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Client-side support for multiple battles

Ivan Savenko %!s(int64=2) %!d(string=hai) anos
pai
achega
41210c1dbf
Modificáronse 39 ficheiros con 370 adicións e 370 borrados
  1. 1 1
      AI/EmptyAI/CEmptyAI.cpp
  2. 1 1
      AI/Nullkiller/AIGateway.cpp
  3. 2 2
      AI/StupidAI/StupidAI.cpp
  4. 2 2
      AI/StupidAI/StupidAI.h
  5. 1 1
      AI/VCAI/VCAI.cpp
  6. 40 19
      CCallback.cpp
  7. 11 5
      CCallback.h
  8. 35 35
      client/CPlayerInterface.cpp
  9. 19 19
      client/CPlayerInterface.h
  10. 17 22
      client/Client.cpp
  11. 3 2
      client/Client.h
  12. 32 32
      client/NetPacksClient.cpp
  13. 19 19
      client/battle/BattleActionsController.cpp
  14. 1 1
      client/battle/BattleAnimationClasses.cpp
  15. 2 2
      client/battle/BattleEffectsController.cpp
  16. 11 11
      client/battle/BattleFieldController.cpp
  17. 32 22
      client/battle/BattleInterface.cpp
  18. 9 2
      client/battle/BattleInterface.h
  19. 6 6
      client/battle/BattleInterfaceClasses.cpp
  20. 5 5
      client/battle/BattleObstacleController.cpp
  21. 9 9
      client/battle/BattleSiegeController.cpp
  22. 8 10
      client/battle/BattleStacksController.cpp
  23. 12 12
      client/battle/BattleWindow.cpp
  24. 1 1
      client/windows/CSpellWindow.cpp
  25. 6 6
      client/windows/GUIClasses.cpp
  26. 0 2
      cmake_modules/VCMI_lib.cmake
  27. 42 43
      lib/CGameInfoCallback.cpp
  28. 6 4
      lib/CGameInfoCallback.h
  29. 4 4
      lib/CGameInterface.cpp
  30. 2 2
      lib/CGameInterface.h
  31. 2 2
      lib/IGameEventsReceiver.h
  32. 0 1
      lib/battle/CBattleInfoCallback.h
  33. 0 1
      lib/battle/CBattleInfoEssentials.h
  34. 0 27
      lib/battle/CCallbackBase.cpp
  35. 0 36
      lib/battle/CCallbackBase.h
  36. 18 0
      lib/battle/CPlayerBattleCallback.cpp
  37. 8 0
      lib/battle/CPlayerBattleCallback.h
  38. 2 0
      lib/battle/IBattleInfoCallback.h
  39. 1 1
      lib/pathfinder/CPathfinder.cpp

+ 1 - 1
AI/EmptyAI/CEmptyAI.cpp

@@ -27,7 +27,7 @@ void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_p
 	cb = CB;
 	env = ENV;
 	human=false;
-	playerID = *cb->getMyColor();
+	playerID = *cb->getPlayerID();
 }
 
 void CEmptyAI::yourTurn(QueryID queryID)

+ 1 - 1
AI/Nullkiller/AIGateway.cpp

@@ -536,7 +536,7 @@ void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_
 	cbc = CB;
 
 	NET_EVENT_HANDLER;
-	playerID = *myCb->getMyColor();
+	playerID = *myCb->getPlayerID();
 	myCb->waitTillRealize = true;
 	myCb->unlockGsWhenWaiting = true;
 

+ 2 - 2
AI/StupidAI/StupidAI.cpp

@@ -226,12 +226,12 @@ void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, Que
 // 	print("battleResultsApplied called");
 // }
 
-void CStupidAI::battleNewRoundFirst(const BattleID & battleID, int round)
+void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
 {
 	print("battleNewRoundFirst called");
 }
 
-void CStupidAI::battleNewRound(const BattleID & battleID, int round)
+void CStupidAI::battleNewRound(const BattleID & battleID)
 {
 	print("battleNewRound called");
 }

+ 2 - 2
AI/StupidAI/StupidAI.h

@@ -41,8 +41,8 @@ public:
 	void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
 	void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
 	//void battleResultsApplied() override; //called when all effects of last battle are applied
-	void battleNewRoundFirst(const BattleID & battleID, int round) override; //called at the beginning of each turn before changes are applied;
-	void battleNewRound(const BattleID & battleID, int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+	void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
+	void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 	void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
 	void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
 	void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks

+ 1 - 1
AI/VCAI/VCAI.cpp

@@ -600,7 +600,7 @@ void VCAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<C
 	ah->init(CB.get());
 
 	NET_EVENT_HANDLER; //sets ah->rm->cb
-	playerID = *myCb->getMyColor();
+	playerID = *myCb->getPlayerID();
 	myCb->waitTillRealize = true;
 	myCb->unlockGsWhenWaiting = true;
 

+ 40 - 19
CCallback.cpp

@@ -203,7 +203,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
 	return true;
 }
 
-void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
+void CBattleCallback::battleMakeSpellAction(const BattleID & battleID, const BattleAction & action)
 {
 	assert(action.actionType == EActionType::HERO_SPELL);
 	MakeAction mca(action);
@@ -212,7 +212,7 @@ void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
 
 int CBattleCallback::sendRequest(const CPackForServer * request)
 {
-	int requestID = cl->sendRequest(request, *player);
+	int requestID = cl->sendRequest(request, *getPlayerID());
 	if(waitTillRealize)
 	{
 		logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
@@ -226,8 +226,7 @@ int CBattleCallback::sendRequest(const CPackForServer * request)
 
 void CCallback::swapGarrisonHero( const CGTownInstance *town )
 {
-	if(town->tempOwner == *player
-	   || (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
+	if(town->tempOwner == *player || (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
 	{
 		GarrisonHeroSwap pack(town->id);
 		sendRequest(&pack);
@@ -236,7 +235,7 @@ void CCallback::swapGarrisonHero( const CGTownInstance *town )
 
 void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
 {
-	if(hero->tempOwner != player) return;
+	if(hero->tempOwner != *player) return;
 
 	BuyArtifact pack(hero->id,aid);
 	sendRequest(&pack);
@@ -297,8 +296,8 @@ void CCallback::buildBoat( const IShipyard *obj )
 	sendRequest(&bb);
 }
 
-CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C):
-	CBattleCallback(Player, C)
+CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C)
+	: CBattleCallback(Player, C)
 {
 	gs = GS;
 
@@ -306,10 +305,7 @@ CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient
 	unlockGsWhenWaiting = false;
 }
 
-CCallback::~CCallback()
-{
-//trivial, but required. Don`t remove.
-}
+CCallback::~CCallback() = default;
 
 bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
 {
@@ -322,6 +318,11 @@ std::shared_ptr<const CPathsInfo> CCallback::getPathsInfo(const CGHeroInstance *
 	return cl->getPathsInfo(h);
 }
 
+std::optional<PlayerColor> CCallback::getPlayerID() const
+{
+	return CBattleCallback::getPlayerID();
+}
+
 int3 CCallback::getGuardingCreaturePosition(int3 tile)
 {
 	if (!gs->map->isInTheMap(tile))
@@ -371,23 +372,23 @@ scripting::Pool * CBattleCallback::getContextPool() const
 }
 #endif
 
-CBattleCallback::CBattleCallback(std::optional<PlayerColor> Player, CClient * C)
+CBattleCallback::CBattleCallback(std::optional<PlayerColor> player, CClient * C):
+	cl(C),
+	player(player)
 {
-	player = Player;
-	cl = C;
 }
 
-void CBattleCallback::battleMakeUnitAction(const BattleAction & action)
+void CBattleCallback::battleMakeUnitAction(const BattleID & battleID, const BattleAction & action)
 {
-	assert(!cl->gs->curB->tacticDistance);
+	assert(!cl->gs->getBattle(battleID)->tacticDistance);
 	MakeAction ma;
 	ma.ba = action;
 	sendRequest(&ma);
 }
 
-void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
+void CBattleCallback::battleMakeTacticAction(const BattleID & battleID, const BattleAction & action )
 {
-	assert(cl->gs->curB->tacticDistance);
+	assert(cl->gs->getBattle(battleID)->tacticDistance);
 	MakeAction ma;
 	ma.ba = action;
 	sendRequest(&ma);
@@ -395,5 +396,25 @@ void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
 
 std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 {
-	return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID< battleState);
+	return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID, battleState);
+}
+
+std::shared_ptr<CPlayerBattleCallback> CBattleCallback::getBattle(const BattleID & battleID)
+{
+	return activeBattles.at(battleID);
+}
+
+std::optional<PlayerColor> CBattleCallback::getPlayerID() const
+{
+	return player;
+}
+
+void CBattleCallback::onBattleStarted(const IBattleInfo * info)
+{
+	activeBattles[info->getBattleID()] = std::make_shared<CPlayerBattleCallback>(info, *getPlayerID());
+}
+
+void CBattleCallback::onBattleEnded(const BattleID & battleID)
+{
+	activeBattles.erase(battleID);
 }

+ 11 - 5
CCallback.h

@@ -59,6 +59,7 @@ public:
 	virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
 
 	virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
+	virtual std::optional<PlayerColor> getPlayerID() const = 0;
 };
 
 class IGameActionCallback
@@ -114,20 +115,23 @@ class CBattleCallback : public IBattleCallback
 {
 	std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
 
+	std::optional<PlayerColor> player;
+
 protected:
 	int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
 	CClient *cl;
 
 public:
-	CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
+	CBattleCallback(std::optional<PlayerColor> player, CClient * C);
 	void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
 	void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
 	void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
 	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 
 	std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
+	std::optional<PlayerColor> getPlayerID() const override;
 
-	void onBattleStarted(const BattleID & battleID);
+	void onBattleStarted(const IBattleInfo * info);
 	void onBattleEnded(const BattleID & battleID);
 
