| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133 | #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#endifDLL_EXPORT void SetResource::applyGs( CGameState *gs ){	amax(val, 0); //new value must be >= 0	gs->getPlayer(player)->resources[resid] = val;}DLL_EXPORT void SetResources::applyGs( CGameState *gs ){	for(int i=0;i<res.size();i++)		gs->getPlayer(player)->resources[i] = res[i];}DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(id);	if(which <4)	{		if(abs)			hero->primSkills[which] = val;		else			hero->primSkills[which] += val;	}	else if(which == 4) //XP	{		if(abs)			hero->exp = val;		else			hero->exp += val;	}}DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(id);	if(hero->getSecSkillLevel(which) == 0)	{		hero->secSkills.push_back(std::pair<int,int>(which, val));	}	else	{		for(unsigned i=0;i<hero->secSkills.size();i++)		{			if(hero->secSkills[i].first == which)			{				if(abs)					hero->secSkills[i].second = val;				else					hero->secSkills[i].second += val;				if(hero->secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once				{					tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";					hero->secSkills[i].second = 3;				}			}		}	}}DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs ){	CGHeroInstance *h = gs->getHero(hid);	CGTownInstance *t = gs->getTown(tid);	if(start())	{		if(garrison())		{			t->garrisonHero = h;			h->visitedTown = t;			h->inTownGarrison = true;		}		else		{			t->visitingHero = h;			h->visitedTown = t;			h->inTownGarrison = false;		}	}	else	{		if(garrison())		{			t->garrisonHero = NULL;			h->visitedTown = NULL;			h->inTownGarrison = false;		}		else		{			t->visitingHero = NULL;			h->visitedTown = NULL;			h->inTownGarrison = false;		}	}}DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(hid);	if(learn)		BOOST_FOREACH(ui32 sid, spells)		hero->spells.insert(sid);	else		BOOST_FOREACH(ui32 sid, spells)		hero->spells.erase(sid);}DLL_EXPORT void SetMana::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(hid);	amax(val, 0); //not less than 0	hero->mana = val;}DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs ){	CGHeroInstance *hero = gs->getHero(hid);	hero->movement = val;}DLL_EXPORT void FoWChange::applyGs( CGameState *gs ){	BOOST_FOREACH(int3 t, tiles)		gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode;}DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs ){	gs->getPlayer(player)->availableHeroes.clear();	CGHeroInstance *h = (hid1>=0 ?  gs->hpool.heroesPool[hid1] : NULL);	gs->getPlayer(player)->availableHeroes.push_back(h);	if(h  &&  flags & 1)	{		h->army.slots.clear();		h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);	}	h = (hid2>=0 ?  gs->hpool.heroesPool[hid2] : NULL);	gs->getPlayer(player)->availableHeroes.push_back(h);	if(flags & 2)	{		h->army.slots.clear();		h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);	}}DLL_EXPORT void GiveBonus::applyGs( CGameState *gs ){	CGHeroInstance *h = gs->getHero(hid);	h->bonuses.push_back(bonus);	std::string &descr = h->bonuses.back().description;	if(!bdescr.message.size() 		&& bonus.source == HeroBonus::OBJECT 		&& (bonus.type == HeroBonus::LUCK || bonus.type == HeroBonus::MORALE || bonus.type == HeroBonus::MORALE_AND_LUCK)		&& gs->map->objects[bonus.id]->ID == 26) //it's morale/luck bonus from an event without description	{		descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"		boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));	}	else	{		bdescr.toString(descr);	}}DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs ){	CGObjectInstance *obj = gs->map->objects[objid];	if(!obj)	{		tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";		return;	}	gs->map->removeBlockVisTiles(obj);	obj->pos = nPos;	gs->map->addBlockVisTiles(obj);}DLL_EXPORT void RemoveObject::applyGs( CGameState *gs ){	CGObjectInstance *obj = gs->map->objects[id];	if(obj->ID==HEROI_TYPE)	{		CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);		std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);		gs->map->heroes.erase(nitr);		int player = h->tempOwner;		nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);		gs->getPlayer(player)->heroes.erase(nitr);		if(h->visitedTown)		{			if(h->inTownGarrison)				h->visitedTown->garrisonHero = NULL;			else				h->visitedTown->visitingHero = NULL;			h->visitedTown = NULL;		}		//TODO: add to the pool?	