects.clear(); //removing all effects
 
- 				s->effects = 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->bonuses.push_back(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 = 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;
 
- 			}
 
- 		}
 
- 		CStack * summonedStack = gs->curB->generateNewStack(CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], h), gs->curB->stacks.size(), !side, 255, ter, pos);
 
- 		summonedStack->state.insert(SUMMONED);
 
- 		//summonedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
 
- 		gs->curB->stacks.push_back(summonedStack);
 
- 	}
 
- }
 
- static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
 
- {
 
- 	Bonus hb(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo));
 
- 	hb.effectRange = limit;
 
- 	return hb;
 
- }
 
- static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
 
- {
 
- 	Bonus ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
 
- 	ret.valType = valType;
 
- 	return ret;
 
- }
 
- static BonusList stackEffectToFeature(const CStack::StackEffect & sse)
 
- {
 
- 	BonusList sf;
 
- 	si32 power = VLC->spellh->spells[sse.id].powers[sse.level];
 
- 	switch(sse.id)
 
- 	{
 
- 	case 27: //shield 
 
- 		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 28: //air shield
 
- 		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 29: //fire shield
 
- 		sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 30: //protection from air
 
- 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 31: //protection from fire
 
- 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 32: //protection from water
 
- 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 33: //protection from earth
 
- 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 34: //anti-magic
 
- 		sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 41: //bless
 
- 		sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 42: //curse
 
- 		sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.level >= 2 ? 20 : 0));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 43: //bloodlust
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 44: //precision
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 45: //weakness
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 46: //stone skin
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 47: //disrupting ray
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 48: //prayer
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 49: //mirth
 
- 		sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 50: //sorrow
 
- 		sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 51: //fortune
 
- 		sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 52: //misfortune
 
- 		sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 53: //haste
 
- 		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 54: //slow
 
- 		sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 55: //slayer
 
- 		sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.level, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 56: //frenzy
 
- 		sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.level]/100.0, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 58: //counterstrike
 
- 		sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 59: //bersek
 
- 		sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 60: //hypnotize
 
- 		sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.level, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 61: //forgetfulness
 
- 		sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.level, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		break;
 
- 	case 62: //blind
 
- 		sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
 
- 		sf.back().id = sse.id;
 
- 		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
 
- 	BonusList sf = stackEffectToFeature(ef);
 
- 	BOOST_FOREACH(const Bonus &fromEffect, sf)
 
- 	{
 
- 		BOOST_FOREACH(Bonus &stackBonus, s->bonuses)
 
- 		{
 
- 			if(stackBonus.source == Bonus::SPELL_EFFECT && stackBonus.type == fromEffect.type && stackBonus.subtype == fromEffect.subtype)
 
- 			{
 
- 				stackBonus.turnsRemain = std::max(stackBonus.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);
 
- 				BonusList sf = stackEffectToFeature(effect);
 
- 				BOOST_FOREACH(const Bonus &fromEffect, sf)
 
- 				{
 
- 					s->bonuses.push_back(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->bonuses.push_back( 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(int h=0; h<changedStack->effects.size(); ++h)
 
- 			{
 
- 				if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
 
- 				{
 
- 					changedStack->effects.erase(changedStack->effects.begin() + h);
 
- 				}
 
- 			}
 
- 			
 
- 			//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->bonuses.push_back(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 CStackInstance &stack)
 
- 	:id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
 
- {
 
- }
 
 
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