 #if SCRIPTING_ENABLED
@@ -145,9 +149,11 @@ public:
 	virtual ~CCallback();
 
 	//client-specific functionalities (pathfinding)
-	virtual bool canMoveBetween(const int3 &a, const int3 &b);
-	virtual int3 getGuardingCreaturePosition(int3 tile);
-	virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
+	bool canMoveBetween(const int3 &a, const int3 &b);
+	int3 getGuardingCreaturePosition(int3 tile);
+	std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
+
+	std::optional<PlayerColor> getPlayerID() const override;
 
 	//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
 	void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);

+ 35 - 35
client/CPlayerInterface.cpp

@@ -658,7 +658,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
 	}
 }
 
-void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
+void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
 {
 	// when battle starts, game will send battleStart pack *before* movement confirmation
 	// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
@@ -670,7 +670,7 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
 		waitForAllDialogs();
 }
 
-void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
+void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
@@ -685,7 +685,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
 		autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
 
 		autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
-		autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
+		autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
 		isAutoFightOn = true;
 		cb->registerBattleInterface(autofightingAI);
 	}
@@ -697,7 +697,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
 	BATTLE_EVENT_POSSIBLE_RETURN;
 }
 
-void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
+void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -708,7 +708,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
 		{
 		case UnitChanges::EOperation::RESET_STATE:
 			{
-				const CStack * stack = cb->battleGetStackByID(info.id );
+				const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
 
 				if(!stack)
 				{
@@ -723,7 +723,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
 			break;
 		case UnitChanges::EOperation::ADD:
 			{
-				const CStack * unit = cb->battleGetStackByID(info.id);
+				const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
 				if(!unit)
 				{
 					logGlobal->error("Invalid unit ID %d", info.id);
@@ -739,7 +739,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
 	}
 }
 
-void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
+void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -751,7 +751,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
 	{
 		if(change.operation == BattleChanges::EOperation::ADD)
 		{
-			auto instance = cb->battleGetObstacleByID(change.id);
+			auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
 			if(instance)
 				newObstacles.push_back(instance);
 			else
@@ -770,7 +770,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
 	battleInt->fieldController->redrawBackgroundWithHexes();
 }
 
-void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
+void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -778,15 +778,15 @@ void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
 	battleInt->stackIsCatapulting(ca);
 }
 
-void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
 
-	battleInt->newRound(round);
+	battleInt->newRound();
 }
 
-void CPlayerInterface::actionStarted(const BattleAction &action)
+void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -794,7 +794,7 @@ void CPlayerInterface::actionStarted(const BattleAction &action)
 	battleInt->startAction(action);
 }
 
-void CPlayerInterface::actionFinished(const BattleAction &action)
+void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -802,17 +802,17 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
 	battleInt->endAction(action);
 }
 
-void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
+void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	logGlobal->trace("Awaiting command for %s", stack->nodeName());
 
-	assert(!cb->battleIsFinished());
-	if (cb->battleIsFinished())
+	assert(!cb->getBattle(battleID)->battleIsFinished());
+	if (cb->getBattle(battleID)->battleIsFinished())
 	{
 		logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
 
-		cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
+		cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 		return ;
 	}
 
@@ -823,7 +823,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
 			//FIXME: we want client rendering to proceed while AI is making actions
 			// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
 			auto unlockPim = vstd::makeUnlockGuard(*pim);
-			autofightingAI->activeStack(stack);
+			autofightingAI->activeStack(battleID, stack);
 			return;
 		}
 
@@ -835,7 +835,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
 	if(!battleInt)
 	{
 		// probably battle is finished already
-		cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
+		cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 	}
 
 	{
@@ -845,7 +845,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
 	}
 }
 
-void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
+void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	if(isAutoFightOn || autofightingAI)
@@ -880,7 +880,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
 	battleInt->battleFinished(*br, queryID);
 }
 
-void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
+void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -888,28 +888,28 @@ void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
 	battleInt->displayBattleLog(lines);
 }
 
-void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
+void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
 
 	battleInt->stackMoved(stack, dest, distance, teleport);
 }
-void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
+void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
 
 	battleInt->spellCast(sc);
 }
-void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
+void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
 
 	battleInt->battleStacksEffectsSet(sse);
 }
-void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
+void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -923,7 +923,7 @@ void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
 		battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
 	}
 }
-void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
+void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -931,8 +931,8 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
 	std::vector<StackAttackedInfo> arg;
 	for(auto & elem : bsa)
 	{
-		const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
-		const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
+		const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
+		const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
 
 		assert(defender);
 
@@ -955,13 +955,13 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
 	}
 	battleInt->stacksAreAttacked(arg);
 }
-void CPlayerInterface::battleAttack(const BattleAttack * ba)
+void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
 
 	StackAttackInfo info;
-	info.attacker = cb->battleGetStackByID(ba->stackAttacking);
+	info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
 	info.defender = nullptr;
 	info.indirectAttack = ba->shot();
 	info.lucky = ba->lucky();
@@ -979,11 +979,11 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
 		if(!elem.isSecondary())
 		{
 			assert(info.defender == nullptr);
-			info.defender = cb->battleGetStackByID(elem.stackAttacked);
+			info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
 		}
 		else
 		{
-			info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
+			info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
 		}
 	}
 	assert(info.defender != nullptr);
@@ -992,7 +992,7 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
 	battleInt->stackAttacking(info);
 }
 
-void CPlayerInterface::battleGateStateChanged(const EGateState state)
+void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
@@ -1705,12 +1705,12 @@ void CPlayerInterface::tryDigging(const CGHeroInstance * h)
 		showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
 }
 
-void CPlayerInterface::battleNewRoundFirst( int round )
+void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
 
-	battleInt->newRoundFirst(round);
+	battleInt->newRoundFirst();
 }
 
 void CPlayerInterface::stopMovement()

+ 19 - 19
client/CPlayerInterface.h

@@ -152,25 +152,25 @@ protected: // Call-ins from server, should not be called directly, but only via
 	void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
 
 	//for battles
-	void actionFinished(const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
-	void actionStarted(const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
-	void activeStack(const CStack * stack) override; //called when it's turn of that stack
-	void battleAttack(const BattleAttack *ba) override; //stack performs attack
-	void battleEnd(const BattleResult *br, QueryID queryID) override; //end of battle
-	void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
-	void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
-	void battleLogMessage(const std::vector<MetaString> & lines) override;
-	void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
-	void battleSpellCast(const BattleSpellCast *sc) override;
-	void battleStacksEffectsSet(const SetStackEffect & sse) override; //called when a specific effect is set to stacks
-	void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
-	void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
-	void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
-	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
-	void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
-	void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
-	void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
-	void battleGateStateChanged(const EGateState state) override;
+	void actionFinished(const BattleID & battleID, const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
+	void actionStarted(const BattleID & battleID, const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
+	void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
+	void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //stack performs attack
+	void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override; //end of battle
+	void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
+	void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+	void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines) override;
+	void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
+	void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
+	void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override; //called when a specific effect is set to stacks
+	void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte) override; //various one-shot effect
+	void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
+	void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
+	void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
+	void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
+	void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
+	void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
+	void battleGateStateChanged(const BattleID & battleID, const EGateState state) override;
 	void yourTacticPhase(const BattleID & battleID, int distance) override;
 	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 

+ 17 - 22
client/Client.cpp

@@ -122,9 +122,9 @@ events::EventBus * CPlayerEnvironment::eventBus() const
 	return cl->eventBus();//always get actual value
 }
 
-const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle() const
+const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
 {
-	return mainCallback.get();
+	return mainCallback->getBattle(battleID).get();
 }
 
 const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
@@ -153,9 +153,9 @@ const Services * CClient::services() const
 	return VLC; //todo: this should be CGI
 }
 
-const CClient::BattleCb * CClient::battle() const
+const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
 {
-	return this;
+	return nullptr; //todo?
 }
 
 const CClient::GameCb * CClient::game() const
@@ -345,7 +345,7 @@ void CClient::serialize(BinaryDeserializer & h, const int version)
 
 void CClient::save(const std::string & fname)
 {
-	if(gs->curB)
+	if(!gs->currentBattles.empty())
 	{
 		logNetwork->error("Game cannot be saved during battle!");
 		return;
@@ -565,14 +565,12 @@ int CClient::sendRequest(const CPackForServer * request, PlayerColor player)
 
 void CClient::battleStarted(const BattleInfo * info)
 {
-	setBattle(info);
-
 	for(auto & battleCb : battleCallbacks)
 	{
 		if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
 			|| !battleCb.first.isValidPlayer())
 		{
-			battleCb.second->setBattle(info);
+			battleCb.second->onBattleStarted(info);
 		}
 	}
 
@@ -583,7 +581,7 @@ void CClient::battleStarted(const BattleInfo * info)
 	auto callBattleStart = [&](PlayerColor color, ui8 side)
 	{
 		if(vstd::contains(battleints, color))
-			battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
+			battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
 	};
 	
 	callBattleStart(leftSide.color, 0);
@@ -601,11 +599,11 @@ void CClient::battleStarted(const BattleInfo * info)
 	//Remove player interfaces for auto battle (quickCombat option)
 	if(att && att->isAutoFightOn)
 	{
-		if (att->cb->battleGetTacticDist())
+		if (att->cb->getBattle(info->battleID)->battleGetTacticDist())
 		{
-			auto side = att->cb->playerToSide(att->playerID);
+			auto side = att->cb->getBattle(info->battleID)->playerToSide(att->playerID);
 			auto action = BattleAction::makeEndOFTacticPhase(*side);
-			att->cb->battleMakeTacticAction(action);
+			att->cb->battleMakeTacticAction(info->battleID, action);
 		}
 
 		att.reset();
@@ -623,7 +621,7 @@ void CClient::battleStarted(const BattleInfo * info)
 		{
 			//TODO: This certainly need improvement
 			auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
-			spectratorInt->cb->setBattle(info);
+			spectratorInt->cb->onBattleStarted(info);
 			boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
 			CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
 		}
@@ -638,20 +636,17 @@ void CClient::battleStarted(const BattleInfo * info)
 	}
 }
 