}	gs->map->objects[id] = NULL;		//unblock tiles	if(obj->defInfo)	{		gs->map->removeBlockVisTiles(obj);	}}static int getDir(int3 src, int3 dst){	int ret = -1;	if(dst.x+1 == src.x && dst.y+1 == src.y) //tl	{		ret = 1;	}	else if(dst.x == src.x && dst.y+1 == src.y) //t	{		ret = 2;	}	else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr	{		ret = 3;	}	else if(dst.x-1 == src.x && dst.y == src.y) //r	{		ret = 4;	}	else if(dst.x-1 == src.x && dst.y-1 == src.y) //br	{		ret = 5;	}	else if(dst.x == src.x && dst.y-1 == src.y) //b	{		ret = 6;	}	else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl	{		ret = 7;	}	else if(dst.x+1 == src.x && dst.y == src.y) //l	{		ret = 8;	}	return ret;}void TryMoveHero::applyGs( CGameState *gs ){	CGHeroInstance *h = gs->getHero(id);	h->movement = movePoints;	if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)		h->moveDir = getDir(start,end);	if(result == EMBARK) //hero enters boat at dest tile	{		const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));		assert(tt.visitableObjects.size() == 1  &&  tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat		CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());		gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat		h->boat = boat;		boat->hero = h;	}	else if(result == DISEMBARK) //hero leaves boat to dest tile	{		h->boat->direction = h->moveDir;		h->boat->pos = start;		h->boat->hero = NULL;		gs->map->addBlockVisTiles(h->boat);		h->boat = NULL;	}	if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))	{		gs->map->removeBlockVisTiles(h);		h->pos = end;		if(h->boat)			h->boat->pos = end;		gs->map->addBlockVisTiles(h);	}	BOOST_FOREACH(int3 t, fowRevealed)		gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;}DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs ){	for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)	{		CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);		ai->army = i->second;		if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army			const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;		else if(ai->ID==HEROI_TYPE)		{			CGHeroInstance *h =  static_cast<CGHeroInstance*>(ai);			if(h->visitedTown && h->inTownGarrison)				h->visitedTown->army = i->second;		}	}}DLL_EXPORT void NewStructures::applyGs( CGameState *gs ){	CGTownInstance *t = gs->getTown(tid);	BOOST_FOREACH(si32 id,bid)	{		t->builtBuildings.insert(id);	}	t->builded = builded;}DLL_EXPORT void 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];		for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)		{			gained.push_back(&*i);			h->bonuses.push_back(*i);		}	}	//update hero data	h->artifacts = artifacts;	h->artifWorn = artifWorn;	//remove bonus from unequipped artifact	BOOST_FOREACH(ui32 id, unequiped)	{		//if hero still has equipped at least one artifact of that type, don't remove bonuses		if(h->getArtPos(id) >= 0)			continue;		while(1)		{			std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));			if(hlp != h->bonuses.end())			{				lost.push_back(&*hlp);				h->bonuses.erase(hlp);			}			else			{				break;			}		}	}}DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art){	if(art<0)	{		if(pos<19)			artifWorn.erase(pos);		else			artifacts -= artifacts[pos-19];	}	else	{		if(pos<19)			artifWorn[pos] = art;		else			if(pos-19 < artifacts.size())				artifacts[pos-19] = art;			else				artifacts.push_back(art);	}}DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs ){	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];	gs->map->objects.push_back(o);	gs->map->addBlockVisTiles(o);	o->initObj();	assert(o->defInfo);}DLL_EXPORT void NewTurn::applyGs( CGameState *gs ){	gs->day = day;	BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point	{		CGHeroInstance *hero = gs->getHero(h.id);		hero->movement = h.move;		hero->mana = h.mana;	}	BOOST_FOREACH(SetResources h, res) //give resources		h.applyGs(gs);	BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns		h.applyGs(gs);	if(resetBuilded) //reset amount of structures set in this turn in towns		BOOST_FOREACH(CGTownInstance* t, gs->map->towns)		t->builded = 0;	BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)		h->bonuses.remove_if(HeroBonus::OneDay);	if(gs->getDate(1) == 7) //new week		BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)			h->bonuses.remove_if(HeroBonus::OneWeek);}DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs ){	CGObjectInstance *obj = gs->map->objects[id];	if(!obj)	{		tlog1 << "Wrong object ID - property cannot be set!