-void CClient::battleFinished()
+void CClient::battleFinished(const BattleID & battleID)
 {
-	for(auto & side : gs->curB->sides)
+	for(auto & side : gs->getBattle(battleID)->sides)
 		if(battleCallbacks.count(side.color))
-			battleCallbacks[side.color]->setBattle(nullptr);
+			battleCallbacks[side.color]->onBattleEnded(battleID);
 
 	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
-		battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
-
-	setBattle(nullptr);
-	gs->curB.dellNull();
+		battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
 }
 
-void CClient::startPlayerBattleAction(PlayerColor color)
+void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
 {
 	assert(vstd::contains(battleints, color));
 
@@ -661,7 +656,7 @@ void CClient::startPlayerBattleAction(PlayerColor color)
 		auto unlock = vstd::makeUnlockGuardIf(*CPlayerInterface::pim, !battleints[color]->human);
 
 		assert(vstd::contains(battleints, color));
-		battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
+		battleints[color]->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
 	}
 }
 

+ 3 - 2
client/Client.h

@@ -24,6 +24,7 @@ class CGameInterface;
 class BinaryDeserializer;
 class BinarySerializer;
 class BattleAction;
+class BattleInfo;
 
 template<typename T> class CApplier;
 
@@ -150,8 +151,8 @@ public:
 	int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request
 
 	void battleStarted(const BattleInfo * info);
-	void battleFinished();
-	void startPlayerBattleAction(PlayerColor color);
+	void battleFinished(const BattleID & battleID);
+	void startPlayerBattleAction(const BattleID & battleID, PlayerColor color);
 
 	void invalidatePaths();
 	std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);

+ 32 - 32
client/NetPacksClient.cpp

@@ -95,18 +95,18 @@ void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
 
 //calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
 template<typename T, typename ... Args, typename ... Args2>
-void callBattleInterfaceIfPresentForBothSides(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
+void callBattleInterfaceIfPresentForBothSides(CClient & cl, const BattleID & battleID, void (T::*ptr)(Args...), Args2 && ...args)
 {
-	assert(cl.gameState()->curB);
+	assert(cl.gameState()->getBattle(battleID));
 
-	if (!cl.gameState()->curB)
+	if (!cl.gameState()->getBattle(battleID))
 	{
 		logGlobal->error("Attempt to call battle interface without ongoing battle!");
 		return;
 	}
 
-	callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
-	callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
+	callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[0].color, ptr, std::forward<Args2>(args)...);
+	callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[1].color, ptr, std::forward<Args2>(args)...);
 	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
 	{
 		callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
@@ -714,11 +714,11 @@ void ApplyClientNetPackVisitor::visitMapObjectSelectDialog(MapObjectSelectDialog
 void ApplyFirstClientNetPackVisitor::visitBattleStart(BattleStart & pack)
 {
 	// Cannot use the usual code because curB is not set yet
-	callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
+	callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
 		pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
-	callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
+	callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
 		pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
-	callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
+	callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
 		pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
 }
 
@@ -729,12 +729,12 @@ void ApplyClientNetPackVisitor::visitBattleStart(BattleStart & pack)
 
 void ApplyFirstClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, pack.round);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRoundFirst, pack.battleID);
 }
 
 void ApplyClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRound, pack.round);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRound, pack.battleID);
 }
 
 void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
@@ -742,56 +742,56 @@ void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack &
 	if(!pack.askPlayerInterface)
 		return;
 
-	const CStack *activated = gs.curB->battleGetStackByID(pack.stack);
+	const CStack *activated = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);
 	PlayerColor playerToCall; //pack.player that will move activated stack
 	if (activated->hasBonusOfType(BonusType::HYPNOTIZED))
 	{
-		playerToCall = (gs.curB->sides[0].color == activated->unitOwner()
-			? gs.curB->sides[1].color
-			: gs.curB->sides[0].color);
+		playerToCall = (gs.getBattle(pack.battleID)->sides[0].color == activated->unitOwner()
+			? gs.getBattle(pack.battleID)->sides[1].color
+			: gs.getBattle(pack.battleID)->sides[0].color);
 	}
 	else
 	{
 		playerToCall = activated->unitOwner();
 	}
 
-	cl.startPlayerBattleAction(playerToCall);
+	cl.startPlayerBattleAction(pack.battleID, playerToCall);
 }
 
 void ApplyClientNetPackVisitor::visitBattleLogMessage(BattleLogMessage & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, pack.lines);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleLogMessage, pack.battleID, pack.lines);
 }
 
 void ApplyClientNetPackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, pack);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleTriggerEffect, pack.battleID, pack);
 }
 
 void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, pack.state);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleGateStateChanged, pack.battleID, pack.state);
 }
 
 void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack, pack.queryID);
-	cl.battleFinished();
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleEnd, pack.battleID, &pack, pack.queryID);
+	cl.battleFinished(pack.battleID);
 }
 
 void ApplyFirstClientNetPackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
 {
-	const CStack * movedStack = gs.curB->battleGetStackByID(pack.stack);
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);
+	const CStack * movedStack = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStackMoved, pack.battleID, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);
 }
 
 void ApplyFirstClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, &pack);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleAttack, pack.battleID, &pack);
 
 	// battleStacksAttacked should be excuted before BattleAttack.applyGs() to play animation before damaging unit
 	// so this has to be here instead of ApplyClientNetPackVisitor::visitBattleAttack()
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.bsa, pack.shot());
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.bsa, pack.shot());
 }
 
 void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
@@ -801,23 +801,23 @@ void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
 void ApplyFirstClientNetPackVisitor::visitStartAction(StartAction & pack)
 {
 	cl.currentBattleAction = std::make_unique<BattleAction>(pack.ba);
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, pack.ba);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionStarted, pack.battleID, pack.ba);
 }
 
 void ApplyClientNetPackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, &pack);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleSpellCast, pack.battleID, &pack);
 }
 
 void ApplyClientNetPackVisitor::visitSetStackEffect(SetStackEffect & pack)
 {
 	//informing about effects
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, pack);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksEffectsSet, pack.battleID, pack);
 }
 
 void ApplyClientNetPackVisitor::visitStacksInjured(StacksInjured & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.stacks, false);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.stacks, false);
 }
 
 void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
@@ -829,24 +829,24 @@ void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied &
 
 void ApplyClientNetPackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, pack.changedStacks);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleUnitsChanged, pack.battleID, pack.changedStacks);
 }
 
 void ApplyClientNetPackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
 {
 	//inform interfaces about removed obstacles
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, pack.changes);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleObstaclesChanged, pack.battleID, pack.changes);
 }
 
 void ApplyClientNetPackVisitor::visitCatapultAttack(CatapultAttack & pack)
 {
 	//inform interfaces about catapult attack
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, pack);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleCatapultAttacked, pack.battleID, pack);
 }
 
 void ApplyClientNetPackVisitor::visitEndAction(EndAction & pack)
 {
-	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl.currentBattleAction);
+	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionFinished, pack.battleID, *cl.currentBattleAction);
 	cl.currentBattleAction.reset();
 }
 

+ 19 - 19
client/battle/BattleActionsController.cpp

@@ -171,7 +171,7 @@ void BattleActionsController::enterCreatureCastingMode()
 		spells::Target target;
 		target.emplace_back();
 
-		spells::BattleCast cast(owner.curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
+		spells::BattleCast cast(owner.getBattle().get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
 
 		auto m = spell->battleMechanics(&cast);
 		spells::detail::ProblemImpl ignored;
@@ -207,7 +207,7 @@ std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActi
 		data.creatureSpellsToCast.push_back(spell->id);
 
 	data.tacticsMode = owner.tacticsMode;
-	auto allActions = owner.curInt->cb->getClientActionsForStack(stack, data);
+	auto allActions = owner.getBattle()->getClientActionsForStack(stack, data);
 
 	allActions.push_back(PossiblePlayerBattleAction::HERO_INFO);
 	allActions.push_back(PossiblePlayerBattleAction::CREATURE_INFO);
@@ -231,7 +231,7 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
 			case PossiblePlayerBattleAction::OBSTACLE:
 				if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
 				{
-					PlayerColor stackOwner = owner.curInt->cb->battleGetOwner(targetStack);
+					PlayerColor stackOwner = owner.getBattle()->battleGetOwner(targetStack);
 					bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != LOCPLINT->playerID;
 					bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == LOCPLINT->playerID;
 
@@ -300,12 +300,12 @@ void BattleActionsController::castThisSpell(SpellID spellID)
 	//choosing possible targets
 	const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
 	assert(castingHero); // code below assumes non-null hero
-	PossiblePlayerBattleAction spellSelMode = owner.curInt->cb->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
+	PossiblePlayerBattleAction spellSelMode = owner.getBattle()->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
 
 	if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
 	{
 		heroSpellToCast->aimToHex(BattleHex::INVALID);
-		owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
+		owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
 		endCastingSpell();
 	}
 	else
@@ -353,10 +353,10 @@ const CSpell * BattleActionsController::getCurrentSpell(BattleHex hoveredHex)
 
 const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
 {
-	const CStack * shere = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
+	const CStack * shere = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
 	if(shere)
 		return shere;
-	return owner.curInt->cb->battleGetStackByPos(hoveredHex, false);
+	return owner.getBattle()->battleGetStackByPos(hoveredHex, false);
 }
 
 void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, BattleHex targetHex)
@@ -400,7 +400,7 @@ void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action,
 		}
 
 		case PossiblePlayerBattleAction::SHOOT:
-			if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
+			if (owner.getBattle()->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
 				CCS->curh->set(Cursor::Combat::SHOOT_PENALTY);
 			else
 				CCS->curh->set(Cursor::Combat::SHOOT);
@@ -482,7 +482,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
 			{
 				BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
-				DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
+				DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
 				estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
 				estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
 
@@ -493,7 +493,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
 		{
 			const auto * shooter = owner.stacksController->getActiveStack();
 
-			DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
+			DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
 			estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
 			estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
 
@@ -593,7 +593,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
 		case PossiblePlayerBattleAction::ATTACK:
 		case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
-			if(owner.curInt->cb->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
+			if(owner.getBattle()->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
 			{
 				if (owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
 					return true;
@@ -601,7 +601,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
 			return false;
 
 		case PossiblePlayerBattleAction::SHOOT:
-			return owner.curInt->cb->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
+			return owner.getBattle()->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
 
 		case PossiblePlayerBattleAction::NO_LOCATION:
 			return false;
@@ -615,7 +615,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 			if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
 			{
-				int spellID = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), targetStack, CBattleInfoCallback::RANDOM_GENIE);
+				int spellID = owner.getBattle()->battleGetRandomStackSpell(CRandomGenerator::getDefault(), targetStack, CBattleInfoCallback::RANDOM_GENIE);
 				return spellID > -1;
 			}
 			return false;
@@ -658,7 +658,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
 		{
 			if(owner.stacksController->getActiveStack()->doubleWide())
 			{
-				std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
+				std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
 				BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
 				if(vstd::contains(acc, targetHex))
 					owner.giveCommand(EActionType::WALK, targetHex);
@@ -770,7 +770,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
 						heroSpellToCast->aimToHex(targetHex);
 						break;
 				}
-				owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
+				owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
 				endCastingSpell();
 			}
 			selectedStack = nullptr;
@@ -886,7 +886,7 @@ void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterS
 	{
 		// faerie dragon can cast only one, randomly selected spell until their next move
 		//TODO: faerie dragon type spell should be selected by server
-		const auto * spellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
+		const auto * spellToCast = owner.getBattle()->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
 
 		if (spellToCast)
 			creatureSpells.push_back(spellToCast);
@@ -933,7 +933,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
 		target.emplace_back(targetStack);
 	target.emplace_back(targetHex);
 
-	spells::BattleCast cast(owner.curInt->cb.get(), caster, mode, currentSpell);
+	spells::BattleCast cast(owner.getBattle().get(), caster, mode, currentSpell);
 
 	auto m = currentSpell->battleMechanics(&cast);
 	spells::detail::ProblemImpl problem; //todo: display problem in status bar
@@ -943,7 +943,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
 
 bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
 {
-	std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove, false);
+	std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(stackToMove, false);
 	BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
 
 	if (vstd::contains(acc, myNumber))
@@ -1006,7 +1006,7 @@ void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
 		return;
 	}
 
-	auto selectedStack = owner.curInt->cb->battleGetStackByPos(clickedHex, true);
+	auto selectedStack = owner.getBattle()->battleGetStackByPos(clickedHex, true);
 
 	if (selectedStack != nullptr)
 		GH.windows().createAndPushWindow<CStackWindow>(selectedStack, true);

+ 1 - 1
client/battle/BattleAnimationClasses.cpp

@@ -970,7 +970,7 @@ bool EffectAnimation::init()
 		}
 		else
 		{
-			const auto * destStack = owner.getCurrentPlayerInterface()->cb->battleGetUnitByPos(battlehexes[i], false);
+			const auto * destStack = owner.getBattle()->battleGetUnitByPos(battlehexes[i], false);
 			Rect tilePos = owner.fieldController->hexPositionLocal(battlehexes[i]);
 
 			be.pos.x = tilePos.x + tilePos.w/2 - first->width()/2;

+ 2 - 2
client/battle/BattleEffectsController.cpp

@@ -59,7 +59,7 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
 {
 	owner.checkForAnimations();
 
-	const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
+	const CStack * stack = owner.getBattle()->battleGetStackByID(bte.stackID);
 	if(!stack)
 	{
 		logGlobal->error("Invalid stack ID %d", bte.stackID);
@@ -98,7 +98,7 @@ void BattleEffectsController::startAction(const BattleAction & action)
 {
 	owner.checkForAnimations();
 
-	const CStack *stack = owner.curInt->cb->battleGetStackByID(action.stackNumber);
+	const CStack *stack = owner.getBattle()->battleGetStackByID(action.stackNumber);
 
 	switch(action.actionType)
 	{

+ 11 - 11
client/battle/BattleFieldController.cpp

@@ -141,7 +141,7 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
 
 	if(!owner.siegeController)
 	{
-		auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
+		auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
 
 		if(bfieldType == BattleField::NONE)
 			logGlobal->error("Invalid battlefield returned for current battle");
@@ -284,7 +284,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
 	const CStack *activeStack = owner.stacksController->getActiveStack();
 	std::vector<BattleHex> attackableHexes;
 	if(activeStack)
-		occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
+		occupiableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
 
 	// prepare background graphic with hexes and shaded hexes
 	backgroundWithHexes->draw(background, Point(0,0));
@@ -339,7 +339,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
 
 	auto hoveredHex = getHoveredHex();
 
-	std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
+	std::set<BattleHex> set = owner.getBattle()->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
 	for(BattleHex hex : set)
 		result.insert(hex);
 
@@ -359,10 +359,10 @@ std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
 	auto hoveredHex = getHoveredHex();
 
 	// add possible movement hexes for stack under mouse
-	const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
+	const CStack * const hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
 	if(hoveredStack)
 	{
-		std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
+		std::vector<BattleHex> v = owner.getBattle()->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
 		for(BattleHex hex : v)
 			result.insert(hex);
 	}
@@ -387,7 +387,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
 	if(caster && spell) //when casting spell
 	{
 		// printing shaded hex(es)
-		spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
+		spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
 		auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
 
 		for(BattleHex shadedHex : shadedHexes)
@@ -407,10 +407,10 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget(
 	if(!stack)
 		return {};
 
-	std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
+	std::vector<BattleHex> availableHexes = owner.getBattle()->battleGetAvailableHexes(stack, false, false, nullptr);
 
-	auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
-	if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
+	auto hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
+	if(owner.getBattle()->battleCanAttack(stack, hoveredStack, hoveredHex))
 	{
 		if(isTileAttackable(hoveredHex))
 		{
@@ -670,7 +670,7 @@ BattleHex BattleFieldController::getHoveredHex()
 const CStack* BattleFieldController::getHoveredStack()
 {
 	auto hoveredHex = getHoveredHex();
-	const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
+	const CStack* hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
 
 	return hoveredStack;
 }
@@ -856,7 +856,7 @@ bool BattleFieldController::isTileAttackable(const BattleHex & number) const
 
 void BattleFieldController::updateAccessibleHexes()
 {
-	auto accessibility = owner.curInt->cb->getAccesibility();
+	auto accessibility = owner.getBattle()->getAccesibility();
 
 	for(int i = 0; i < accessibility.size(); i++)
 		stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));

+ 32 - 22
client/battle/BattleInterface.cpp

@@ -68,9 +68,9 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
 	}
 
 	//hot-seat -> check tactics for both players (defender may be local human)
-	if(attackerInt && attackerInt->cb->battleGetTacticDist())
+	if(attackerInt && attackerInt->cb->getBattle(getBattleID())->battleGetTacticDist())
 		tacticianInterface = attackerInt;
-	else if(defenderInt && defenderInt->cb->battleGetTacticDist())
+	else if(defenderInt && defenderInt->cb->getBattle(getBattleID())->battleGetTacticDist())
 		tacticianInterface = defenderInt;
 
 	//if we found interface of player with tactics, then enter tactics mode
@@ -80,7 +80,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
 	this->army1 = army1;
 	this->army2 = army2;
 
-	const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
+	const CGTownInstance *town = getBattle()->battleGetDefendedTown();
 	if(town && town->hasFort())
 		siegeController.reset(new BattleSiegeController(*this, town));
 
@@ -223,12 +223,12 @@ void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
 	stacksController->stackAttacking(attackInfo);
 }
 
-void BattleInterface::newRoundFirst( int round )
+void BattleInterface::newRoundFirst()
 {
 	waitForAnimations();
 }
 
-void BattleInterface::newRound(int number)
+void BattleInterface::newRound()
 {
 	console->addText(CGI->generaltexth->allTexts[412]);
 }
@@ -241,7 +241,7 @@ void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID sp
 		actor = stacksController->getActiveStack();
 	}
 
-	auto side = curInt->cb->playerToSide(curInt->playerID);
+	auto side = getBattle()->playerToSide(curInt->playerID);
 	if(!side)
 	{
 		logGlobal->error("Player %s is not in battle", curInt->playerID.toString());
@@ -265,11 +265,11 @@ void BattleInterface::sendCommand(BattleAction command, const CStack * actor)
 	{
 		logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
 		stacksController->setActiveStack(nullptr);
-		curInt->cb->battleMakeUnitAction(command);
+		curInt->cb->battleMakeUnitAction(battleID, command);
 	}
 	else
 	{
-		curInt->cb->battleMakeTacticAction(command);
+		curInt->cb->battleMakeTacticAction(battleID, command);
 		stacksController->setActiveStack(nullptr);
 		//next stack will be activated when action ends
 	}
@@ -368,13 +368,13 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
 
 	if ( sc->activeCast )
 	{
-		const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
+		const CStack * casterStack = getBattle()->battleGetStackByID(sc->casterStack);
 
 		if(casterStack != nullptr )
 		{
 			addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
 			{
-				stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
+				stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
 				displaySpellCast(spell, casterStack->getPosition());
 			});
 		}
@@ -385,7 +385,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
 
 			addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
 			{
-				stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
+				stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
 			});
 		}
 	}
@@ -397,7 +397,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
 	//queuing affect animation
 	for(auto & elem : sc->affectedCres)
 	{
-		auto stack = curInt->cb->battleGetStackByID(elem, false);
+		auto stack = getBattle()->battleGetStackByID(elem, false);
 		assert(stack);
 		if(stack)
 		{
@@ -409,7 +409,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
 
 	for(auto & elem : sc->reflectedCres)
 	{
-		auto stack = curInt->cb->battleGetStackByID(elem, false);
+		auto stack = getBattle()->battleGetStackByID(elem, false);
 		assert(stack);
 		addToAnimationStage(EAnimationEvents::HIT, [=](){
 			effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
@@ -425,7 +425,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
 
 	for(auto & elem : sc->resistedCres)
 	{
-		auto stack = curInt->cb->battleGetStackByID(elem, false);
+		auto stack = getBattle()->battleGetStackByID(elem, false);
 		assert(stack);
 		addToAnimationStage(EAnimationEvents::HIT, [=](){
 			effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition());
@@ -487,7 +487,7 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSp
 
 		if (!animation.effectName.empty())
 		{
-			const CStack * destStack = getCurrentPlayerInterface()->cb->battleGetStackByPos(destinationTile, false);
+			const CStack * destStack = getBattle()->battleGetStackByPos(destinationTile, false);
 
 			if (destStack)
 				stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell ));
@@ -566,12 +566,22 @@ bool BattleInterface::makingTurn() const
 	return stacksController->getActiveStack() != nullptr;
 }
 