\n";		return;	}	if(what == 1)	{		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;}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->valOfFeatures(StackFeature::ADDITIONAL_RETALIATION);		//regeneration		if( s->hasFeatureOfType(StackFeature::HP_REGENERATION) && s->alive() )			s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfFeatures(StackFeature::HP_REGENERATION) );		if( s->hasFeatureOfType(StackFeature::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		std::vector<StackFeature> tmpFeatures = s->features;		s->features.clear();		for(int i=0; i < tmpFeatures.size(); i++)		{			if((tmpFeatures[i].duration & StackFeature::N_TURNS) != 0)			{				tmpFeatures[i].turnsRemain--;				if(tmpFeatures[i].turnsRemain > 0)					s->features.push_back(tmpFeatures[i]);			}			else			{				s->features.push_back(tmpFeatures[i]);			}		}	}}DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs ){	gs->curB->activeStack = stack;	CStack *st = gs->curB->getStack(stack);	st->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore	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(HeroBonus::OneBattle);	h = gs->curB->heroes[1];	if(h) 		h->bonuses.remove_if(HeroBonus::OneBattle);	delete gs->curB;	gs->curB = NULL;}void BattleStackMoved::applyGs( CGameState *gs ){	gs->curB->getStack(stack)->position = tile;}DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs ){	CStack * at = gs->curB->getStack(stackAttacked);	at->amount = newAmount;	at->firstHPleft = newHP;	if(killed())		at->state -= ALIVE;}DLL_EXPORT void BattleAttack::applyGs( CGameState *gs ){	CStack *attacker = gs->curB->getStack(stackAttacking);	if(counter())		attacker->counterAttacks--;	if(shot())		attacker->shots--;	BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)		stackAttacked.applyGs(gs);	for(int g=0; g<attacker->features.size(); ++g)	{		if((attacker->features[g].duration & StackFeature::UNTIL_ATTACK) != 0)		{			attacker->features.erase(attacker->features.begin() + g);			g = 0;		}	}	for(std::set<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)	{		CStack * stack = gs->curB->getStack(it->stackAttacked, false);		for(int g=0; g<stack->features.size(); ++g)		{			if((stack->features[g].duration & StackFeature::UNITL_BEING_ATTACKED) != 0)			{				stack->features.erase(stack->features.begin() + g);				g = 0;			}		}	}}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);		break;	case 2: case 6: case 7: case 9: case 10: case 11:		st->state.insert(MOVED);		break;	}}DLL_EXPORT void SpellCast::applyGs( CGameState *gs ){	CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];	if(h)	{		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)	{		gs->curB->castSpells[side]++;	}	if(gs->curB && id == 35) //dispel	{		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			{				s->effects.clear(); //removing all effects				//removing all features from spells				std::vector<StackFeature> tmpFeatures = s->features;				s->features.clear();				for(int i=0; i < tmpFeatures.size(); i++)				{					if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)					{						s->features.push_back(tmpFeatures[i]);					}				}			}		}	}	//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 = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::DOUBLE_WIDE);		bool flying = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::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(h, creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], gs->curB->stacks.size(), !side, 255, ter, pos);		summonedStack->features.push_back( makeFeature(StackFeature::SUMMONED, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::BONUS_FROM_HERO) );		gs->curB->stacks.push_back(summonedStack);	}}static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0){	return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);}static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse){	std::vector<StackFeature> sf;	switch(sse.id)	{	case 27: //shield 		sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 28: //air shield		sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 30: //protection from air		sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 31: //protection from fire		sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 32: //protection from water		sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 33: //protection from earth		sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 34: //anti-magic		sf.push_back(featureGenerator(StackFeature::LEVEL_SPELL_IMMUNITY, 0, VLC->spellh->spells[sse.id].powers[sse.level] - 1, sse.turnsRemain));		break;	case 41: //bless		sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 42: //curse		sf.push_back(featureGenerator(StackFeature::ALWAYS_MINIMUM_DAMAGE, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain, sse.level >= 2 ? 