+BattleID BattleInterface::getBattleID() const
+{
+	return battleID;
+}
+
+std::shared_ptr<CPlayerBattleCallback> BattleInterface::getBattle() const
+{
+	return curInt->cb->getBattle(battleID);
+}
+
 void BattleInterface::endAction(const BattleAction &action)
 {
 	// it is possible that tactics mode ended while opening music is still playing
 	waitForAnimations();
 
-	const CStack *stack = curInt->cb->battleGetStackByID(action.stackNumber);
+	const CStack *stack = getBattle()->battleGetStackByID(action.stackNumber);
 
 	// Activate stack from stackToActivate because this might have been temporary disabled, e.g., during spell cast
 	activateStack();
@@ -606,7 +616,7 @@ void BattleInterface::startAction(const BattleAction & action)
 	if (!action.isUnitAction())
 		return;
 
-	assert(curInt->cb->battleGetStackByID(action.stackNumber));
+	assert(getBattle()->battleGetStackByID(action.stackNumber));
 	windowObject->updateQueue();
 	effectsController->startAction(action);
 }
@@ -616,10 +626,10 @@ void BattleInterface::tacticPhaseEnd()
 	stacksController->setActiveStack(nullptr);
 	tacticsMode = false;
 
-	auto side = tacticianInterface->cb->playerToSide(tacticianInterface->playerID);
+	auto side = tacticianInterface->cb->getBattle(battleID)->playerToSide(tacticianInterface->playerID);
 	auto action = BattleAction::makeEndOFTacticPhase(*side);
 
-	tacticianInterface->cb->battleMakeTacticAction(action);
+	tacticianInterface->cb->battleMakeTacticAction(battleID, action);
 }
 
 static bool immobile(const CStack *s)
@@ -635,7 +645,7 @@ void BattleInterface::tacticNextStack(const CStack * current)
 	//no switching stacks when the current one is moving
 	checkForAnimations();
 
-	TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
+	TStacks stacksOfMine = tacticianInterface->cb->getBattle(battleID)->battleGetStacks(CPlayerBattleCallback::ONLY_MINE);
 	vstd::erase_if (stacksOfMine, &immobile);
 	if (stacksOfMine.empty())
 	{
@@ -687,7 +697,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
 {
 	assert(curInt->isAutoFightOn);
 
-	if(curInt->cb->battleIsFinished())
+	if(getBattle()->battleIsFinished())
 	{
 		return; // battle finished with spellcast
 	}
@@ -716,7 +726,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
 			boost::thread aiThread([this, activeStack]()
 			{
 				setThreadName("autofightingAI");
-				curInt->autofightingAI->activeStack(activeStack);
+				curInt->autofightingAI->activeStack(battleID, activeStack);
 			});
 			aiThread.detach();
 		}

+ 9 - 2
client/battle/BattleInterface.h

@@ -30,6 +30,7 @@ struct BattleTriggerEffect;
 struct BattleHex;
 struct InfoAboutHero;
 class ObstacleChanges;
+class CPlayerBattleCallback;
 
 VCMI_LIB_NAMESPACE_END
 
@@ -115,6 +116,9 @@ class BattleInterface
 	/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
 	bool battleOpeningDelayActive;
 
+	/// ID of ongoing battle
+	BattleID battleID;
+
 	void playIntroSoundAndUnlockInterface();
 	void onIntroSoundPlayed();
 public:
@@ -149,6 +153,9 @@ public:
 
 	bool makingTurn() const;
 
+	BattleID getBattleID() const;
+	std::shared_ptr<CPlayerBattleCallback> getBattle() const;
+
 	BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
 	~BattleInterface();
 
@@ -196,8 +203,8 @@ public:
 	void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport); //stack with id number moved to destHex
 	void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
 	void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
-	void newRoundFirst( int round );
-	void newRound(int number); //caled when round is ended; number is the number of round
+	void newRoundFirst();
+	void newRound(); //caled when round is ended;
 	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
 	void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
 	void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell

+ 6 - 6
client/battle/BattleInterfaceClasses.cpp

@@ -289,7 +289,7 @@ void BattleHero::heroLeftClicked()
 	if(!hero || !owner.makingTurn())
 		return;
 
-	if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
+	if(owner.getBattle()->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
 	{
 		CCS->curh->set(Cursor::Map::POINTER);
 		GH.windows().createAndPushWindow<CSpellWindow>(hero, owner.getCurrentPlayerInterface());
@@ -502,7 +502,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
 
 	for(int i = 0; i < 2; i++)
 	{
-		auto heroInfo = owner.cb->battleGetHeroInfo(i);
+		auto heroInfo = owner.cb->getBattle(br.battleID)->battleGetHeroInfo(i);
 		const int xs[] = {21, 392};
 
 		if(heroInfo.portrait >= 0) //attacking hero
@@ -512,7 +512,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
 		}
 		else
 		{
-			auto stacks = owner.cb->battleGetAllStacks();
+			auto stacks = owner.cb->getBattle(br.battleID)->battleGetAllStacks();
 			vstd::erase_if(stacks, [i](const CStack * stack) //erase stack of other side and not coming from garrison
 			{
 				return stack->unitSide() != i || !stack->base;
@@ -561,7 +561,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
 		}
 	}
 	//printing result description
-	bool weAreAttacker = !(owner.cb->battleGetMySide());
+	bool weAreAttacker = !(owner.cb->getBattle(br.battleID)->battleGetMySide());
 	if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
 	{
 		int text = 304;
@@ -584,7 +584,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
 		CCS->videoh->open("WIN3.BIK");
 		std::string str = CGI->generaltexth->allTexts[text];
 
-		const CGHeroInstance * ourHero = owner.cb->battleGetMyHero();
+		const CGHeroInstance * ourHero = owner.cb->getBattle(br.battleID)->battleGetMyHero();
 		if (ourHero)
 		{
 			str += CGI->generaltexth->allTexts[305];
@@ -714,7 +714,7 @@ void StackQueue::update()
 {
 	std::vector<battle::Units> queueData;
 
-	owner.getCurrentPlayerInterface()->cb->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
+	owner.getBattle()->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
 
 	size_t boxIndex = 0;
 

+ 5 - 5
client/battle/BattleObstacleController.cpp

@@ -31,7 +31,7 @@ BattleObstacleController::BattleObstacleController(BattleInterface & owner):
 	owner(owner),
 	timePassed(0.f)
 {
-	auto obst = owner.curInt->cb->battleGetAllObstacles();
+	auto obst = owner.getBattle()->battleGetAllObstacles();
 	for(auto & elem : obst)
 	{
 		if ( elem->obstacleType == CObstacleInstance::MOAT )
@@ -99,9 +99,9 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
 {
 	for(const auto & oi : obstacles)
 	{
-		auto side = owner.curInt->cb->playerToSide(owner.curInt->playerID);
+		auto side = owner.getBattle()->playerToSide(owner.curInt->playerID);
 
-		if(!oi->visibleForSide(side.value(), owner.curInt->cb->battleHasNativeStack(side.value())))
+		if(!oi->visibleForSide(side.value(), owner.getBattle()->battleHasNativeStack(side.value())))
 			continue;
 
 		auto animation = std::make_shared<CAnimation>(oi->getAppearAnimation());
@@ -127,7 +127,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
 void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
 {
 	//Blit absolute obstacles
-	for(auto & obstacle : owner.curInt->cb->battleGetAllObstacles())
+	for(auto & obstacle : owner.getBattle()->battleGetAllObstacles())
 	{
 		if(obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 		{
@@ -153,7 +153,7 @@ void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
 
 void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
 {
-	for (auto obstacle : owner.curInt->cb->battleGetAllObstacles())
+	for (auto obstacle : owner.getBattle()->battleGetAllObstacles())
 	{
 		if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 			continue;

+ 9 - 9
client/battle/BattleSiegeController.cpp

@@ -133,9 +133,9 @@ bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what)
 	{
 	case EWallVisual::MOAT:              return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
 	case EWallVisual::MOAT_BANK:         return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
-	case EWallVisual::KEEP_BATTLEMENT:   return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
-	case EWallVisual::UPPER_BATTLEMENT:  return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
-	case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
+	case EWallVisual::KEEP_BATTLEMENT:   return town->hasBuilt(BuildingID::CITADEL) && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
+	case EWallVisual::UPPER_BATTLEMENT:  return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
+	case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
 	default:                             return true;
 	}
 }
@@ -220,7 +220,7 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con
 
 void BattleSiegeController::gateStateChanged(const EGateState state)
 {
-	auto oldState = owner.curInt->cb->battleGetGateState();
+	auto oldState = owner.getBattle()->battleGetGateState();
 	bool playSound = false;
 	auto stateId = EWallState::NONE;
 	switch(state)
@@ -275,7 +275,7 @@ BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wal
 
 const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
 {
-	for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
+	for (auto & stack : owner.getBattle()->battleGetAllStacks(true))
 	{
 		if ( stack->initialPosition == getTurretBattleHex(wallPiece))
 			return stack;
@@ -318,15 +318,15 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
 	if (owner.tacticsMode)
 		return false;
 
-	auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
-	return owner.curInt->cb->isWallPartAttackable(wallPart);
+	auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
+	return owner.getBattle()->isWallPartAttackable(wallPart);
 }
 
 void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 {
 	if (ca.attacker != -1)
 	{
-		const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
+		const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
 		for (auto attackInfo : ca.attackedParts)
 		{
 			owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
@@ -353,7 +353,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 		if (wallId == EWallVisual::GATE)
 			continue;
 
-		auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
+		auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
 
 		wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
 	}

+ 8 - 10
client/battle/BattleStacksController.cpp

@@ -94,7 +94,7 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
 	amountNegative->adjustPalette(shifterNegative, ignoredMask);
 	amountEffNeutral->adjustPalette(shifterNeutral, ignoredMask);
 
-	std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
+	std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);
 	for(const CStack * s : stacks)
 	{
 		stackAdded(s, true);
@@ -126,7 +126,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
 
 void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
 {
-	auto stacks = owner.curInt->cb->battleGetAllStacks(false);
+	auto stacks = owner.getBattle()->battleGetAllStacks(false);
 
 	for (auto stack : stacks)
 	{
@@ -359,7 +359,7 @@ void BattleStacksController::initializeBattleAnimations()
 
 void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed)
 {
-	for (auto stack : owner.curInt->cb->battleGetAllStacks(true))
+	for (auto stack : owner.getBattle()->battleGetAllStacks(true))
 	{
 		if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
 			continue;
@@ -552,9 +552,7 @@ void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleH
 
 bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
 {
-	bool mustReverse = owner.curInt->cb->isToReverse(
-				attacker,
-				defender);
+	bool mustReverse = owner.getBattle()->isToReverse(attacker, defender);
 
 	if (attacker->unitSide() == BattleSide::ATTACKER)
 		return !mustReverse;
@@ -670,7 +668,7 @@ void BattleStacksController::endAction(const BattleAction & action)
 	owner.checkForAnimations();
 
 	//check if we should reverse stacks
-	TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
+	TStacks stacks = owner.getBattle()->battleGetStacks(CPlayerBattleCallback::MINE_AND_ENEMY);
 
 	for (const CStack *s : stacks)
 	{
@@ -847,7 +845,7 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
 	auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
 	if(hoveredQueueUnitId.has_value())
 	{
-		return { owner.curInt->cb->battleGetStackByID(hoveredQueueUnitId.value(), true) };
+		return { owner.getBattle()->battleGetStackByID(hoveredQueueUnitId.value(), true) };
 	}
 
 	auto hoveredHex = owner.fieldController->getHoveredHex();
@@ -867,14 +865,14 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
 		spells::Target target;
 		target.emplace_back(hoveredHex);
 
-		spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
+		spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
 		auto mechanics = spell->battleMechanics(&event);
 		return mechanics->getAffectedStacks(target);
 	}
 
 	if(hoveredHex.isValid())
 	{
-		const CStack * const stack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
+		const CStack * const stack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
 
 		if (stack)
 			return {stack};

+ 12 - 12
client/battle/BattleWindow.cpp

@@ -367,10 +367,10 @@ void BattleWindow::bSurrenderf()
 	if (owner.actionsController->spellcastingModeActive())
 		return;
 
-	int cost = owner.curInt->cb->battleGetSurrenderCost();
+	int cost = owner.getBattle()->battleGetSurrenderCost();
 	if(cost >= 0)
 	{
-		std::string enemyHeroName = owner.curInt->cb->battleGetEnemyHero().name;
+		std::string enemyHeroName = owner.getBattle()->battleGetEnemyHero().name;
 		if(enemyHeroName.empty())
 		{
 			logGlobal->warn("Surrender performed without enemy hero, should not happen!");
@@ -387,7 +387,7 @@ void BattleWindow::bFleef()
 	if (owner.actionsController->spellcastingModeActive())
 		return;
 
-	if ( owner.curInt->cb->battleCanFlee() )
+	if ( owner.getBattle()->battleCanFlee() )
 	{
 		CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
 		owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
@@ -398,10 +398,10 @@ void BattleWindow::bFleef()
 		std::string heroName;
 		//calculating fleeing hero's name
 		if (owner.attackingHeroInstance)
-			if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
+			if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
 				heroName = owner.attackingHeroInstance->getNameTranslated();
 		if (owner.defendingHeroInstance)
-			if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
+			if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
 				heroName = owner.defendingHeroInstance->getNameTranslated();
 		//calculating text
 		auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present.  %s can not retreat!
@@ -419,7 +419,7 @@ void BattleWindow::reallyFlee()
 
 void BattleWindow::reallySurrender()
 {
-	if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
+	if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.getBattle()->battleGetSurrenderCost())
 	{
 		owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
 	}
@@ -509,7 +509,7 @@ void BattleWindow::bAutofightf()
 		autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
 
 		ai->initBattleInterface(owner.curInt->env, owner.curInt->cb, autocombatPreferences);
-		ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide(), false);
+		ai->battleStart(owner.getBattleID(), owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.getBattle()->battleGetMySide(), false);
 		owner.curInt->autofightingAI = ai;
 		owner.curInt->cb->registerBattleInterface(ai);
 
@@ -531,7 +531,7 @@ void BattleWindow::bSpellf()
 
 	CCS->curh->set(Cursor::Map::POINTER);
 
-	ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
+	ESpellCastProblem spellCastProblem = owner.getBattle()->battleCanCastSpell(myHero, spells::Mode::HERO);
 
 	if(spellCastProblem == ESpellCastProblem::OK)
 	{
@@ -633,11 +633,11 @@ void BattleWindow::bTacticPhaseEnd()
 void BattleWindow::blockUI(bool on)
 {
 	bool canCastSpells = false;
-	auto hero = owner.curInt->cb->battleGetMyHero();
+	auto hero = owner.getBattle()->battleGetMyHero();
 
 	if(hero)
 	{
-		ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
+		ESpellCastProblem spellcastingProblem = owner.getBattle()->battleCanCastSpell(hero, spells::Mode::HERO);
 
 		//if magic is blocked, we leave button active, so the message can be displayed after button click
 		canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
@@ -646,8 +646,8 @@ void BattleWindow::blockUI(bool on)
 	bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
 
 	setShortcutBlocked(EShortcut::GLOBAL_OPTIONS, on);
-	setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.curInt->cb->battleCanFlee());
-	setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.curInt->cb->battleGetSurrenderCost() < 0);
+	setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.getBattle()->battleCanFlee());
+	setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.getBattle()->battleGetSurrenderCost() < 0);
 	setShortcutBlocked(EShortcut::BATTLE_CAST_SPELL, on || owner.tacticsMode || !canCastSpells);
 	setShortcutBlocked(EShortcut::BATTLE_WAIT, on || owner.tacticsMode || !canWait);
 	setShortcutBlocked(EShortcut::BATTLE_DEFEND, on || owner.tacticsMode);

+ 1 - 1
client/windows/CSpellWindow.cpp

@@ -503,7 +503,7 @@ void CSpellWindow::SpellArea::clickPressed(const Point & cursorPosition)
 		else if(combatSpell)
 		{
 			spells::detail::ProblemImpl problem;
-			if(mySpell->canBeCast(problem, owner->myInt->cb.get(), spells::Mode::HERO, owner->myHero))
+			if(mySpell->canBeCast(problem, owner->myInt->battleInt->getBattle().get(), spells::Mode::HERO, owner->myHero))
 			{
 				owner->myInt->battleInt->castThisSpell(mySpell->id);
 				owner->fexitb();

+ 6 - 6
client/windows/GUIClasses.cpp

@@ -677,8 +677,8 @@ std::function<void()> CExchangeController::onSwapArmy()
 {
 	return [&]()
 	{
-		if(left->tempOwner != cb->getMyColor()
-		   || right->tempOwner != cb->getMyColor())
+		if(left->tempOwner != cb->getPlayerID()
+		   || right->tempOwner != cb->getPlayerID())
 		{
 			return;
 		}
@@ -720,7 +720,7 @@ std::function<void()> CExchangeController::onMoveStackToLeft(SlotID slotID)
 {
 	return [=]()
 	{
-		if(right->tempOwner != cb->getMyColor())
+		if(right->tempOwner != cb->getPlayerID())
 		{
 			return;
 		}
@@ -733,7 +733,7 @@ std::function<void()> CExchangeController::onMoveStackToRight(SlotID slotID)
 {
 	return [=]()
 	{
-		if(left->tempOwner != cb->getMyColor())
+		if(left->tempOwner != cb->getPlayerID())
 		{
 			return;
 		}
@@ -778,7 +778,7 @@ void CExchangeController::moveArmy(bool leftToRight)
 	const CGarrisonSlot * selection =  this->view->getSelectedSlotID();
 	SlotID slot;
 
-	if(source->tempOwner != cb->getMyColor())
+	if(source->tempOwner != cb->getPlayerID())
 	{
 		return;
 	}
@@ -807,7 +807,7 @@ void CExchangeController::moveArtifacts(bool leftToRight)
 	const CGHeroInstance * source = leftToRight ? left : right;
 	const CGHeroInstance * target = leftToRight ? right : left;
 
-	if(source->tempOwner != cb->getMyColor())
+	if(source->tempOwner != cb->getPlayerID())
 	{
 		return;
 	}