20 : 0));		break;	case 43: //bloodlust		sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 44: //precision		sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 45: //weakness		sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 46: //stone skin		sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 47: //disrupting ray		sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 48: //prayer		sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 49: //mirth		sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 50: //sorrow		sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 51: //fortune		sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 52: //misfortune		sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 53: //haste		sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 54: //slow		sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * VLC->spellh->spells[sse.id].powers[sse.level]));		break;	case 55: //slayer		sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));		break;	case 56: //frenzy		sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));		break;	case 58: //counterstrike		sf.push_back(featureGenerator(StackFeature::ADDITIONAL_RETALIATION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));		break;	case 59: //bersek		sf.push_back(featureGenerator(StackFeature::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain));		break;	case 60: //hypnotize		sf.push_back(featureGenerator(StackFeature::HYPNOTIZED, 0, sse.level, sse.turnsRemain));		break;	case 61: //forgetfulness		sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));		break;	case 62: //blind		sf.push_back(makeFeature(StackFeature::NOT_ACTIVE, StackFeature::UNITL_BEING_ATTACKED | StackFeature::N_TURNS, 0, 0, StackFeature::SPELL_EFFECT, sse.turnsRemain, 0));		sf.push_back(makeFeature(StackFeature::GENERAL_ATTACK_REDUCTION, StackFeature::UNTIL_ATTACK | StackFeature::N_TURNS, 0, VLC->spellh->spells[sse.id].powers[sse.level], StackFeature::SPELL_EFFECT, sse.turnsRemain, 0));		break;	}	//setting positiveness	for(int g=0; g<sf.size(); ++g)	{		sf[g].positiveness = VLC->spellh->spells[sse.id].positiveness;	}	return sf;}void actualizeEffect(CStack * s, CStack::StackEffect & ef){	//actualizing effects vector	for(int g=0; g<s->effects.size(); ++g)	{		if(s->effects[g].id == ef.id)		{			s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);		}	}	//actualizing features vector	std::vector<StackFeature> sf = stackEffectToFeature(ef);	for(int b=0; b<sf.size(); ++b)	{		for(int g=0; g<s->features.size(); ++g)		{			if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)			{				s->features[g].turnsRemain = std::max(s->features[g].turnsRemain, ef.turnsRemain);			}		}	}}bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId){	for(int g=0; g<vec.size(); ++g)	{		if(vec[g].id == effectId)			return true;	}	return false;}DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs ){	BOOST_FOREACH(ui32 id, stacks)	{		CStack *s = gs->curB->getStack(id);		if(s)		{			if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add			{				s->effects.push_back(effect);				std::vector<StackFeature> sf = stackEffectToFeature(effect);				for(int n=0; n<sf.size(); ++n)				{					s->features.push_back(sf[n]);				}			}			else //just actualize			{				actualizeEffect(s, effect);			}		}		else			tlog1 << "Cannot find stack " << id << std::endl;	}}DLL_EXPORT void StacksInjured::applyGs( CGameState *gs ){	BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)		stackAttacked.applyGs(gs);}DLL_EXPORT void 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->hasFeatureOfType(StackFeature::DOUBLE_WIDE), changedStack->attackerOwned,			changedStack->hasFeatureOfType(StackFeature::FLYING), true))			return; //position is already occupied		//applying changes		bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed		if(!changedStack->alive())		{			changedStack->state.insert(ALIVE);		}		int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;		int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->amount );		changedStack->amount += res;		changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();		if(changedStack->firstHPleft > changedStack->MaxHealth())		{			changedStack->firstHPleft -= changedStack->MaxHealth();			if(changedStack->baseAmount > changedStack->amount)			{				changedStack->amount += 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			std::vector<StackFeature> tmpFeatures = changedStack->features;			changedStack->features.clear();			for(int i=0; i < tmpFeatures.size(); i++)			{				if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT || tmpFeatures[i].positiveness >= 0)				{					changedStack->features.push_back(tmpFeatures[i]);				}			}		}	}}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;}
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