+ 0 - 2
cmake_modules/VCMI_lib.cmake

@@ -15,7 +15,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
 		${MAIN_LIB_DIR}/battle/BattleStateInfoForRetreat.cpp
 		${MAIN_LIB_DIR}/battle/CBattleInfoCallback.cpp
 		${MAIN_LIB_DIR}/battle/CBattleInfoEssentials.cpp
-		${MAIN_LIB_DIR}/battle/CCallbackBase.cpp
 		${MAIN_LIB_DIR}/battle/CObstacleInstance.cpp
 		${MAIN_LIB_DIR}/battle/CPlayerBattleCallback.cpp
 		${MAIN_LIB_DIR}/battle/CUnitState.cpp
@@ -339,7 +338,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
 		${MAIN_LIB_DIR}/battle/BattleProxy.h
 		${MAIN_LIB_DIR}/battle/CBattleInfoCallback.h
 		${MAIN_LIB_DIR}/battle/CBattleInfoEssentials.h
-		${MAIN_LIB_DIR}/battle/CCallbackBase.h
 		${MAIN_LIB_DIR}/battle/CObstacleInstance.h
 		${MAIN_LIB_DIR}/battle/CPlayerBattleCallback.h
 		${MAIN_LIB_DIR}/battle/CUnitState.h

+ 42 - 43
lib/CGameInfoCallback.cpp

@@ -66,6 +66,11 @@ bool CGameInfoCallback::isAllowed(int32_t type, int32_t id) const
 	}
 }
 
+std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
+{
+	return std::nullopt;
+}
+
 const Player * CGameInfoCallback::getPlayer(PlayerColor color) const
 {
 	return getPlayerState(color, false);
@@ -151,7 +156,7 @@ const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool v
 		return nullptr;
 	}
 
-	if(!isVisible(ret, player) && ret->tempOwner != player)
+	if(!isVisible(ret, getPlayerID()) && ret->tempOwner != getPlayerID())
 	{
 		if(verbose)
 			logGlobal->error("Cannot get object with id %d. Object is not visible.", oid);
@@ -232,7 +237,7 @@ void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObj
 	if(obj->ID == Obj::TOWN  ||  obj->ID == Obj::TAVERN)
 	{
 		int taverns = 0;
-		for(auto town : gs->players[*player].towns)
+		for(auto town : gs->players[*getPlayerID()].towns)
 		{
 			if(town->hasBuilt(BuildingID::TAVERN))
 				taverns++;
@@ -254,7 +259,7 @@ int CGameInfoCallback::howManyTowns(PlayerColor Player) const
 
 bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
 {
-	ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false);  //it's not a town or it's not visible for layer
+	ERROR_RET_VAL_IF(!isVisible(town, getPlayerID()), "Town is not visible!", false);  //it's not a town or it's not visible for layer
 	bool detailed = hasAccess(town->tempOwner);
 
 	if(town->ID == Obj::TOWN)
@@ -305,9 +310,9 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
 
 	if (infoLevel == InfoAboutHero::EInfoLevel::BASIC)
 	{
-		auto ourBattle = gs->getBattle(*player);
+		auto ourBattle = gs->getBattle(*getPlayerID());
 
-		if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*player, h)) //if it's battle we can get enemy hero full data
+		if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data
 			infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
 		else
 			ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false);
@@ -324,7 +329,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
 	dest.initFromHero(h, infoLevel);
 
 	//DISGUISED bonus implementation
-	if(getPlayerRelations(*player, hero->tempOwner) == PlayerRelations::ENEMIES)
+	if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES)
 	{
 		//todo: bonus cashing
 		int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(BonusType::DISGUISED, 0));
@@ -422,7 +427,7 @@ bool CGameInfoCallback::isVisible(int3 pos, const std::optional<PlayerColor> & P
 
 bool CGameInfoCallback::isVisible(int3 pos) const
 {
-	return isVisible(pos, player);
+	return isVisible(pos, getPlayerID());
 }
 
 bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & Player) const
@@ -432,7 +437,7 @@ bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optio
 
 bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
 {
-	return isVisible(obj, player);
+	return isVisible(obj, getPlayerID());
 }
 // const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const
 // {
@@ -464,7 +469,7 @@ std::vector <const CGObjectInstance * > CGameInfoCallback::getVisitableObjs(int3
 
 	for(const CGObjectInstance * obj : t->visitableObjects)
 	{
-		if(player || obj->ID != Obj::EVENT) //hide events from players
+		if(getPlayerID() || obj->ID != Obj::EVENT) //hide events from players
 			ret.push_back(obj);
 	}
 
@@ -500,7 +505,7 @@ std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const
 	const CGTownInstance * town = getTown(townOrTavern->id);
 
 	if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))
-		return gs->heroesPool->getHeroesFor(*player);
+		return gs->heroesPool->getHeroesFor(*getPlayerID());
 
 	return ret;
 }
@@ -531,8 +536,8 @@ EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) cons
 //TODO: typedef?
 std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
 {
-	assert(player.has_value());
-	const auto * team = getPlayerTeam(player.value());
+	assert(getPlayerID().has_value());
+	const auto * team = getPlayerTeam(getPlayerID().value());
 
 	size_t width = gs->map->width;
 	size_t height = gs->map->height;
@@ -631,7 +636,7 @@ const CMapHeader * CGameInfoCallback::getMapHeader() const
 
 bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
 {
-	return !player || player->isSpectator() || gs->getPlayerRelations(*playerId, *player) != PlayerRelations::ENEMIES;
+	return !getPlayerID() || getPlayerID()->isSpectator() || gs->getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
 }
 
 EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
@@ -713,23 +718,22 @@ bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const
 	return gs->actingPlayers.count(player);
 }
 
-CGameInfoCallback::CGameInfoCallback(CGameState * GS, std::optional<PlayerColor> Player):
+CGameInfoCallback::CGameInfoCallback(CGameState * GS):
 	gs(GS)
 {
-	player = std::move(Player);
 }
 
 std::shared_ptr<const boost::multi_array<ui8, 3>> CPlayerSpecificInfoCallback::getVisibilityMap() const
 {
 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
-	return gs->getPlayerTeam(*player)->fogOfWarMap;
+	return gs->getPlayerTeam(*getPlayerID())->fogOfWarMap;
 }
 
 int CPlayerSpecificInfoCallback::howManyTowns() const
 {
 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
-	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
-	return CGameInfoCallback::howManyTowns(*player);
+	ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
+	return CGameInfoCallback::howManyTowns(*getPlayerID());
 }
 
 std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
@@ -740,7 +744,7 @@ std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(
 	{
 		for(const auto & town : i.second.towns)
 		{
-			if(i.first == player || (!onlyOur && isVisible(town, player)))
+			if(i.first == getPlayerID() || (!onlyOur && isVisible(town, getPlayerID())))
 			{
 				ret.push_back(town);
 			}
@@ -755,8 +759,8 @@ std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo
 	for(auto hero : gs->map->heroesOnMap)
 	{
 		// !player || // - why would we even get access to hero not owned by any player?
-		if((hero->tempOwner == *player) ||
-			(isVisible(hero->visitablePos(), player) && !onlyOur)	)
+		if((hero->tempOwner == *getPlayerID()) ||
+			(isVisible(hero->visitablePos(), getPlayerID()) && !onlyOur)	)
 		{
 			ret.push_back(hero);
 		}
@@ -764,18 +768,13 @@ std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo
 	return ret;
 }
 
-std::optional<PlayerColor> CPlayerSpecificInfoCallback::getMyColor() const
-{
-	return player;
-}
-
 int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const
 {
 	if (hero->inTownGarrison && !includeGarrisoned)
 		return -1;
 
 	size_t index = 0;
-	auto & heroes = gs->players[*player].heroes;
+	auto & heroes = gs->players[*getPlayerID()].heroes;
 
 	for (auto & heroe : heroes)
 	{
@@ -790,13 +789,13 @@ int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool
 
 int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
 {
-	if (!player || CGObelisk::obeliskCount == 0)
+	if (!getPlayerID() || CGObelisk::obeliskCount == 0)
 	{
 		*outKnownRatio = 0.0;
 	}
 	else
 	{
-		TeamID t = gs->getPlayerTeam(*player)->id;
+		TeamID t = gs->getPlayerTeam(*getPlayerID())->id;
 		double visited = 0.0;
 		if(CGObelisk::visited.count(t))
 			visited = static_cast<double>(CGObelisk::visited[t]);
@@ -811,7 +810,7 @@ std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjec
 	std::vector < const CGObjectInstance * > ret;
 	for(const CGObjectInstance * obj : gs->map->objects)
 	{
-		if(obj && obj->tempOwner == player)
+		if(obj && obj->tempOwner == getPlayerID())
 			ret.push_back(obj);
 	}
 	return ret;
@@ -821,7 +820,7 @@ std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings()
 {
 	ASSERT_IF_CALLED_WITH_PLAYER
 	std::vector < const CGDwelling * > ret;
-	for(CGDwelling * dw : gs->getPlayerState(*player)->dwellings)
+	for(CGDwelling * dw : gs->getPlayerState(*getPlayerID())->dwellings)
 	{
 		ret.push_back(dw);
 	}
@@ -831,7 +830,7 @@ std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings()
 std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
 {
 	std::vector <QuestInfo> ret;
-	for(const auto & quest : gs->getPlayerState(*player)->quests)
+	for(const auto & quest : gs->getPlayerState(*getPlayerID())->quests)
 	{
 		ret.push_back (quest);
 	}
@@ -841,14 +840,14 @@ std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
 int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
 {
 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
-	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
-	return getHeroCount(*player,includeGarrisoned);
+	ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
+	return getHeroCount(*getPlayerID(), includeGarrisoned);
 }
 
 const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
 {
 	ASSERT_IF_CALLED_WITH_PLAYER
-	const PlayerState *p = getPlayerState(*player);
+	const PlayerState *p = getPlayerState(*getPlayerID());
 	ERROR_RET_VAL_IF(!p, "No player info", nullptr);
 
 	if (!includeGarrisoned)
@@ -864,7 +863,7 @@ const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId,
 const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const
 {
 	ASSERT_IF_CALLED_WITH_PLAYER
-	const PlayerState *p = getPlayerState(*player);
+	const PlayerState *p = getPlayerState(*getPlayerID());
 	ERROR_RET_VAL_IF(!p, "No player info", nullptr);
 	ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr);
 	return p->towns[serialId];
@@ -873,15 +872,15 @@ const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId)
 int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const
 {
 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
-	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
-	return getResource(*player, type);
+	ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
+	return getResource(*getPlayerID(), type);
 }
 
 TResources CPlayerSpecificInfoCallback::getResourceAmount() const
 {
 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
-	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources());
-	return gs->players[*player].resources;
+	ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", TResources());
+	return gs->players[*getPlayerID()].resources;
 }
 
 const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
@@ -892,11 +891,11 @@ const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
 	if (team != gs->teams.end())
 	{
 		const TeamState *ret = &team->second;
-		if(!player.has_value()) //neutral (or invalid) player
+		if(!getPlayerID().has_value()) //neutral (or invalid) player
 			return ret;
 		else
 		{
-			if (vstd::contains(ret->players, *player)) //specific player
+			if (vstd::contains(ret->players, *getPlayerID())) //specific player
 				return ret;
 			else
 			{
@@ -942,7 +941,7 @@ bool CGameInfoCallback::isInTheMap(const int3 &pos) const
 
 void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
 {
-	gs->getTilesInRange(tiles, pos, radious, *player, -1, distanceFormula);
+	gs->getTilesInRange(tiles, pos, radious, *getPlayerID(), -1, distanceFormula);
 }
 
 void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)

+ 6 - 4
lib/CGameInfoCallback.h

@@ -11,7 +11,8 @@
 
 #include "int3.h"
 #include "ResourceSet.h" // for Res
-#include "battle/CCallbackBase.h"
+
+#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -57,6 +58,7 @@ public:
 	virtual bool isAllowed(int32_t type, int32_t id) const = 0; //type: 0 - spell; 1- artifact; 2 - secondary skill
 
 	//player
+	virtual std::optional<PlayerColor> getPlayerID() const = 0;
 	virtual const Player * getPlayer(PlayerColor color) const = 0;
 //	virtual int getResource(PlayerColor Player, EGameResID which) const = 0;
 //	bool isVisible(int3 pos) const;
@@ -123,13 +125,13 @@ public:
 //	bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const;
 };
 
-class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase, public IGameInfoCallback
+class DLL_LINKAGE CGameInfoCallback : public IGameInfoCallback
 {
 protected:
 	CGameState * gs;//todo: replace with protected const getter, only actual Server and Client objects should hold game state
 
 	CGameInfoCallback() = default;
-	CGameInfoCallback(CGameState * GS, std::optional<PlayerColor> Player);
+	CGameInfoCallback(CGameState * GS);
 	bool hasAccess(std::optional<PlayerColor> playerId) const;
 
 	bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
@@ -142,6 +144,7 @@ public:
 	bool isAllowed(int32_t type, int32_t id) const override; //type: 0 - spell; 1- artifact; 2 - secondary skill
 
 	//player
+	std::optional<PlayerColor> getPlayerID() const override;
 	const Player * getPlayer(PlayerColor color) const override;
 	virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
 	virtual int getResource(PlayerColor Player, GameResID which) const;
@@ -229,7 +232,6 @@ public:
 	virtual int howManyTowns() const;
 	virtual int howManyHeroes(bool includeGarrisoned = true) const;
 	virtual int3 getGrailPos(double *outKnownRatio);
-	virtual std::optional<PlayerColor> getMyColor() const;
 
 	virtual std::vector <const CGTownInstance *> getTownsInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
 	virtual int getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned=true) const;

+ 4 - 4
lib/CGameInterface.cpp

@@ -157,9 +157,9 @@ CGlobalAI::CGlobalAI()
 	human = false;
 }
 
-void CAdventureAI::battleNewRound(const BattleID & battleID, int round)
+void CAdventureAI::battleNewRound(const BattleID & battleID)
 {
-	battleAI->battleNewRound(battleID, round);
+	battleAI->battleNewRound(battleID);
 }
 
 void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
@@ -187,9 +187,9 @@ void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction &
 	battleAI->actionStarted(battleID, action);
 }
 
-void CAdventureAI::battleNewRoundFirst(const BattleID & battleID, int round)
+void CAdventureAI::battleNewRoundFirst(const BattleID & battleID)
 {
-	battleAI->battleNewRoundFirst(battleID, round);
+	battleAI->battleNewRoundFirst(battleID);
 }
 
 void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)

+ 2 - 2
lib/CGameInterface.h

@@ -147,12 +147,12 @@ public:
 	virtual void activeStack(const BattleID & battleID, const CStack * stack) override;
 	virtual void yourTacticPhase(const BattleID & battleID, int distance) override;
 
-	virtual void battleNewRound(const BattleID & battleID, int round) override;
+	virtual void battleNewRound(const BattleID & battleID) override;
 	virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
 	virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
 	virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
 	virtual void actionStarted(const BattleID & battleID, const BattleAction &action) override;
-	virtual void battleNewRoundFirst(const BattleID & battleID, int round) override;
+	virtual void battleNewRoundFirst(const BattleID & battleID) override;
 	virtual void actionFinished(const BattleID & battleID, const BattleAction &action) override;
 	virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
 	virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;

+ 2 - 2
lib/IGameEventsReceiver.h

@@ -61,8 +61,8 @@ public:
 	virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
 	virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
 	virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
-	virtual void battleNewRoundFirst(const BattleID & battleID, int round){}; //called at the beginning of each turn before changes are applied;
-	virtual void battleNewRound(const BattleID & battleID, int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+	virtual void battleNewRoundFirst(const BattleID & battleID){}; //called at the beginning of each turn before changes are applied;
+	virtual void battleNewRound(const BattleID & battleID){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 	virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
 	virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
 	virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};

+ 0 - 1
lib/battle/CBattleInfoCallback.h

@@ -11,7 +11,6 @@
 
 #include <vcmi/spells/Magic.h>
 
-#include "CCallbackBase.h"
 #include "ReachabilityInfo.h"
 #include "BattleAttackInfo.h"
 

+ 0 - 1
lib/battle/CBattleInfoEssentials.h

@@ -8,7 +8,6 @@
  *
  */
 #pragma once
-#include "CCallbackBase.h"
 #include "IBattleInfoCallback.h"
 
 VCMI_LIB_NAMESPACE_BEGIN

+ 0 - 27
lib/battle/CCallbackBase.cpp

@@ -1,27 +0,0 @@
-/*
- * CCallbackBase.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
- *
- */
-#include "StdInc.h"
-#include "CCallbackBase.h"
-#include "IBattleState.h"
-
-VCMI_LIB_NAMESPACE_BEGIN
-
-CCallbackBase::CCallbackBase(std::optional<PlayerColor> Player):
-	player(std::move(Player))
-{
-}
-
-std::optional<PlayerColor> CCallbackBase::getPlayerID() const
-{
-	return player;
-}
-
-
-VCMI_LIB_NAMESPACE_END

+ 0 - 36
lib/battle/CCallbackBase.h

@@ -1,36 +0,0 @@
-/*
- * CCallbackBase.h, 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
- *
- */
-#pragma once
-#include "../GameConstants.h"
-
-#define RETURN_IF_NOT_BATTLE(...) if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; }
-#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
-
-VCMI_LIB_NAMESPACE_BEGIN
-
-class IBattleInfo;
-class BattleInfo;
-class CBattleInfoEssentials;
-
-//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
-class DLL_LINKAGE CCallbackBase
-{
-protected:
-	std::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
-
-	CCallbackBase(std::optional<PlayerColor> Player);
-	CCallbackBase() = default;
-
-public:
-	std::optional<PlayerColor> getPlayerID() const;
-};
-
-
-VCMI_LIB_NAMESPACE_END

+ 18 - 0
lib/battle/CPlayerBattleCallback.cpp

@@ -11,9 +11,27 @@
 #include "CPlayerBattleCallback.h"
 #include "../CStack.h"
 #include "../gameState/InfoAboutArmy.h"
+#include "../CGameInfoCallback.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
+CPlayerBattleCallback::CPlayerBattleCallback(const IBattleInfo * battle, PlayerColor player):
+	battle(battle),
+	player(player)
+{
+
+}
+
+const IBattleInfo * CPlayerBattleCallback::getBattle() const
+{
+	return battle;
+}
+
+std::optional<PlayerColor> CPlayerBattleCallback::getPlayerID() const
+{
+	return player;
+}
+
 bool CPlayerBattleCallback::battleCanFlee() const
 {
 	RETURN_IF_NOT_BATTLE(false);

+ 8 - 0
lib/battle/CPlayerBattleCallback.h

@@ -16,7 +16,15 @@ class CGHeroInstance;
 
 class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
 {
+	const IBattleInfo * battle;
+	PlayerColor player;
+
 public:
+	CPlayerBattleCallback(const IBattleInfo * battle, PlayerColor player);
+
+	const IBattleInfo * getBattle() const override;
+	std::optional<PlayerColor> getPlayerID() const override;
+
 	bool battleCanFlee() const; //returns true if caller can flee from the battle
 	TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
 

+ 2 - 0
lib/battle/IBattleInfoCallback.h

@@ -15,6 +15,8 @@
 
 #include <vcmi/Entity.h>
 
+#define RETURN_IF_NOT_BATTLE(...) if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; }
+
 VCMI_LIB_NAMESPACE_BEGIN
 
 struct CObstacleInstance;

+ 1 - 1
lib/pathfinder/CPathfinder.cpp

@@ -456,7 +456,7 @@ bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
 }
 
 CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
-	CGameInfoCallback(gs, std::optional<PlayerColor>()),
+	CGameInfoCallback(gs),
 	turn(-1),
 	hero(Hero),
 	options(Options),